#!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>