RPG-System: All-In-One | Documentation
  • Welcome
  • Discord
  • Implementation
    • Migrating
    • Implementing
      • Network UniqueID
    • Tips
      • Optional Config settings
  • Good to know
    • Global Settings
    • Get RPG Reference of a Player
    • Experience Penalty on Death
    • Copy Player Info | Make Clones
  • Leveling System
    • Overview
    • Spendable Stat Points
  • Class System
    • Overview
    • Adding a new Class
    • Add a Skill Tree to a Class
  • Status Attributes
    • Stats
      • Stat Bonus
      • Add a new Status Attributes (Stat Bonus)
    • Elements
      • Element Bonus
      • Add a new Element
    • Attack Bonus
  • Item/Equipment System
    • Item Datatable
      • Base Item Stat Bonus (ATK, DEF)
      • Item Grade/Rarity Scaling
    • Stat Bonuses
    • Socket/Gem Slots
    • Adding a new Item
    • Add a new ItemType
    • Item Tips & Tricks
      • Prevent Items from being Lootable Until Conditions Met
  • Inventory System
    • Overview
    • Socket/Gem Slot
    • Currency
      • Add a New Currency
    • Refinement System
    • Personal Storage System
    • Auto Loot
      • Quick-Loot/Take All Items
    • Functions
      • EquipItem
      • UnequipItem
      • DropItem
        • SplitDrop
      • UseConsumableItem
        • ItemCallEvent
      • GetItemCooldown
      • SetInventorySlot
      • GetInventorySlot
      • SetEquipmentSlot
      • GetEquipmentSlot
      • InventorySwapItem
      • InventoryAddItem
      • InventoryRemoveItem
      • GetFreeInventorySlot
      • InventoryHasItem
      • InventoryGetItemAmount
      • InventoryTryStack
      • AddCurrency
      • GetCurrency
      • SetRefineLevel
  • Status Effects System
    • Overview
    • Add a new Status Effect
    • Functions
      • Add Status Effect
      • Remove Status Effect
      • Has Status Effect
  • Crowd Control System
    • Overview
    • Add a new Crowd Control
    • Functions
      • AddCrowdControl
      • RemoveCrowdControl
      • HasCrowdControl
      • OnCrowdControl
  • Skill System
    • Skills
      • Add a new Skill
      • Creating a Ranged Projectile
      • Modifying Skill Upgrades
      • Skill Database Parameters
      • Custom Skill Logic
    • Skill Trees
      • Add a new Skill Tree
      • Add Skills to an Skill Tree
      • Add a Skill Tree to a Class
    • Skill Functions
      • SetBasicAttackInfo
      • SetCurrentSkill
      • UseSkill
      • ExecuteSkill
      • GetSkillATK
      • SetSkillUpgrades
      • SetSkillIndicatorLocation
        • First/Third-Person
        • Top-Down
      • SelectTarget
        • First/Third-Person
        • Top-Down
      • ⚔️BasicAttack
    • Skill Module
      • Event Skill Initialized
      • Event Skill Start
      • Event Skill End
      • Multi-Hit Parameters
    • Tips & Tricks
      • Spawn Module on Socket Location
  • Hotbar
    • Hotbar
  • Crafting System
    • Overview
    • Creating a new Item
  • Shop System
    • Overview
  • A.I Systems
    • Enemies
      • Creating a new Enemy
      • A.I Spawner Sample
    • Companions
      • Add new Companion
    • Minions
    • Pets
      • Add new Pet
      • Add new Pet Cube
    • Tips & Tricks
      • Force Companion to Attack
  • Quest System
    • Overview
    • Pre-made Task Types
    • Objectives
  • Party & Chat System
    • Parties
    • Chat
  • Other Subsystems
    • Interact System
      • Create a Interactable Object
    • Drop System
    • Save System
    • Custom Variable System
      • AddCustomVariable
        • Interact Example
    • Custom Dispatcher System
      • Example from the Demo
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On this page
  • Private Objectives
  • Global Objectives
  1. Quest System

Objectives

PreviousPre-made Task TypesNextParties

Last updated 2 years ago

Each task is associated with a specific custom variable and has a defined objective that must be completed. These objectives can be set to be private for a specific player or global for all players on the server. This allows you to track progress and customize the gameplay experience for each player.

Private Objectives

  • Private Quests are those that are specific to a player and can only be accepted and completed by that player. These quests require a UniqueID from the player and cannot be accepted by other clients or players. This allows you to create personalized experiences for each player and ensure that they are only able to complete the tasks that are intended for them.

Private Tasks(Custom Variable) also require a UniqueID but any updates on that task can be shared through the Party by enabling

Global Objectives

  • Global Quests will be accepted and added to all Players.

  • Global Tasks are getting updated on all Players.

  • No UniqueID is required.

Combine it with a Custom Dispatcher to trigger events on completion. Quests have the ability to change automatically to the Complete State(+rewards) with an adjustable delay if all tasks are done, use the “ActiveQuestOnCompletion” to give the Player his next Quest.

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