Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

If you want to make a mod instead, and share your custom requests with any other player, follow this guide.

Create a folder, let's say it is called "ALEXANDRA_CR", with an info.txt file (the description of the mod) and a "scripts" folder: inside the latest folder, create a new text file and call it "repeatable_quests.gd":

ALEXANDRA_CR
|-- scripts
|   |-- repeatable_quests.gd
|-- info.txt

Inside repeatable_quests.gd write:

func questarray():
<AddTo 1>
#INSERT YOUR CUSTOM REQUESTS HERE

and append your custom requests. When the mod is loaded, they will be added to the original file.

This is technically correct but in practice you might run into errors with the code merge (when a mod is applied). Questarray uses nested {} and that is a known problem area for the merge, leading to unpredictable results. My code contains a way for a mod to include new quests without changing the questarray definition.

Just replacing repeatable_quests.gd will not cause this problem of course as (the program can't see the old version and) there is no code merge.