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Releases: Chevifier/QuestManager

Quest Manager 0.9.0

08 Aug 00:51
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Quest Manager version 0.9.0
Welp time to break some projects again. Sorry. Its not too bad. Just need to use the IDs from the Editor to updated quest See Docs
Quest progression rework(probably final)
Quest ids can now be copied from the editor. (Switched from label to uneditable line edit Node)
New Scene Node type QMStepTracker use to paste Quest id and step_id to easily update a quest also set the step type and related data
(Fixed) params label sticking out of Editor Node bounds
Fixes #20
Updated Example Projects
Updated documentation

Quest Manager 0.8.3

23 Jun 03:59
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Fixes #17 and #16
Removed incomplete code for future implementation.

Quest Manager Alpha 0.8.2

24 Apr 22:14
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Minor Update
Fixed test scene launching when first save quest resource using CTRL+S
Fixed QuestComplete signal will now return quest as 1 dictionary instead of its name and rewards. the quest dictionary contains these within the dictionary
Added get_save_quest_data() and load_saved_quest_data(data:Dictionary) helper functions to easily get and set quest data when you save/load your game. Alternately you could just grad the player_quests dictionary from the Manager.

Quest Manager Alpha 0.8.1

15 Apr 03:08
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Quest Manager 0.8.1
Renamed id to quest_id in progress_quest function in QuestManager autoload script
Fixed: Running test Scene doesn't update new save. Also fixes saving new file from existing none saved project.
Rename Step to Action step in Context menu
Fixed: Function call as first step doesn't complete step
Fixed: Function call as last step doesn't complete quest
Step Meta Data View added in Test Scene

-KNOWN ISSUES-

  1. Branch steps not shown in Test Scene steps list(Not implemented yet)
  2. Nodes have meta_data connection hanging outside of container when id is hidden(Engine bug possibly?)

Quest Manager Alpha 0.8.0

08 Apr 00:48
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Quest Manager version 0.8.0
Alot of fixes and improvements for this update bumping from 0.6.4 to 0.8.0
-Move Test scene related code/scenes to new TestScene folder.
-Merged Wrong quest steps sorting order fix #11 and #13 Thanks @Kreozot
-Fix context menu node drop position to last_mouse_right click position directly accounting for graph zoom.
-Drag out connection context menu popup for easy add nodes.
-added next_step signal that returns the next step of the quest when the previous step has been completed.
-updated quest manager signal to return expected data Fixes #10

  1. Quest Complete and Quest Failed returns Quest Dictionary instead of quest name
  2. step_completed returns current completed step and the new next_step signal returns the next step in the quest

-Fix Boolean meta data saved value loss Fixes #10
-Change step_complete signal to return the completed step instead of the next step data.
-Improve performance by removing redundant searches for quest step data in progress_quest function.
-Added step number to TestScene available quests steps count.
-Fixed created new quest file saving as new file requiring saving override.
-Fixed invalid/deleted files removed from recents list if deleted.
-Fixed Rewards node data.
-Other minor fixes
-Update Examples to reflect Changes
-Update Documentation
-KNOWN ISSUES-

  1. Branch steps not shown in TestScene steps list(Not implemented yet)
  2. GraphNodes have meta_data connection hanging outside of container when id is hidden(Engine bug possibly?)

Quest Manager 0.6.4

01 Dec 18:19
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Removed Updater sending Notification instead.
It was a bit trouble sum I might add it back in the future.

Quest Manager 0.6.3

01 Dec 17:09
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Merge Godot 4.2 support Branch to Main
Update you engine to Godot 4.2 GodotEngine

Known Issues
Last visible element of GraphNodes are pushed outside of its container.
It Might my Internal issue to Godot Engine Will check for fix.
It was not an issue in Godot 4.1.x

Quest Manager 0.6.2

04 Nov 01:10
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-Added Recent Files List for Quick Access

Quest Manager 0.6.0: Branching Quest lines Update

10 Oct 04:43
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-Major update, introducing branching quest lines and calling functions and a bunch of fixes.
-Added Branch Node for branching Quest lines.
-Virtually Unlimited Branches in Quests
-Added Callable Step Node, calls a function from an autoloaded script.
-[Breaks Compat] Change Quest step from indexing to identifying next step by id.(Required to support branching quests)
-[Breaks Compat] restructure save system.(Required to support branching quests)
-Separated Save System Code to separate Script.
-Added ID visibility toggle for all nodes in editor.
-Updated Runtime Scriptable Quests for new id system.
-Updated Test Scene for new id system.
-Updated Quest Manager for new Id System.

FIXES
-Rewards node data loading error.
-Meta Data node data loading error.
-Create new not initially saving new file.

Note: No current plans to make any major changes to saving data in the future so it should be safe to use for projects as of this update.

Quest Manager Alpha 0.3.0

03 Jun 01:14
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-Added Rewards Node
-Added Per Step Meta Data
-Added Quest Creation from code (See Documentation)
-Added copy and pasting nodes.
-Fixes-
Crash when restarting example quests
Meta-Data not loading correctly in Editor
Tooltip gets duplicated when copying node if visible