Here are the configuration options (I'll document it more thoroughly in the wiki):
Code: Select all
//! local variable for setting the quest name (per the module journal)
const string ACR_QST_NAME = "ACR_QST_NAME";
//! local variable for setting the lower state threshold (integer) for a quest
//! typically defines the target state for quest assignment
const string ACR_QST_LOWER_STATE = "ACR_QST_LOWER_STATE";
//! local variable for setting the upper state threshold (integer) for a quest
//! typically defines the target state for quest completion
const string ACR_QST_UPPER_STATE = "ACR_QST_UPPER_STATE";
//! local variable for setting the resref of the object to spawn
const string ACR_QST_SPAWN_RESREF = "ACR_QST_SPAWN_RESREF";
//! local variable for setting the tag of the object spawn location
const string ACR_QST_SPAWN_WAYPOINT = "ACR_QST_SPAWN_WAYPOINT";
//! local variable for setting the spawn animation boolean
const string ACR_QST_APPEAR_ANIMATION = "ACR_QST_APPEAR_ANIMATION";
//! local variable for setting the delay for spawning the object
const string ACR_QST_SPAWN_DELAY = "ACR_QST_SPAWN_DELAY";
//! local variable for setting the message text to send to the player
const string ACR_QST_MESSAGE = "ACR_QST_MESSAGE";
Anyway, it's late and I'm out of time tonight, but I want to run another minor ACR release to accommodate the quest system (modified creature and module event files) before sending the quest files over to you, Indio. Looks like AL's also committed a few fixes that we can get in as well.