ContentsQuest TabThe Quest Tab on the Monster Editor looks like this:
OverviewYou use this screen to make monsters part of a quest. They can either solve the quest, or help with it. The key thing you need to know about this screen is that monsters/NPCs can be activated to do something. You can activate a monster in 2 ways;
Once the NPC is activated, they can do any of the following things:
You can use the Talk Editor to give your NPCs lots of things to talk about. Part of a quest should involve guessing the right things to talk to NPCs about, and they can give you hints. Then you use the Quest Editor to handle the more important parts of the quest — getting passwords, giving items, and solving the quest. ExampleLet's say you've got an NPC who can help you with your quest, but he really likes French Fries. You have to give him some French Fries in order to get the password for the quest. You should first use the Talk Editor to give him some subjects and responses. For example:
In this case, the NPC is pretending not to know anything about the quest, although you don't have to do it that way. OK, the NPC's responses are set up, so you can use the Quest Editor to activate the NPC when he gets some french fries. To make some french fries, you create an archetype file that looks like this: <arch path="objects/food/food"> <string name="short" value="french fries"/> </arch>It should be called french_fries.arch , and you
can put it anywhere in your wiz directory. Usually people
create a subdirectory for their archetypes called "arch/"
and put them there, like so:
wiz/myname/arch/french_fries.arch Let's say you want the NPC to give you a key when he gets his french fries. In fact, let's say you want it to work like this (and the NPC is named "ogre"):
(player): give fries to ogre You do this by filling out the following fields in the Quest screen for the ogre:
You can ignore everything in "Voice Activation" and "Quest Solving" for this NPC. What did we do here?
Now you should have a pretty good idea how the dialog works, and we'll cover how the rest of it is used. Voice ActivationThis part of the Quest screen only has two fields:
You usually shouldn't use voice activation, for 2 reasons:
Gift ActivationThis part of the quest screen has 4 fields:
The trickiest part about Gift Activation is that you have 2 ways to specify the item. They're almost the same, and you can use either one. Item Arch was used in our French Fries example above.
We created an archetype called Item ID means that instead of looking at the archetype for the item, the NPC should look at a property on the item instead. There are a few situations where you might want to do this:
It turns out that you don't ever actually need Item ID, since you can always create a parent archetype for your different items and use that for Item Arch. But that's a different tutorial; we're not going to cover it here. In a nutshell, your best bet is to use Item Arch just like we did in the French Fries example. Actions When ActivatedThis section of the Quest screen has the actions to perform when the player activates the NPC (by voice or gift), except for solving a quest, which is in the "Quest Solving" section. You can do 4 things:
You can set the NPC up to do any or all of these things when activated. Give Count is how many times the NPC is allowed to give the item to the player. Usually it's only 1. Perform Count is how many times the NPC will perform the Perform Command when activated, before just ignoring the player and not doing it anymore. Quest SolvingThis is for the very last NPC in a quest, the one who actually says you've solved the quest. There are several fields, all explained here. Activating NPC solves a questCheck this box to make the NPC let you finish a quest. The remaining fields ("Quest Points", etc.) will be ignored unless you check this box. Game Driver shouts when quest is solvedCheck this box for large quests that are listed on the website. The quest should *usually* be at least 5 points to be worth shouting about. Quest PointsType in how many quest points you think the quest should be worth. Talk to a senior wizard or higher if you're not sure. Here are some simple guidelines:
Another way to think about it is: every 5 quest points should require about 10 hours of game time. So one way to figure out how to assign quest points is to guess how many hours it'll take people to solve your quest, and divide by 2. Keep in mind that people are pretty clever, and the more hints you give, the easier it is. Quest Short NameThis should be your wizard name plus a very short name for the quest, such as "legolas-oldmage", or "janica-aquator". It's a required field. Quest Long NameThis is the real name of the quest, such as "Moon Quest" or "Cult of Aquator". Shouldn't be too long: 3 to 5 words, typically. Solve MessageThis is the message the NPC will say out loud when you finish the quest, such as "You've brought my crystal back! Congratulations, you've finished the Moon Quest!". Quest PathThis field is optional. If your NPC is in the wrong map when the player solves the quest, the NPC can complain and not let you solve the quest. For instance, you might want to set up your quest so that:
You'd set the Quest Path to the map "wiz/myname/some/map", and set the Wrong-Map Msg to something like "I need to be in the Bank Vault!". Realistically, this was put in to prevent players from using a monster suck-o-matic to take the NPC away and keep him or her handy until the player had the right quest item. You probably don't need to worry too much about filling out the last two fields. |