Showing posts with label quest maker. Show all posts
Showing posts with label quest maker. Show all posts

Monday, March 25, 2013

Guide - Quest Creator part 2 (events)

Okay so we have done the basic set up.  All the events are already labeled with a name for us now making event creation so simple and all the text is also named.  There went 30 minutes of copying and pasting.


Lots and lots of events on the left hand side but just a tiny amount on the right hand for options.  Thats because I did all the heavy lifting for you.  But to be on the safe side I'm going to go over everything so that way modding should be easier.  I really don't expect anyone to use the quest creator as a direct tool some basic changes will by needed.  Hopefully though most of them are marked with comments.  First off though lets look at the options.


Run Once, basically will the quest giver offer this quest every time you meet the quest giver or only once.  Default is only once.

Ask to accept.  The quest giver will ask if you want to take the quest or just force you to take it.  Selected is ask.

Ask to Turn In.  Same as before will ask if you want to turn in rather then forcing you to turn in.

Pop Up.  This quest has a girl turn in pop up at the end.  If not your doing a fun custom quest most likely a fetch and carry.

That's the entirely of the options lets go look at what they make.  Not selecting them will remove that section from the events xml.

Lets first off make our xml file.

This is an event so it needs to go in the events folder

xml/events/

For this example

xml/events/shop/twosnipstailor/twosnipsnextmodelquestevent.xml

Don't forget to add your root tags and adding the file to

xml/events/events.xml

Copy and paste all the xml into the new file.

Yes it's about 3 pages worth and we are going to go over it quicly.  Right at the top the creator gives you a postevent to add to current events.  Postevents run after the current event is finished running.  They do not stop other events from running first but the point is there easy to tag onto exiting events.

I'm going to go add it to Souseki's talk events.

Now when you talk to Souseki the quest will fire after she does her basic talk.  There are other ways to intercept the events but this way works.

Next up our the variables.

Really simple here.  The run once means that the quest is only asked once.  That was one of our check boxes above.  The other one just confirms that the quest is running.  No reason to pay them much mind.

A lot of the next items are straight forward with in line notes.  I am just going to point out important stuff.

For the start quests this is also where you add conditions (evecheck) to see if the quest is available at this time.  Since the event creator is designed specifically for this it is something that is not added to the quest creator just copy and paste the conditions in.  I'm going to add a reputation condition...

Continuing on...

Accepted Quest - Player said yes to taking the quest or was forced to take the quest and the quest is added to the quest book.

Refused Quest - Player said no to taking quest.

Ask to Turn in Event.  - Player is back ask if the quest is done.  Note this event has the same name as the start event and will trigger each time the start event would trigger.  This can be changed by renaming the event and calling it from a different location.

Declined to Turn in Event - Player said he/she/it wasn't ready to turn in the quest.

Turn in Event - This creates the pop up box

Win give reward - a few notes the times for the reward are here already for you if you filled them out before.  This marks in the quest book that the quest is completed it also stops the quest dialog from appearing on the quest givers.

Failed Turn In - player went to the pop up but didn't have the goods.

Fail out event if quest has already run or finished - A blank event if the quest is not running.  REQUIRED!

That's it for the events.  All the heavy work there is already done for you.  Now onto Text.

Dasiy

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

Thursday, March 21, 2013

Back to Quest Creator


Back to working on the quest creator.  I hope to get it finished this week and start cranking out new quests... We shall see how that goes.

Daisy

Saturday, February 16, 2013

Quest Makler 80% done


Quest Maker is about 80% done.  All programmed just need to actually run a quest through it and build the float over help.

So I was wondering who on main street still needs a quest.  Any suggestions has to be a simple train the slave quest for testing?

Anyways bored with that might be bug time.

Daisy

Friday, February 15, 2013

Quest Maker


Quest maker about 70% done now.  Quest maker basically makes quests for you, and me.  Does all the automated crap work and molds it into something that can be just dropped into xml.

Also got a few more bugs out of the way.

Daisy