#!QUESTMAKER_START_SCRIPT Normal Travel #1
#The player must travel to some location on your map at the behest
#of an existing announcer mob.
#
#!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_travel_1
#
#Quest Name:
#Enter a friendly displayable name for your quest:
#$QUEST_NAME=$STRING=Normal Travel #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 announcing the quest initially. This must
#be an existing mob in your world. They will announce the quest to players
#once, and then mark whether the player says they accept the quest.
#
#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 Travel destination
#Here's where you specify the destination that the player
#must arrive at to complete the quest.
#
#Travel Destination:
#Specify below the name of the area and room to which the player must travel.
#You may leave the area blank
#to force the quest manager to find the room 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.
#
#Destination Area:
#$DESTINATION_AREA=($AREA)
#Destination Room ID:
#$DESTINATION_ROOM=$ROOMID
#
#!QUESTMAKER_PAGE Announcer greetings/instructions
#Here's where you specify any special text said by the announcer regarding
#your quest
#
#Announcer greeting:
#Specify what the announcer says to people when they enter the room about their
#quest.
#$QUEST_NOTIFYSTRING=$LONG_STRING=I need someone to go somewhere.
#
#Announcer instructions:
#Specify what the announcer says to people who have accepted the quest. This
#should give some details about what is to be done. You can leave this blank
#if you like.
#$QUEST_INSTRUCTIONSSTRING=($LONG_STRING)=Go to that one place.
#
#!QUESTMAKER_PAGE Quest Completion
#Select some rewards for completing the quest:
#
#Reward items:
#Specify zero or more items to choose from as a reward
#$REWARD_ITEMS=$ITEMXML_ZEROORMORE
#
#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,
#or 'prev' to require a previous quest, if multiple found.
#$MULTIPLE=$CHOOSE=YES,NO,PREV
#
#Travel response Type:
#Specify what sort of emote occurs after the player successfully travels
#to the designated room.
#$TRAVEL_RESPONSE_TYPE=$CHOOSE=MPECHOAT $N,MPECHO,QUESTCHAT,SAY,YELL
#Travel response Text:
#Specify what is emoted in the same room after the player successfully travels
#to the designated room. You may leave this blank if you like.
#$TRAVEL_RESPONSE=($LONG_STRING)=Your journey is complete.
#
#!QUESTMAKER_END_SCRIPT Normal Travel #1
set name $QUEST_ID
set display $QUEST_NAME
set author $#AUTHOR
set wait 1
set interval 1
set duration 0
quiet
set area $ANNOUNCER_AREA
set room $ANNOUNCER_ROOM
set mobgroup
set mob reselect $ANNOUNCER_NAME
give stat keyplayer true
give script LOAD=$QUEST_ID_announcer.script
set mobgroup
set mob
set area $DESTINATION_AREA
set room $DESTINATION_ROOM
set wherehappened ROOM
<?xml version="1.0"?>
<FILE><NAME>$QUEST_ID_rewarditems.xml</NAME><DATA><ITEMS>$REWARD_ITEMS</ITEMS></DATA></FILE>
<FILE><NAME>$QUEST_ID_announcer.script</NAME>
<DATA>
ONCE_PROG 100
if EVAL('$QUEST_ANNOUNCECHANNEL' != '')
$QUEST_ANNOUNCECHANNEL $QUEST_NOTIFYSTRING -- Come see me for more information.
endif
~
GREET_PROG 100
if ISLIKE($n '$QUEST_CRITERIA') and ISPC($n) and ( EVAL('$MULTIPLE' != 'PREV') or QUESTWINNER($n previous) ) and !QUESTSCRIPTED($n *)
if EVAL('$MULTIPLE' == 'YES') OR !QUESTWINNER($n *)
sayto "$n" $QUEST_NOTIFYSTRING -- just say '^yi accept^?' or '^yi accept $QUEST_NAME^?' to take on this quest.
endif
endif
~
SPEECH_PROG p i accept $QUEST_NAME
if ISLIKE($n '$QUEST_CRITERIA') and ISPC($n) and ( EVAL('$MULTIPLE' != 'PREV') or QUESTWINNER($n previous) ) and !QUESTSCRIPTED($n *)
if EVAL('$MULTIPLE' == 'YES') OR !QUESTWINNER($n *)
mpqset * STATISTICS ACCEPTED
sayto "$n" $QUEST_INSTRUCTIONSSTRING
mpscript $n INDIVIDUAL SAVABLE STATIC=LOAD=$QUEST_ID_playertrack.script
endif
endif
~
SPEECH_PROG p i accept
if ISLIKE($n '$QUEST_CRITERIA') and ISPC($n) and ( EVAL('$MULTIPLE' != 'PREV') or QUESTWINNER($n previous) ) and !QUESTSCRIPTED($n *)
if EVAL('$MULTIPLE' == 'YES') OR !QUESTWINNER($n *)
mpqset * STATISTICS ACCEPTED
sayto "$n" $QUEST_INSTRUCTIONSSTRING
mpscript $n INDIVIDUAL SAVABLE STATIC=LOAD=$QUEST_ID_playertrack.script
endif
endif
~
</DATA></FILE>
<FILE><NAME>$QUEST_ID_playertrack.script</NAME>
<DATA>
ONCE_PROG 100
mpsetvar $i INSTRUCTIONS $QUEST_INSTRUCTIONSSTRING
if var($i MYROOM = '')
mpsetvar $i MYROOM '$%QVAR(* WHEREHAPPENED_ROOMID)%'
endif
IF !isquestmobalive(1 '$QUEST_ID')
MPENDQUEST '$QUEST_ID'
ENDIF
~
RAND_PROG 25
IF !isquestmobalive(1 '$QUEST_ID')
MPENDQUEST '$QUEST_ID'
else
if QVAR(* REMAINING == '')
MPENDQUEST $i
else
mpsetvar $i TIME_REMAINING $%QVAR(* REMAINING)%
endif
ENDIF
~
QUEST_TIME_PROG * -1
MPECHOAT $i The quest "$QUEST_NAME" has ended.
~
QUEST_TIME_PROG * 1
MPECHOAT $i The quest "$QUEST_NAME" has 1 minute remaining.
~
ENTRY_PROG 100
if EVAL($n == $i) AND INROOM($i == '$<$i MYROOM>') AND VAR($i $QUEST_ID_REWARDED == '')
mpsetvar $n $QUEST_ID_REWARDED 'REWARDED'
if EVAL('$MULTIPLE' != 'YES') AND QUESTWINNER($i *)
# do nothing
else
if EVAL('$EXP' != '')
mpexp $i $EXP
endif
if EVAL('$FACTION' != '')
mpfaction $i $FACTION +$NUMFACTION
endif
if EVAL('$QUEST_POINT' == 'YES') AND !QUESTWINNER($i *)
mpoloadroom QuestPoint
mpforce $i GET "a quest point"
endif
if EVAL('$GOLD' != '') AND EVAL('$GOLD' > 0)
mpoloadroom $GOLD
mpforce $i GET $GOLD
endif
mpquestwin $i *
$TRAVEL_RESPONSE_TYPE $TRAVEL_RESPONSE
mpendquest $i
mpqset * STATISTICS SUCCESS
IF EVAL('$MULTIPLE' == 'PREV')
mptransfer $n $n
ENDIF
endif
endif
~
</DATA></FILE>