#!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>