/
com/planet_ink/coffee_mud/Abilities/Common/
com/planet_ink/coffee_mud/Abilities/Diseases/
com/planet_ink/coffee_mud/Abilities/Druid/
com/planet_ink/coffee_mud/Abilities/Fighter/
com/planet_ink/coffee_mud/Abilities/Languages/
com/planet_ink/coffee_mud/Abilities/Misc/
com/planet_ink/coffee_mud/Abilities/Prayers/
com/planet_ink/coffee_mud/Abilities/Properties/
com/planet_ink/coffee_mud/Abilities/Skills/
com/planet_ink/coffee_mud/Abilities/Songs/
com/planet_ink/coffee_mud/Abilities/Spells/
com/planet_ink/coffee_mud/Abilities/Thief/
com/planet_ink/coffee_mud/Abilities/Traps/
com/planet_ink/coffee_mud/Behaviors/
com/planet_ink/coffee_mud/CharClasses/interfaces/
com/planet_ink/coffee_mud/Commands/
com/planet_ink/coffee_mud/Commands/interfaces/
com/planet_ink/coffee_mud/Common/
com/planet_ink/coffee_mud/Common/interfaces/
com/planet_ink/coffee_mud/Exits/interfaces/
com/planet_ink/coffee_mud/Items/Armor/
com/planet_ink/coffee_mud/Items/Basic/
com/planet_ink/coffee_mud/Items/CompTech/
com/planet_ink/coffee_mud/Items/MiscMagic/
com/planet_ink/coffee_mud/Items/Weapons/
com/planet_ink/coffee_mud/Items/interfaces/
com/planet_ink/coffee_mud/Libraries/
com/planet_ink/coffee_mud/Libraries/interfaces/
com/planet_ink/coffee_mud/Locales/
com/planet_ink/coffee_mud/MOBS/
com/planet_ink/coffee_mud/Races/
com/planet_ink/coffee_mud/Races/interfaces/
com/planet_ink/coffee_mud/WebMacros/
com/planet_ink/coffee_mud/WebMacros/interfaces/
com/planet_ink/coffee_mud/core/
com/planet_ink/coffee_mud/core/collections/
com/planet_ink/coffee_mud/core/interfaces/
com/planet_ink/coffee_mud/core/intermud/
com/planet_ink/coffee_mud/core/intermud/i3/
com/planet_ink/coffee_web/server/
com/planet_ink/siplet/applet/
lib/
resources/factions/
resources/fakedb/
resources/progs/autoplayer/
resources/quests/holidays/
web/
web/admin.templates/
web/admin/grinder/
web/admin/images/
web/clan.templates/
web/pub.templates/
web/pub/images/mxp/
web/pub/sounds/
web/pub/textedit/
#!QUESTMAKER_START_SCRIPT Normal Capture #1
#An existing mob in your world needs one or more other existing mobs captured. 
#A reward is given upon completion of the task and returning to the announcer.
#
#!QUESTMAKER_PAGE Quest Name/Criteria
#Enter the unique name and player criteria for your new quest.
#
#Quest ID:
#Enter a unique name/id for your quest:
#$QUEST_ID=$UNIQUE_QUEST_NAME=normal_capture_1
#
#Quest Name:
#Enter a friendly displayable name for your quest:
#$QUEST_NAME=$STRING=Normal Capture #1
#
#Quest-Player Criterium:
#You may leave this entry blank, or enter a Zapper Mask to describe what
#kinds of players may participate in this quest.  You can use this to set
#race, level, or other requirements.
#$QUEST_CRITERIA=$ZAPPERMASK
#
#!QUESTMAKER_PAGE Specify the Announcer
#The Announcer is the mob who will be wanting the other mobs captured. This must
#be an existing mob in your world.  
#
#Announcer Area/Room: 
#Specify below the name of the area that your announcer mob will be located
#in and/or the room in which the mob can be found.  You may leave both blank
#to force the quest manager to find the mob somewhere in the world, but this
#will hurt the performance of your mud, so use with care.
#Use double-quotes around multi-word areas and room ids/names.
#  
#Announcer Area:
#$ANNOUNCER_AREA=($AREA)
#Announcer Room ID:
#$ANNOUNCER_ROOM=($ROOMID)
#
#Announcer mob name: 
#Specify the name of the mob who will act as the announcer mob.  
#Use double-quotes around multi-word names.
#If you specified an area or room above, then the mob must be located there.
#You may optionally have the quest manager select a 'random' mob by entering
#a mob name of ANY MASK= followed by a Zapper Mask (see help on 
#ZAPPERMASKS for information on zapper mask syntax).
#Remember, if the quest manager can not find your mob, the quest will not
#be started.
#$ANNOUNCER_NAME=$NAME
#
#!QUESTMAKER_PAGE Announcer speaches
#Specify here some optional things to say for the announcer before and after the quest.
#
#Announcer Notification: 
#Specify some additional bit of speech the announcer mob will say to players when they enter the room.
#$QUEST_NOTIFYSTRING=($LONG_STRING)=I have some things I need captured!  Are you game?
#
#Announcer Instructions: 
#Specify some additional bit of speech the announcer mob will say to players when the quest is accepted.
#$QUEST_INSTRUCTIONSSTRING=($LONG_STRING)=I need you to capture some folks.  They are somewhere around somewhere.  You might have to get rough with them.
#
#Announcer success:
#This is what the announcement says when the player returns with all the capturable mobs.
#$QUEST_WINSPEECH_TEXT=($LONG_STRING)=Congratulations! You got them!
#
#!QUESTMAKER_PAGE Specify the Captureable Mob or Mobs
#The Capturables are the mob or mobs which must be defeated.
#
#Captureable mobs: 
#Specify below the mobs that the player must capture to get credit for this quest.
#
#Capturables mob names: 
#Specify the mobs who will act as the capturable mob or mobs.  
#See help on ZAPPERMASK for information on zapper mask syntax.
#$CAPTURABLES_MASK=$ZAPPERMASK
#
#Num Capturables:
#Specify how many of the capturable mobs must be captured.  Make sure there are 
#enough of them in your world to make this goal reachable!
#$NUM_CAPTURABLES=($EXPRESSION)=1
#
#Capturables response: 
#You may optionally specify some additional bit of speech the capturables 
#mobs will say to the players when they enter the room with them. 
#$CAPTURABLES_RESPONSE=($STRING)=So, you've come for me.  Come and get me.
#
#!QUESTMAKER_PAGE Capturables Behavior
#Select some details about the capturable mobs
#
#Capturables follow: 
#Set this to PEACEFUL if the capturable mobs will follow the player who discovers
#them, and VIOLENT if the capturable mobs must be defeated in combat first.
#$CAPTURABLES_FOLLOW=$CHOOSE=VIOLENT,PEACEFUL
#
#Capturables attack:
#Will the mobs attack if they spot the player?  Keep in mind this is above and
#beyond any aggressive behaviors they may have, and will neither modify or 
#supress their natural aggressive behaviors.  Obviously attacking makes no
#sense if they surrender peacefully, but requiring a violent capture doesn't
#necessarily mean the mobs start the fight either.
#$CAPTURABLES_ATTACK=$CHOOSE=NO-USE-DEFAULT_BEHAVIOR,YES-ATTACK-ON-SIGHT
#
#Capturables surrender: 
#You may optionally specify some additional bit of speech the capturables 
#mobs will say to the players when they are defeated in combat.
#$CAPTURABLES_SURRENDER=($STRING)=I surrender
#
#!QUESTMAKER_PAGE Quest Completion
#Select some rewards for capturing the mobs:
#
#Quest Point?
#$QUEST_POINT=$CHOOSE=YES,NO
#Amount of money (an amount, or leave blank):
#$GOLD=($EXPRESSION)
#Amount of experience points, blank for none, or a number% for percent of exp to next level:
#$EXP=($STRING)=10%
#
#Player Faction to give to or take from:
#$FACTION=($FACTION)
#If you selected a faction above, enter a new numeric amount, 
#or enter +value to add, or --value to subtract:
#$NUMFACTION=($STRING)
#
#Select whether a player may complete this quest multiple times:
#$MULTIPLE=$CHOOSE=YES,NO
#
#!QUESTMAKER_END_SCRIPT Normal Capture #1

set name $QUEST_ID
set display $QUEST_NAME
set author $#AUTHOR

set wait 1
set interval 1
quiet

set area $ANNOUNCER_AREA
set room $ANNOUNCER_ROOM
set mobgroup
set mob $ANNOUNCER_NAME
give stat keyplayer true
give script LOAD=$QUEST_ID_announcer.script

set duration 0

<?xml version="1.0"?>
<FILE><NAME>$QUEST_ID_announcer.script</NAME>
<DATA>
ALL_GREET_PROG 100
IF QUESTSCRIPTED($n *)
else
	if ISLIKE($n '$QUEST_CRITERIA') and ISPC($n) and !QUESTSCRIPTED($n *)
		if EVAL('$MULTIPLE' == 'YES') OR !QUESTWINNER($n *)
			sayto "$n" $QUEST_NOTIFYSTRING -- just say 'i accept $QUEST_NAME' to take on this quest.
		endif
	endif
endif
~

SPEECH_PROG p i accept $QUEST_NAME
	if ISLIKE($n '$QUEST_CRITERIA') and ISPC($n) and !QUESTSCRIPTED($n *)
		if  EVAL('$MULTIPLE' == 'YES') OR !QUESTWINNER($n *)
			sayto "$n" $QUEST_INSTRUCTIONSSTRING
			mpqset * STATISTICS ACCEPTED
            mpscript $n INDIVIDUAL SAVABLE LOAD=$QUEST_ID_playertrack.script
		endif
	endif
~
</DATA></FILE>
<FILE><NAME>$QUEST_ID_playertrack.script</NAME>
<DATA>
ONCE_PROG 100
    mpsetvar $i INSTRUCTIONS $QUEST_INSTRUCTIONSSTRING
	mpsetvar $i $QUEST_ID_CAPTURED 0
	mpsetvar $i $QUEST_ID_RETURNED 0
~

GREET_PROG 100
	if ISLIKE($n $CAPTURABLES_MASK) AND !ISFOLLOW('$n')
	    if EVAL('$CAPTURABLES_ATTACK' == 'YES-ATTACK-ON-SIGHT')
            mpforce $n kill $i
        else
			if EVAL('$CAPTURABLES_FOLLOW' == 'PEACEFUL')
				mpforce $n sayto "$i" $CAPTURABLES_SURRENDER
				mpforce $n mpstop all
				mpforce $n follow "$i"
			endif
    	endif
    endif
~

ENTRY_PROG 100
if INROOM($i == $g)
    if INROOM($i == '${1 *}')
        mpargset $9 '${1 *}'
        for $0 = '$%NUMMOBSROOM(*)%' to 1
            mpargset $1 '$%ROOMMOB($0)%'
            if ISLIKE($1 $CAPTURABLES_MASK) AND ISNPC('$1') AND ISFOLLOW('$1')
                mpsetvar $i $QUEST_ID_RETURNED ++
                mpsetvar $i PROGRESS Captured $<$i $QUEST_ID_CAPTURED>, Returned $<$i $QUEST_ID_RETURNED>/$NUM_CAPTURABLES
                mpechoat $i You've brought in $<$i $QUEST_ID_RETURNED>/$NUM_CAPTURABLES
                mpforce $1 follow self
                mppurge $1
            endif
        next
        if var($i $QUEST_ID_RETURNED >= $NUM_CAPTURABLES)
            if EVAL('$EXP' != '')
                mpexp $i $EXP
            endif
            if EVAL('$FACTION' != '')
                mpfaction $i $FACTION $NUMFACTION
            endif
            if EVAL('$QUEST_POINT' == 'YES') AND !QUESTWINNER($i *)
                mpforce $9 mpoload QuestPoint
                mpforce $9 give "a quest point" "$i"
            endif
            if EVAL('$GOLD' != '') AND EVAL('$GOLD' > 0)
                mpforce $9 mpoload $GOLD
                mpforce $9 give $GOLD "$i"
            endif
            mpquestwin $i *
            mpforce $9 sayto $i $QUEST_WINSPEECH_TEXT
            mpendquest $i
			mpqset * STATISTICS SUCCESS
        ENDIF
    else
        for $0 = 1 to '$%NUMMOBSROOM(*)%'
            if ISLIKE('$%ROOMMOB($0)%' $CAPTURABLES_MASK) AND !ISFOLLOW('$%ROOMMOB($0)%')
                mpforce '$%ROOMMOB($0)%' sayto "$i" $CAPTURABLES_RESPONSE
                if EVAL('$CAPTURABLES_ATTACK' == 'YES-ATTACK-ON-SIGHT')
                    mpforce '$%ROOMMOB($0)%' kill $i
                else
                    if EVAL('$CAPTURABLES_FOLLOW' == 'PEACEFUL')
                        mpforce '$%ROOMMOB($0)%' sayto "$i" $CAPTURABLES_SURRENDER
                        mpforce '$%ROOMMOB($0)%' mpstop all
                        mpforce '$%ROOMMOB($0)%' follow "$i"
                    endif
                endif
            endif
        next
    endif
endif
~

CNCLMSG_PROG STO=DEATH ALL
	if ISNPC($n) AND ISLIKE($n $CAPTURABLES_MASK) AND !ISFOLLOW($n) AND ISFIGHT($n)
        mpargset $9 '$%ISFIGHT($n)%'
		if EVAL($9 == $i)
			mpgset $n HITS 1
			mpforce $n mpstop all
            mpstop all
			mpforce $n sayto "$i" $CAPTURABLES_SURRENDER
			mpforce $n follow "$i"
			mpsetvar $i $QUEST_ID_CAPTURED ++
			RETURN CANCEL
		endif
		mpsetvar $i PROGRESS Captured $<$i $QUEST_ID_CAPTURED>, Returned $<$i $QUEST_ID_RETURNED>/$NUM_CAPTURABLES
	endif
~
</DATA></FILE>