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Contributing
Because most of the game is in JSON files, you can contribute some things that are missing that don't involve code.
To add a quest, you need to edit level/quests.json
:
{
"quest": [
{
"id": "butcher",
"name": "The Butcher"
},
...
]
}
Add a similar block as the butcher one. The id
is used to identify the quest. The name
is what appears in the quest log.
Then, add 2 new files in the quests
folder:
butcher.json
butcher.txt
Use the same filename as the id
you gave above. The game files expect that.
The text file is the text that is displayed in the scrolling window in the game.
You can open the original diablo.exe with notepad++ and search for the dialogs.
It's easier to get the dialogs this way.
You don't need to split the text. The game files are configured to do that automatically.
butcher.json
{
"load": [
"ui/level/showText.json",
"questText",
"50",
"quests/butcher.txt"
],
"audio": {
"id": "wound01",
"file": "sfx/Towners/wound01.wav",
"play": true,
"volume": "|game|soundVolume|"
}
}
Change the text file in butcher.json
to point to butcher.txt
.
Use the quest's audio track here as well.
This will play the quest in the quest log.
To add quests to the town players, go to towners/strytell/quests
and add these 2 files:
butcher.json
butcher.txt
The text file is the quest's text for that town player.
butcher.json
{
"load": [
"ui/level/showText.json",
"smithText",
"50",
"towners/strytell/quests/butcher.txt"
],
"audio": {
"id": "storyt10",
"file": "sfx/Towners/storyt10.wav",
"play": true,
"volume": "|game|soundVolume|"
}
}
Change the text file in butcher.json
to point to the butcher.txt
of that town player.
Use the quest's audio track for that player here.
This will play the quest in that town player's quest log when you talk to him in town.