A pot used in the “Our Eternal Land” quest to make a counteragent to help plants grow. The player has 3 kinds of dirt to put into the pot, with each combination creating a different effect as seen here.
Part of the scripting for "Our Eternal Land". Once the player has put a dirt combo in, it is checked and assigned an integer. This scripting checks which integer is present and then plays the correct effects.
Part of the Scripting for "Our Eternal Land". This function checks to see which dirt the player gave to the item requester to be fed into and checked in other functions.
Part of the scripting for "Our Eternal Land". This function checks for the dirt combo given to the item requester and then assigns each combo a different integer that is checked in another function. This also returns the dirt to the player's inventory so they can try again if they did not pick the right combo.
Part of the blueprint scripting I created for "Our Eternal Land". This function looks for the integer assigned in an earlier function which tells which two dirt the player gave the item requester. Based on that combo, different effects play.
Part of the scripting for "Our Eternal Land". For the dialogue and effects to properly replicate for all players, I worked with an engineer to properly call both the server and client machines at the correct times.
Part of the scripting I did for "Our Eternal Land". If the correct combo is given, the pot explodes. This checks to see if the player is close enough to the pot to be knocked back. If the player is too far away, no knock back occurs.
As part of the “Our Eternal Land” quest, players pour counteragent on flowers to cause them to grow again. At certain times, they are attacked by wurms who also like the counteragent (foreshadowed when making the counteragent). All flowers players interacted with and extra ones will be shown in their end state (green and grown) even after leaving the map.
The scripting I did for the flower interactions in the quest "Our Eternal Land". When a flower is interacted with, it checks to see if the player is on the objective for the 3rd or 5th flower. If they are, it starts either an easy or hard encounter. If the player is on the 4th flower, it plays a specific dialogue line that serves as foreshadowing to the 5th hard encounter.