#!QUESTMAKER_START_SCRIPT Normal Mystery #2 #A 2-Level mystery where players must question existing mobs from your world to #discover WHO did something, and what their MOTIVE was. #The witnesses are existing mobs and the suspects are CREATED by you. # #!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_mystery_2 # #Quest Name: #Enter a friendly displayable name for your quest: #$QUEST_NAME=$STRING=Normal Mystery #2 # #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 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. Use the code ${2 *} to designate the name of the mob to find. #$QUEST_NOTIFYSTRING=$LONG_STRING=I need someone to find ${2 *} 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. Use the code ${2 *} to designate the name of the mob to find. #$QUEST_INSTRUCTIONSSTRING=($LONG_STRING)=Find ${2 *} at that one place. Be careful! # #!QUESTMAKER_PAGE Specify the Destination Players #Specify below the name of the area that your witnesses and suspects will be located. #Use double-quotes around multi-word areas and room ids/names. # #Destination Area: #$DESTINATION_AREA=($AREA) # #Witness Mobs: #Specify the types of mobs that will give clues regarding the mystery. #See help on ZAPPERMASK for information on zapper mask syntax. #$WITNESS_MASK=$ZAPPERMASK # #The Suspects are the mobs that comprise the list of possible mobs who did the action #for the motive. One of the suspects will be chosen as the WHO did it mob. #The Suspects: List here all possible suspects for your mystery. You may create more #than are actually used in the mystery to mix things up. #$SUSPECTS_MOBS=$MOBXML_ONEORMORE # #Number of Suspects: Specify how many of the above suspects will be chosen for use in the mystery. #The higher this number, the more complex the mystery will be and more difficult to solve. #You should never enter a number that might be larger than the number of total mobs above. #You may, however, use math expressions: For instance, 1 + 1?3 would generate a number of 2-4 mobs. #$NUM_SUSPECTS=$EXPRESSION=3 # #!QUESTMAKER_PAGE The Motives #The motives are a simple list of space-delimited phrases that describe the possible motives for #the action done by the suspect. # #The Motive List: List here the possible motives for the action taken. Each motive should be #separated by spaces. If a motive includes more than one word, put the motive in "double quotes". #A valid motive should answer the question: The act was done because of X. #$MOTIVE_LIST=$LONG_STRING="drunken anger" "jealous love" "insulted honor" # #Number of Motives: Specify how many of the above motives will be chosen for use in the mystery. #The higher this number, the more complex the mystery will be and more difficult to solve. #You should never enter a number that might be larger than the number of total motives listed above. #You may, however, use math expressions: For instance, 1 + 1?3 would generate a number of 2-4 motives. #$NUM_MOTIVES=$EXPRESSION=3 # #!QUESTMAKER_PAGE Quest Completion #Select some rewards for completing the mystery: # #Announcer congratulations: #This is what the congratulations says. #$SOLVED_RESPONSE_TEXT=($LONG_STRING)=$n has solved the mystery! $AGENT did it for $MOTIVE! # #Reward items: #Specify zero or more items to choose from as a reward #$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 Mystery #2 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 a motives, will automatically set a motive set motivegroup $NUM_MOTIVES $MOTIVE_LIST set mob set area $DESTINATION_AREA set roomgroup ALL import mobs $QUEST_ID_suspects.cmare load mobgroup $NUM_SUSPECTS any set agentgroup $NUM_SUSPECTS set duration 0 <?xml version="1.0"?> <FILE><NAME>$QUEST_ID_rewarditems.xml</NAME><DATA><ITEMS>$REWARD_ITEMS</ITEMS></DATA></FILE> <FILE><NAME>$QUEST_ID_suspects.cmare</NAME><DATA><MOBS>$SUSPECTS_MOBS</MOBS></DATA></FILE> <FILE><NAME>$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 mpsetvar $n $QUEST_ID_AGENT '' mpsetvar $n $QUEST_ID_MOTIVE '' mpscript $n INDIVIDUAL SAVABLE STATIC=LOAD=$QUEST_ID_playertrack.script endif endif ~ SPEECH_PROG all if STRCONTAINS($g "i accept") OR STRCONTAINS($g "solve") OR EVAL($g == '') RETURN endif if ISLIKE($n '$QUEST_CRITERIA') and ISPC($n) and ( EVAL('$MULTIPLE' != 'PREV') or QUESTWINNER($n previous) ) and QUESTSCRIPTED($n *) if EVAL('$MULTIPLE' == 'YES') OR !QUESTWINNER($n *) MPARGSET $9 '' IF EVAL($9 == '') MPARGSET $3 $<$n $QUEST_ID_WAGENT> IF STRCONTAINS($g "$3") MPARGSET $9 $g if VAR($n $QUEST_ID_AGENT != '') sayto $n You've already made a guess that question. else MPSETVAR $n $QUEST_ID_AGENT $<$n $QUEST_ID_WAGENT> sayto $n Ok, so you think $<$n $QUEST_ID_WAGENT>. MPSETVAR $n $QUEST_ID_CORRECT ++ MPCALLFUNC winner endif ELSE mpargset $0 '$%QVAR(* AGENTGROUP)%' for $1 = 1 to $0 mpargset $2 'AGENTGROUP#$1' mpargset $3 '$%QVAR(* $2)%' IF STRCONTAINS($g "$3") AND EVAL($9 == '') MPARGSET $9 $g if VAR($n $QUEST_ID_AGENT != '') sayto $n You've already made a guess that question. else MPSETVAR $n $QUEST_ID_AGENT '$3' sayto $n Ok, so you think $3. MPCALLFUNC winner BREAK endif endif next ENDIF ENDIF IF EVAL($9 == '') MPARGSET $3 '$<$n $QUEST_ID_WMOTIVE>' IF STRCONTAINS($g "$3") MPARGSET $9 $g if VAR($n $QUEST_ID_MOTIVE != '') sayto $n You've already made a guess on that question. else MPSETVAR $n $QUEST_ID_MOTIVE '$<$n $QUEST_ID_WMOTIVE>' sayto $n Ok, so you think $<$n $QUEST_ID_WMOTIVE> MPSETVAR $n $QUEST_ID_CORRECT ++ MPCALLFUNC winner endif ELSE mpargset $0 '$%QVAR(* MOTIVEGROUP)%' for $1 = 1 to $0 mpargset $2 'MOTIVEGROUP#$1' mpargset $3 '$%QVAR(* $2)%' IF STRCONTAINS($g "$3") AND EVAL($9 == '') MPARGSET $9 $g if VAR($n $QUEST_ID_MOTIVE != '') sayto $n You've already made a guess that question. else MPSETVAR $n $QUEST_ID_MOTIVE '$3' sayto $n Ok, so you think $3. MPCALLFUNC winner BREAK endif endif next ENDIF ENDIF endif endif ~ FUNCTION_PROG winner if ISLIKE($n '$QUEST_CRITERIA') and ISPC($n) and ( EVAL('$MULTIPLE' != 'PREV') or QUESTWINNER($n previous) ) if EVAL('$MULTIPLE' == 'YES') OR !QUESTWINNER($n *) if VAR($n $QUEST_ID_CORRECT >= 3) if EVAL('$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 mpsetvar $i $QUEST_ID_REWARDED $n mpquestwin $n * sayto "$n" $SOLVED_RESPONSE_TEXT mpendquest $n mpqset * STATISTICS SUCCESS IF EVAL('$MULTIPLE' == 'PREV') mptransfer $n $n ENDIF else if VAR($n $QUEST_ID_AGENT != '') AND VAR($n $QUEST_ID_MOTIVE != '') sayto $n I'm sorry $n, your guess is incorrect. Try again in 10 minutes. mpalarm 150 MPCALLFUNC ClearPlayerGuess endif endif endif endif ~ FUNCTION_PROG ClearPlayerGuess MPSETVAR $n $QUEST_ID_AGENT '' MPSETVAR $n $QUEST_ID_MOTIVE '' ~ </DATA></FILE> <FILE><NAME>$QUEST_ID_playertrack.script</NAME> <DATA> ONCE_PROG 100 mpsetvar $i INSTRUCTIONS $QUEST_INSTRUCTIONSSTRING IF !isquestmobalive(1 '$QUEST_ID') MPENDQUEST '$QUEST_ID' ENDIF if EVAL('$<$i $QUEST_ID_WMOTIVE>' == '') mpsetvar $i $QUEST_ID_WMOTIVE $%QVAR(* MOTIVEGROUP#?)% ENDIF if EVAL('$<$i $QUEST_ID_WAGENT>' == '') mpsetvar $i $QUEST_ID_WAGENT $%QVAR(* AGENTGROUP#?)% ENDIF MPSETVAR $i $QUEST_ID_ALREADY_SPOKEN_TO '' MPSETVAR $i $QUEST_ID_EVIDENCE_ALREADY_GIVEN ' "$<$i $QUEST_ID_WAGENT> $<$i $QUEST_ID_WMOTIVE>" ' MPSETVAR $i ~ RAND_PROG 25 IF !isquestmobalive(1 '$QUEST_ID') MPENDQUEST '$QUEST_ID' else if QVAR(* REMAINING == '') MPENDQUEST $i else mpsetvar $i TIME_REMAINING $%QVAR(* REMAINING)% endif ENDIF ~ DELAY_PROG 15 30 MPSETVAR $i $QUEST_ID_ALREADY_SPOKEN_TO ~ DELAY_PROG 150 300 MPSETVAR $i $QUEST_ID_EVIDENCE_ALREADY_GIVEN ' "$<$i $QUEST_ID_WAGENT> $<$i $QUEST_ID_WMOTIVE>" ' ~ FUNCTION_PROG AskedAboutAgent mpargset $9 '' mpargset $3 $g mpargset $2 $WITNESS_MASK for $0 = 1 to '$%NUMMOBSROOM(*)% MPARGSET $1 $%ROOMMOB($0)% if ISNPC($1) AND ISLIKE($1 $2) AND CANHEAR($1 $i) AND EVAL($1 != '${1 *}') AND !STRCONTAINS('$<$i $QUEST_ID_ALREADY_SPOKEN_TO>' $@1) mpargset $9 $1 BREAK ENDIF next if EVAL($9 == '') return ENDIF mpargset $0 '$%QVAR(* MOTIVEGROUP)%' mpargset $6 ' ' for $1 = 1 to $0 mpargset $2 'MOTIVEGROUP#$1' mpargset $4 '$%QVAR(* $2)%' IF !STRCONTAINS('$<$i $QUEST_ID_EVIDENCE_ALREADY_GIVEN>' '$3 $4') mpargset $6 "$4" $6 endif next If EVAL($6 == '') OR EVAL($6 == ' ') RETURN ENDIF mpargset $6 $6.$%RAND0NUM($6.LENGTH#)% mpsetvar $i $QUEST_ID_EVIDENCE_ALREADY_GIVEN $<$i $QUEST_ID_EVIDENCE_ALREADY_GIVEN> "$3 $6" mpsetvar $i $QUEST_ID_ALREADY_SPOKEN_TO $<$i $QUEST_ID_ALREADY_SPOKEN_TO> "$@9" switch $%RAND0NUM(12)% case 0 mpforce '$9' sayto "$i" $3 is a dork, but $3 would not do anything for $6. case 1 mpforce '$9' sayto "$i" $3 is not one to be involved with $6. case 2 mpforce '$9' sayto "$i" I know $3 well enough to know $6 is not a motive. case 3 mpforce '$9' sayto "$i" $3 thinks $6 is immoral, he wouldn't do anything for that reason. case 4 mpforce '$9' sayto "$i" $3 never gets involved with $6. case 5 mpforce '$9' sayto "$i" $3 isn't ever into $6. case 6 mpforce '$9' sayto "$i" $3 hates $6, and never gets involved in it. case 7 mpforce '$9' sayto "$i" $3 would never do anything for $6. case 8 mpforce '$9' sayto "$i" $3 is too proud to do anything for $6. case 9 mpforce '$9' sayto "$i" $3 doesn't know anything of $6. case 10 mpforce '$9' sayto "$i" $3 is too dumb for $6. case 11 mpforce '$9' sayto "$i" $6 is far too silly a motive for $3. endswitch ~ FUNCTION_PROG AskedAboutMotive mpargset $9 '' mpargset $6 $g mpargset $2 $WITNESS_MASK for $0 = 1 to '$%NUMMOBSROOM(*)% MPARGSET $1 $%ROOMMOB($0)% if ISNPC($1) AND ISLIKE($1 $2) AND CANHEAR($1 $i) AND EVAL($1 != '${1 *}') AND !STRCONTAINS('$<$i $QUEST_ID_ALREADY_SPOKEN_TO>' $@1) mpargset $9 $1 BREAK ENDIF next if EVAL($9 == '') return ENDIF mpargset $0 '$%QVAR(* AGENTGROUP)%' mpargset $3 ' ' for $1 = 1 to $0 mpargset $2 'AGENTGROUP#$1' mpargset $4 '$%QVAR(* $2)%' IF !STRCONTAINS('$<$i $QUEST_ID_EVIDENCE_ALREADY_GIVEN>' '$4 $6') mpargset $3 "$4" $3 endif next if EVAL($3 == '') OR EVAL($3 == ' ') # Should we say something here? RETURN ENDIF mpargset $3 $3.$%RAND0NUM($3.LENGTH#)% mpsetvar $i $QUEST_ID_EVIDENCE_ALREADY_GIVEN $<$i $QUEST_ID_EVIDENCE_ALREADY_GIVEN> "$3 $6" mpsetvar $i $QUEST_ID_ALREADY_SPOKEN_TO $<$i $QUEST_ID_ALREADY_SPOKEN_TO> "$@9" switch $%RAND0NUM(12)% case 0 mpforce '$9' sayto "$i" $3 is a dork, but $3 would not do anything for $6. case 1 mpforce '$9' sayto "$i" $3 is not one to be involved with $6. case 2 mpforce '$9' sayto "$i" I know $3 well enough to know $6 is not a motive. case 3 mpforce '$9' sayto "$i" $3 thinks $6 is immoral, he wouldn't do anything for that reason. case 4 mpforce '$9' sayto "$i" $3 never gets involved with $6. case 5 mpforce '$9' sayto "$i" $3 isn't ever into $6. case 6 mpforce '$9' sayto "$i" $3 hates $6, and never gets involved in it. case 7 mpforce '$9' sayto "$i" $3 would never do anything for $6. case 8 mpforce '$9' sayto "$i" $3 is too proud to do anything for $6. case 9 mpforce '$9' sayto "$i" $3 doesn't know anything of $6. case 10 mpforce '$9' sayto "$i" $3 is too dumb for $6. case 11 mpforce '$9' sayto "$i" $6 is far too silly a motive for $3. endswitch ~ SPEAK_PROG all if EVAL($i != $n) RETURN endif mpargset $2 $WITNESS_MASK if nummobsroom('MASK=$2' == 0) RETURN endif if STRCONTAINS($g "i accept") OR STRCONTAINS($g "solve") OR EVAL($g == '') RETURN endif mpsetvar $i $QUEST_ID_FOUND '' IF VAR($i $QUEST_ID_FOUND == '') for $1 = 1 to '$%QVAR(* AGENTGROUP)%' mpargset $2 'AGENTGROUP#$1' mpargset $3 '$%QVAR(* $2)%' IF STRCONTAINS($g "$3") MPCALLFUNC AskedAboutAgent $3 mpsetvar $i $QUEST_ID_FOUND $3 BREAK endif next ENDIF IF VAR($i $QUEST_ID_FOUND == '') for $1 = 1 to '$%QVAR(* MOTIVEGROUP)%' mpargset $2 'MOTIVEGROUP#$1' mpargset $6 '$%QVAR(* $2)%' IF STRCONTAINS($g "$6") MPCALLFUNC AskedAboutMotive $6 mpsetvar $i $QUEST_ID_FOUND $6 BREAK endif next 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. ~ </DATA></FILE>