#!QUESTMAKER_START_SCRIPT Normal Protect #1 #The player must protect a mob that you will create from mobs you also #you create to attack the protected mob. This quest is given by an #existing Announcer mob in your world. # #!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_protect_1 # #Quest Name: #Enter a friendly displayable name for your quest: #$QUEST_NAME=$STRING=Normal Protect #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 Protected mob and location #Here's where you specify the mob to be protected, and where they should be. # #Protected Mob Area/Room: #Specify below the name of the area that your protected mob will be located #in and/or the room in which the mob can be found. #Use double-quotes around multi-word areas and room ids/names. # #Protected Mob Area: #$PROTECTED_AREA=($AREA) #Protected Mob Room ID: #$PROTECTED_ROOM=($ROOMID) # #Protected mob: #Create or select the mob below that the player must protected. This mob or #mobs will be waiting in the specified room waiting. #$PROTECTED_MOB=$MOBXML # #Protection announce: #Select what the protected mob will say when a player arrives. #$QUEST_PROTECTME_TEXT=($LONG_STRING)=Protect me!! # #Protection success: #Select what the protected mob will say when a player defeats all attackers. #$QUEST_WINSPEECH_TEXT=($LONG_STRING)=Thanks! # #!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 protect someone. # #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 protect someone from someone else. # #!QUESTMAKER_PAGE Quest Dangers #You may optionally have mobs that appear during the quest in the same room as the #player and the protected mob. # #Attacker mob(s): #Create or select the mob below that will appear with the player and the #protected mob during the quest. Leave this blank to not generate #attackers and allow your world to provide its own dangers. #**These mobs will automatically attack the player** #$ATTACKER_MOB=($MOBXML_ONEORMORE) # #Attacker appearance chance: #If you specified attacker(s) above, note here the percent chance (0-100) #that they will appear in any given room the player enters. An attack #will only happen once per quest! #$ATTACKER_PCT_CHANCE=($EXPRESSION)=5 # #Number of attacks: #Specify here the number of above mobs which will attack the protected mob. #When all of these mobs are defeated, the quest is over. #$ATTACKER_SIZE=($EXPRESSION)=5 # #Attacker scream: #If you specified attacker(s) above, note what they yell when they attack #the player after appearing. You may leave this blank #$ATTACKER_SCREAM=($STRING)=Found you! Charge! # #!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 # #!QUESTMAKER_END_SCRIPT Normal Protect #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 mobgroup set mob set area $PROTECTED_AREA set room $PROTECTED_ROOM set wherehappened ROOM set duration 0 <?xml version="1.0"?> <FILE><NAME>$QUEST_ID_rewarditems.xml</NAME><DATA><ITEMS>$REWARD_ITEMS</ITEMS></DATA></FILE> <FILE><NAME>$QUEST_ID_protectmobs.xml</NAME><DATA><MOBS>$PROTECTED_MOB</MOBS></DATA></FILE> <FILE><NAME>$QUEST_ID_attackers.xml</NAME><DATA><MOBS>$ATTACKER_MOB</MOBS></DATA></FILE> <FILE><NAME>$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 *) mpsetvar $i QUEST_MYROOM '$%QVAR(* WHEREHAPPENED)%' sayto "$n" $QUEST_INSTRUCTIONSSTRING mpscript $n INDIVIDUAL SAVABLE STATIC=LOAD=$QUEST_ID_playertrack.script mpqset * STATISTICS ACCEPTED mpsetvar $n $QUEST_ID_MYROOM '$%QVAR(* WHEREHAPPENED_ROOMID)%' mptransfer $n $n endif endif ~ SPEECH_PROG p i accept if ISLIKE($n '$QUEST_CRITERIA') and ISPC($n) and ( EVAL('$MULTIPLE' != 'PREV') or QUESTWINNER($n previous) ) and !QUESTSCRIPTED($n *) if EVAL('$MULTIPLE' == 'YES') OR !QUESTWINNER($n *) mpsetvar $i QUEST_MYROOM '$%QVAR(* WHEREHAPPENED)%' sayto "$n" $QUEST_INSTRUCTIONSSTRING mpscript $n INDIVIDUAL SAVABLE STATIC=LOAD=$QUEST_ID_playertrack.script mpqset * STATISTICS ACCEPTED mpsetvar $n $QUEST_ID_MYROOM '$%QVAR(* WHEREHAPPENED_ROOMID)%' mptransfer $n $n endif endif ~ </DATA></FILE> <FILE><NAME>$QUEST_ID_protected.script</NAME> <DATA> ONCE_PROG if EVAL('$QUEST_PROTECTME_TEXT' != '') say "$QUEST_PROTECTME_TEXT" endif ~ DELAY_PROG 300 300 mpecho $i runs away in fright. mppurge $i ~ RAND_PROG 5 if !INROOM($i == '$%QVAR(* WHEREHAPPENED_ROOMID)%') mpecho $i runs away in confusion. mppurge $i ENDIF ~ </DATA> </FILE> <FILE><NAME>$QUEST_ID_attacker.script</NAME> <DATA> DEATH_PROG 99 mpargset $8 '' mpargset $9 $%NUMMOBSROOM(*)% for $0 = 1 to $9 mpargset $1 '$%ROOMMOB($0)%' if ISPC($1) AND QUESTSCRIPTED($1 *) mpsetvar $1 $QUEST_ID_DEFEATED ++; if EVAL($ATTACKER_SIZE > 1) mpechoat $1 Defeated $<$1 $QUEST_ID_DEFEATED>/$ATTACKER_SIZE endif mpsetvar $1 PROGRESS Defeated $<$1 $QUEST_ID_DEFEATED>/$ATTACKER_SIZE endif next ~ DELAY_PROG 80 80 mpecho $i stalks away. mppurge $i ~ RAND_PROG 5 if !INROOM($i == '$%QVAR(* WHEREHAPPENED_ROOMID)%') mpecho $i stalks away. mppurge room $i ENDIF ~ </DATA> </FILE> <FILE><NAME>$QUEST_ID_playertrack.script</NAME> <DATA> ONCE_PROG 100 mpsetvar $i QUEST_MYROOM '$%QVAR(* WHEREHAPPENED)%' mpsetvar $i INSTRUCTIONS $QUEST_INSTRUCTIONSSTRING if var($i $QUEST_ID_MYROOM == '') mpsetvar $i $QUEST_ID_MYROOM '$%QVAR(* WHEREHAPPENED_ROOMID)%' endif IF !isquestmobalive(1 '$QUEST_ID') MPENDQUEST '$QUEST_ID' ENDIF if VAR($i $QUEST_ID_DEFEATED == '') mpsetvar $i $QUEST_ID_DEFEATED 0 endif mpsetvar $i PROGRESS Defeated $<$i $QUEST_ID_DEFEATED>/$ATTACKER_SIZE mpargset $g '$%INROOM($i)%' if VAR($i $QUEST_ID_MYROOM != '') AND EVAL($g != '') IF INROOM($g == '$<$i $QUEST_ID_MYROOM>') IF VAR($i $QUEST_ID_PROTMOB == '') OR !INROOM($g == '$<$i $QUEST_ID_PROTMOB>') mpat '$g' mpmload fromfile $QUEST_ID_protectmobs.xml any MPGSET $b REJUV 0 MPQSET * QUESTOBJ $b mpsetvar $i $QUEST_ID_PROTMOB $b mpscript $b LOAD=$QUEST_ID_protected.script ENDIF ENDIF ENDIF ~ CNCLMSG_PROG DEATH ALL IF var($i $QUEST_ID_PROTMOB != '') AND EVAL('$<$i $QUEST_ID_PROTMOB>' == $n) AND QUESTSCRIPTED($n *) mpecho ^x$n has died. You've failed the protection quest.^.^N mpendquest $i IF VAR($i $QUEST_ID_PROTMOB != '') MPAT '$<$i $QUEST_ID_MYROOM>' MPCALLFUNC DEL_PROT_MOB ENDIF IF VAR($i $QUEST_ID_LASTMOB != '') MPAT '$<$i $QUEST_ID_MYROOM>' MPCALLFUNC DEL_LAST_MOB ENDIF endif ~ RAND_PROG 25 IF !isquestmobalive(1 '$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. ~ FUNCTION_PROG DEL_LAST_MOB MPWHILE ( QUESTMOB('$<$i $QUEST_ID_LASTMOB>' *) AND INROOM($d == '$<$i $QUEST_ID_LASTMOB>') ) mppurge room '$<$i $QUEST_ID_LASTMOB>' mpsetvar $i $QUEST_ID_LASTMOB '' ~ FUNCTION_PROG DEL_PROT_MOB IF QUESTMOB('$<$i $QUEST_ID_PROTMOB>' *) mppurge room '$<$i $QUEST_ID_PROTMOB>' mpsetvar $i $QUEST_ID_PROTMOB '' ENDIF ~ CNCLMSG_PROG ENTER ALL if EVAL($n == $i) mpargset $g '$%INROOM($t)%' if VAR($i $QUEST_ID_MYROOM != '') AND EVAL($g != '') IF INROOM($g == '$<$i $QUEST_ID_MYROOM>') IF VAR($i $QUEST_ID_PROTMOB == '') OR !INROOM($g == '$<$i $QUEST_ID_PROTMOB>') mpat '$g' mpmload fromfile $QUEST_ID_protectmobs.xml any MPGSET $b REJUV 0 MPQSET * QUESTOBJ $b mpsetvar $i $QUEST_ID_PROTMOB $b mpscript $b LOAD=$QUEST_ID_protected.script ENDIF ELSE IF VAR($i $QUEST_ID_PROTMOB != '') MPAT '$<$i $QUEST_ID_MYROOM>' MPCALLFUNC DEL_PROT_MOB ENDIF IF VAR($i $QUEST_ID_LASTMOB != '') MPAT '$<$i $QUEST_ID_MYROOM>' MPCALLFUNC DEL_LAST_MOB ENDIF endif endif endif ~ DELAY_PROG 3 3 IF VAR($i $QUEST_ID_PROTMOB != '') AND VAR($i $QUEST_ID_DEFEATED >= $ATTACKER_SIZE) IF INROOM($d == '$<$i $QUEST_ID_PROTMOB>') mpargset $8 '$<$i $QUEST_ID_PROTMOB>' if EVAL('$EXP' != '') mpexp $i $EXP endif if EVAL('$FACTION' != '') mpfaction $i $FACTION +$NUMFACTION endif if EVAL('$QUEST_POINT' == 'YES') AND !QUESTWINNER($i *) mpforce $8 mpoload QuestPoint mpforce $8 give "a quest point" "$i" endif if EVAL('$GOLD' != '') AND EVAL('$GOLD' > 0) mpforce $8 mpoload $GOLD mpforce $8 give $GOLD "$i" endif mpforce $8 mpoload fromfile $QUEST_ID_rewarditems.xml any if EVAL('$b' != '') mpforce $8 give "$b" "$i" endif mpat '$<$i $QUEST_ID_MYROOM>' MPCALLFUNC DEL_LAST_MOB mpat '$<$i $QUEST_ID_MYROOM>' MPCALLFUNC DEL_PROT_MOB mpquestwin $i * mpforce $8 sayto $i $QUEST_WINSPEECH_TEXT mpendquest $i mpqset * STATISTICS SUCCESS IF EVAL('$MULTIPLE' == 'PREV') mptransfer $i $i ENDIF ENDIF ENDIF ~ RAND_PROG $ATTACKER_PCT_CHANCE IF VAR($i $QUEST_ID_PROTMOB == '') OR VAR($i $QUEST_ID_DEFEATED >= $ATTACKER_SIZE) return ENDIF if INROOM($i != '$<$i $QUEST_ID_MYROOM>') OR INROOM($i != '$<$i $QUEST_ID_PROTMOB>') return ENDIF mpmload fromfile $QUEST_ID_attackers.xml any mpqset * QUESTOBJ $b MPGSET $b REJUV 0 mpecho $b enters the room. mpforce $b YELL $ATTACKER_SCREAM mpforce $b kill $<$i $QUEST_ID_PROTMOB> mpsetvar $i $QUEST_ID_LASTMOB $b if !ISFIGHT($b) mpforce $b kill all endif mpscript $b LOAD=$QUEST_ID_attacker.script ~ </DATA></FILE>