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Darkness In The Light Quest

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  1. Darkness In The Light Quest The Corrupted
  2. Darkness In The Light Quest Hard
  3. Destiny 2 The Corrupted Mission
  4. Darkness In The Light Quest Steps Destiny 2
  5. Malfeasance Quest D2
  • To unlock this quest, you first need to complete the one with the spiders (it is recommended that you first complete the 'Bandits' quest for the next level.) You it by going to the sheriff in the garrison building (1). He will ask you to find out what happened in the lighthouse that has recently gone out.
  • How to Start the Key of Light and Darkness Quest To kick off the quest you're going to need to talk to Petra Venj after completing the main campaign for Destiny 2: Forsaken. With the campaign completed you'll receive a Broken Awoken Talisman, a small item that you need to reach the Dreaming City.

Quest has a system built in for handling light and darkness in your game.

A Dark Room

The first step is to go to the features tab of the game object and tick the box 'Lightness and darkness…' (actually this is optional; it just turns the editor features on, your game will run the same either way).

By default rooms are lit. We will create a dark room, called 'darkroom'. Create the room as normal, make exits to and from it, and give is a description. Now go to the Light/Dark tab, and tick the 'Room is initially dark' checkbox.

Try the game, and you will find two things. The first is that there is no default dark room description; it is just blank. The second is that you are trapped in the dark room - there is no way to use the exit if it is too dark to see it!

Annex, The Tower, The Last City, Earth The Drifter: I finally have an answer for the Man with the Golden Gun. And it's something you and me built together. What do you say we call it Malfeasance? What is the darkness in the light quest for? Original Poster 1 point 8 days ago. I think it's a step in one of the exotic quests, but I am not at the console to check right now. View Entire Discussion (8 Comments) More posts from the DestinyTheGame community.

A Light from the Door

Go to the exit from this room, and on the Options tab, tick the 'This object is a light source' box. In the dropdown box that appears, set it to be weak. Now the player will see and be able to use this exit, even if the room is dark - there is a faint light coming from the other room, enough to show you the way out.

Go back to the Light/Dark tab of the room, and add a description to display when dark. Perhaps: 'It is dark, but you can just make out an exit to the west.' Now when you play the game the room is still dark, but the exit is useable, and the player will not be trapped here.

Weak and Strong

Quest has three levels of light for objects. None at all, weak and strong. A strong light will illuminate the whole room. A weak source only illuminates itself. The exit was a weak light source, so it could be seen in the dark room but nothing else could. What we need is a strong light source.

Implementing a Torch

Create a new object, called 'torch'. On the Inventory tab tick it so it can be taken. On the Features tab, tick Lightness and Darkness. Then on the Light/Dark tab, tick it as a light source and set it to be Strong.

Now go in-game. With the torch in hand, your darkroom will be illuminated.

A Note about Containers

Darkness In The Light Quest

Quest has a sophisticated container system. If the player puts the torch in a container that is flagged as transparent, the torch will still illuminate the room.

Implementing a Light Switch

Create an object, lightswitch, inside the dark room. On the Features tab, make it switchable. On the Switchable tab, also make it Switchable, and fill in the message boxes. Then in the script to run when turned on, put in this (not sure what to do with code? See here):

For the other script, you need this:

Very simple, they just alter the 'dark' attribute of your dark room.

If you try it out, you will find the light switch now controls the darkness of the room (you will need the torch to find the switch, but then leave the torch elsewhere to confirm the room is now lit). You could, of course, set the switch to be a weak light source, so it can be found in the dark.

Implementing a Switchable Torch

We should be able to turn the torch off, to save the battery. Pretty similar to before - on the torch object, first set it to not be a light source, as it is initially turned off (but keep it as a Strong light source!), then go to the Features tab, and make it switchable. On the Switchable tab, make it Switchable (the default messages are good enough). Then in the script to run when turned on, put in this:

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For the other script, you need this:

A Torch that Fails

No torch lasts forever; let us put a limit on this one. First create a new attribute for the torch, called 'battery'. If working offline, you can do that by going to the Attributes tab to create it, and Set it to be an integer, with a value of 5 (we want a small number whilst we are playing around; for your game you will want it much higher). If using the web version, you have no Attributes tab, so go to the Script tab of the game object, and add this code:

We now need a turn script. We could do this two ways: have the turn script enabled and disabled when the torch is turned on and off, or have it running all the time, but only use the battery when turned on. I am going to do the former.

Create a turn script, and make sure it is under the Object object (i.e., it is vertically aligned with your rooms, not the stuff in the rooms). Give the turn script a name, torchturnscript, and paste in this code:

The first line reduces the life of the battery. If it gets to zero the rest of the script kicks in (I am checking for less than one rather than zero in case something odd happens, and it jumps to -1; I still want the torch to the fail then). Once the battery fails, we need the torch to be switched off, to not be a light source and for this turn script to stop. We also need a message to the player.

Darkness In The Light Quest The Corrupted

The last line sets a special attribute that (as of version 5.7) Quest will check before switching the object on; if the attribute is a string, the string is displayed, rather than turning on the item.

Quest

Quest has a sophisticated container system. If the player puts the torch in a container that is flagged as transparent, the torch will still illuminate the room.

Implementing a Light Switch

Create an object, lightswitch, inside the dark room. On the Features tab, make it switchable. On the Switchable tab, also make it Switchable, and fill in the message boxes. Then in the script to run when turned on, put in this (not sure what to do with code? See here):

For the other script, you need this:

Very simple, they just alter the 'dark' attribute of your dark room.

If you try it out, you will find the light switch now controls the darkness of the room (you will need the torch to find the switch, but then leave the torch elsewhere to confirm the room is now lit). You could, of course, set the switch to be a weak light source, so it can be found in the dark.

Implementing a Switchable Torch

We should be able to turn the torch off, to save the battery. Pretty similar to before - on the torch object, first set it to not be a light source, as it is initially turned off (but keep it as a Strong light source!), then go to the Features tab, and make it switchable. On the Switchable tab, make it Switchable (the default messages are good enough). Then in the script to run when turned on, put in this:

Skype for business certificate error clock settings mac. Certain features and behaviors that are available to Skype for Business Mac clients are determined by preference settings on the client. You can standardize the settings for Skype for Business Mac in your organization by configuring preferences for the application.

For the other script, you need this:

A Torch that Fails

No torch lasts forever; let us put a limit on this one. First create a new attribute for the torch, called 'battery'. If working offline, you can do that by going to the Attributes tab to create it, and Set it to be an integer, with a value of 5 (we want a small number whilst we are playing around; for your game you will want it much higher). If using the web version, you have no Attributes tab, so go to the Script tab of the game object, and add this code:

We now need a turn script. We could do this two ways: have the turn script enabled and disabled when the torch is turned on and off, or have it running all the time, but only use the battery when turned on. I am going to do the former.

Create a turn script, and make sure it is under the Object object (i.e., it is vertically aligned with your rooms, not the stuff in the rooms). Give the turn script a name, torchturnscript, and paste in this code:

The first line reduces the life of the battery. If it gets to zero the rest of the script kicks in (I am checking for less than one rather than zero in case something odd happens, and it jumps to -1; I still want the torch to the fail then). Once the battery fails, we need the torch to be switched off, to not be a light source and for this turn script to stop. We also need a message to the player.

Darkness In The Light Quest The Corrupted

The last line sets a special attribute that (as of version 5.7) Quest will check before switching the object on; if the attribute is a string, the string is displayed, rather than turning on the item.

Now we need to go back to the torch, and the scripts on the Switchable tab. The turn off script now looks like this, as we now want to turn off the turn script when the torch is off:

Darkness In The Light Quest Hard

The turn on script is more complicated, as we have to test if the battery is dead.

Destiny 2 The Corrupted Mission

If the battery is good, the torch becomes a light source, and the turn script goes on.

If the battery is dead, we need to turn the torch off again, and give a message. The turning on message will fire every time, that is just how Quest works, so the fail message needs to be crafted around that.

Want to recharge or replace the battery? Here is the code:

Is it dark?

If you want to know if it is dark in the current room, use the CheckDarkness function. This will return true if the room is dark and there is no strong light source in it, and false otherwise. For example, for a SEARCH command, the code might look like this:

Descriptions: scripts vs text

If you use text for a room or object description, Quest will check if it is dark first, and only give the description if there is light to see the object.

If you have set the room description to be a script, then Quest will again check if it is dark, and will only run the script if the room is illuminated.

Darkness In The Light Quest Steps Destiny 2

For objects, however, the Quest will run the script, whatever the illumination. Note that this is only an issue when they are in the inventory - objects in the room are not reachable if the player cannot see them. Yo may want to check in each script, then, whether there is enough light to see the object. On the other hand, you might reason that since the player has picked the object up, it is reasonable to assume she can remember what it looks like or can feel it, and so it does not matter. Or you could give different descriptions depending on the lighting.

Malfeasance Quest D2

To get you started, this script will check if it is dark, and if it is, give the standard response; otherwise if gives the proper descriotion.





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