s2cfgtojson 7.0.17 → 7.0.18
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- package/package.json +1 -1
- package/readme.md +22 -0
package/package.json
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package/readme.md
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@@ -58,6 +58,28 @@ console.log(parsed.TriggeredCooldowns);
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## Quest Node Planner Skill
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This package includes a **Quest Node Planner** skill for AI-assisted quest authoring. It turns plain-language quest descriptions into complete S.T.A.L.K.E.R. 2 quest content packages — quest node graphs, dialog chains, journal entries, markers, rewards, and all supporting structs.
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Describe a quest in plain language and the planner will:
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1. Resolve real content IDs from your local `GameLite` data (NPCs, items, dialogs, journals, markers)
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2. Determine every struct the quest needs (nodes, dialog, journal, globals, rewards, generators)
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3. Produce a structured plan with concrete SIDs, a node graph, edges, placement guidance, and validation risks
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Example prompt:
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> Plan a fetch quest where Barkeep in the Skadovsk asks the player to retrieve a unique PDA from a bandit camp, with a money reward on turn-in and an option to decline.
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### Key design principles
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- All new structs must patch an **existing base cfg file** — the game won't read arbitrary new files.
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- The skill prefers **reusing existing content** (items, markers, generators) over creating new prototypes.
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- If something can't be resolved from local data, the skill asks you instead of guessing.
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---
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## Development
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### Tests
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