Showing posts with label guide - quest creator. Show all posts
Showing posts with label guide - quest creator. Show all posts

Monday, March 25, 2013

Guide - Quest Creator (popup)

So now we are on the last part the pop up that asks for the girl to turn in.  What the pop up can ask for is actually relativity limited.  I may expand it later on but right now you can only really check for number of girls, 2 stats, and 2 items or 2 effects, plus a special.  Lets take a look at it by the numbers.


Keep Items - Does the player keep the items on turn in or lose them that the girl is wearing.  Basically is the quest idiot proof.  Though if an item is required it probably should be taken for the quest to succeed.

Number of Girls - How many girls are asked for?

Checks - Stats to check.  How to check (gt - great then, lt - less then, eq - equal) the stat.  The number to check against.  Up to 2 checks can be made.

Effect or Item - Basically the pop up can only check for up to 2 effects or 2 items it can not check for both items and effects only one or the other.  Select the item or effect from the combo boxes to add.

Special - A special check that doesn't fall into the above checks must be manually added to the game at the moment.  Currently the only special check that exists in twins.  Help is provided for each special.  


The pop up may get an over hall to make it more event system based some day.

Good News!  We don't have to create any new xml files this time lets just add the xml to the quest file we already created at the start.


Added now then lets go see if it works.

And that is that.  One of the easier steps.

Daisy

Guide - Quest Creator part 3 (text)

All the heavy lifting has been done lets go look at the text portion.  This is the part you will need to do the most changes in.



First off you can input text in the violet fields and the quest creator will update them... If you want to make a cheap and dirty quest that's fine.  I'm not going to do it that way I just want the formated xml with all the names consistent.

Once again lets make a new xml file.

xml/textstories/

is the default directory our example is at

xml/textstories/shop/twosnipstailor/twosnipsnextmodelquesttext.xml

Don't forget to the add the file to the text files at

xml/textstories/books.xml

and to add the root tags.

Now comes the part that is labor intensive no matter how you look at it adding the actual text and images.  At least you don't have to worry about the call names since there all set up for you.


After adding some text we now have a quest that says stuff.   Now lets go look at the quest book because we need to make some modification to the original quest xml from the setup.


If you look the quest book is only showing the first line of a multi line quest set up.  No problem we just need to add the rest of the lines now.  Just add more textlabel and textlabelend using the text labels from the text in the text xml.

It's that easy to add the remaining lines to the quest book and are quest book filled out.

That's about it for text.

Daisy

Sunday, March 24, 2013

Guide - Quest Creator part 1 (setup)



Welcome to the guide for the quest creator.  Your one stop to doing a basic quest.  I repeat a basic quest for the most part it does all the repetition for you but still expects you to modify as needed.

What you need.  A copy of the SVN.  Notepad++.  Questcreator.swf.

A few basic things to know.

Clicking on pins expands that text box.

Clicking on the pin will collapse it back to small.

Clicking on any of the green buttons will change the view, we will go over each one separately.


Floating over any of the text will give help.  Find you don't like the help you can edit it as well just go to xml/eventcreator/popuphelp.xml  A great way to make notes to yourself and if you find a better explanation don't hesitate to share on the board.

First off click on the setup button.  When you do the empty screen should suddenly fill with a lot of xml.  Don't worry it's supposed to do that.  Click the pin at the top so you only see set up information.




Label defines a lot of the xml names but is never seen by the player so its best to use a long unique string with no spaces.

Name is the name of the quest as it appears in the quest book.

Rewards are just like it sounds and how they are displayed in the quest book.  They are also entered automtatically when the quest is won.  So you don't have to do anything for the reward for the players to get the reward... more on that later.  First box is for gold.  Second Box is for items.  You can add multiple items.  Last box is reputation bonuses.

We now have xml!

NOTE!!! In many places I have added comments they are the <!-- -->    These can be deleted, though  the xml will ignore them, they are important enough that I added them to remind you when creating the quest.




This is all the xml to make a quest and put it in the quest book.

Now lets put it where it needs to be.

xml/quests/

for this example it will be in

xml/quests/shops/twosnipsnextmodelquest.xml

NOTE!!! - The root tag is needed but not included in the xml for any of the created xml from the quest creator and must be added for each new file!

Add the new file to the 

xml/quests/quests.xml


if you don't add the file it won't be found...

Copy and paste the xml from the quest creator into your new quest file.  DON'T FORGET THE ROOT TAGS!

Now you will note the big comment about the text tags right now we're going to forget about them but come back after we had fully fleshed out the text event and have all the text encoded.  Just as a note though textlabel and textlabelend are used to display the text that the player sees in the quest book for the quest being give and the quest finished.

Also there is more that can be added to the quest book part such as status and completion conditions but for  how to add those check the quest book guide.  It's a bit to advanced for the quest creator at this point.  I may add at a later date.

And that is the first part the set up for the quest.

Daisy