#!QUESTMAKER_START_SCRIPT Normal Killer #1 #An existing mob in your world needs one or more other existing mobs killed. #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_killer_1 # #Quest Name: #Enter a friendly displayable name for your quest: #$QUEST_NAME=$STRING=Normal Killer #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 killed. 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 someones I need killed! 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 kill some folks. They are somewhere around somewhere. Just beat them senseless. # #Announcer Extra Announcement: #Leave blank, or specify a channel that the announcer will also give his notification on. #$QUEST_ANNOUNCECHANNEL=($STRING)= # #Announcer success: #This is what the announcement says when the player returns after finishing the quest. #$QUEST_WINSPEECH_TEXT=($LONG_STRING)=Congratulations! They're dead! # #!QUESTMAKER_PAGE Specify the Killable Mob or Mobs #The Killables are the mob or mobs which must be defeated. # #Killable mobs: #Specify below the mobs that the player must kill to get credit for this quest. # #Killables mob names: #Specify the mobs who will act as the killable mob or mobs. #See help on ZAPPERMASK for information on zapper mask syntax. #$KILLABLES_MASK=$ZAPPERMASK # #Killables 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. #$KILLABLES_ATTACK=$CHOOSE=NO-USE-DEFAULT_BEHAVIOR,YES-ATTACK-ON-SIGHT # #Num Killables: #Specify how many of the killable mobs must be killed. Make sure there are #enough of them in your world to make this goal reachable! #$NUM_KILLABLES=($EXPRESSION)=1 # #Killables response: #You may optionally specify some additional bit of speech the killables #mobs will say to the players when they enter the room with them. #$KILLABLES_RESPONSE=($STRING)=So, you've come for me. Come and get me. # #!QUESTMAKER_PAGE Quest Completion #Select some rewards for killing the mobs: # #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 # #!QUESTMAKER_END_SCRIPT Normal Killer #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 reselect $ANNOUNCER_NAME give stat keyplayer true give script LOAD=$QUEST_ID_announcer.script set duration 0 <?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 $QUEST_NOTIFYSTRING -- Come see me for more information. endif ~ ALL_GREET_PROG 100 IF QUESTSCRIPTED($n *) if var($n $QUEST_ID_KILLED >= $NUM_KILLABLES) if EVAL('$EXP' != '') mpexp $n $EXP endif if EVAL('$FACTION' != '') mpfaction $n $FACTION +$NUMFACTION endif if EVAL('$QUEST_POINT' == 'YES') AND !QUESTWINNER($n *) mpoload QuestPoint give "a quest point" "$n" endif if EVAL('$GOLD' != '') AND EVAL('$GOLD' > 0) mpoload $GOLD give $GOLD "$n" endif mpoload fromfile $QUEST_ID_rewarditems.xml any if EVAL('$b' != '') give "$b" "$n" endif mpquestwin $n * sayto $n $QUEST_WINSPEECH_TEXT mpendquest $n mpqset * STATISTICS SUCCESS IF EVAL('$MULTIPLE' == 'PREV') mptransfer $n $n ENDIF endif else if ISLIKE($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 -- say '^yi accept^?' or '^yi 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 ( 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 $QUEST_INSTRUCTIONSSTRING IF !isquestmobalive(1 '$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. ~ GREET_PROG 100 if EVAL('$KILLABLES_ATTACK' == 'YES-ATTACK-ON-SIGHT') if ISLIKE($n $KILLABLES_MASK) mpforce $n kill $i endif endif ~ ENTRY_PROG 100 if INROOM($i == $g) for $0 = 1 to '$%NUMMOBSROOM(*)%' if ISLIKE('$%ROOMMOB($0)%' $KILLABLES_MASK) mpforce '$%ROOMMOB($0)%' sayto "$i" $KILLABLES_RESPONSE if EVAL('$KILLABLES_ATTACK' == 'YES-ATTACK-ON-SIGHT') mpforce '$%ROOMMOB($0)%' kill $i endif endif next endif ~ EXECMSG_PROG STO=DEATH ALL if ISNPC($n) AND ISLIKE($n $KILLABLES_MASK) mpsetvar $i $QUEST_ID_KILLED ++; if EVAL($NUM_KILLABLES > 1) mpechoat $i Killed $<$i $QUEST_ID_KILLED>/$NUM_KILLABLES else endif mpsetvar $i PROGRESS Killed $<$i $QUEST_ID_KILLED>/$NUM_KILLABLES endif ~ </DATA></FILE>