Quest Builder
Table
of Contents
1.
Introduction
2.
Building
a Quest
a.
General
Quest Information - New
b.
General
Flag Information - New
c.
Quest
Flags Types
i.
Location
1.
Rectangle
- New
2.
Dungeon
- New
3.
Point
- New
ii.
Hold
Location
1.
Rectangle
- New
2.
Dungeon
- New
3.
Point
- New
iii.
Kill
iv.
Collect
- New
v.
Give
vi.
Riddle
vii.
Choice
viii.
Receive
Text - New
ix.
Story
x.
Variable
- New
d.
Flag
Complete Information
e.
Flag
Messaging Information - New
f.
Tips
and Suggestions
3.
Appendix
a.
Text
- New
b.
Using
Audio - New
c.
Using Variables - New
d.
Using Receive Text - New
Introduction
The Quest Builder is an application developed by Seraphim Studios that allows players of Asheron’s Call to create custom quests. The Quest Master System, a plugin for Decal, runs these quests in game. These quests allow the users of AC a great deal of flexibility in creating new content that can be shared with anyone using the Quest Master System plugin, without breaking the existing game system. This includes but is not limited to: Quests, Marathons, Scavenger Hunts, Riddle Contests, and more. This guide provides instructions on how to use the Quest Builder application to create your own quests. If you have any comments or suggestions please feel free to email: abutler@seraphimstudios.com. Remember that this is Beta software so your feedback is not only appreciated but also necessary for us to ensure that the final is as feature complete and solid as possible.
Building
a Quest
Building a quest can be as simple or as complex as you desire. With our system you can create a quest out of a single Flag, or can create a quest with hundreds of flags generating a branching story line. What you want to create is up to you.
General
Quest Information
The first thing you need to do when creating a quest is to select New from the File menu. This will open a new Quest Window. This window has several sections. There is the Flag list. This list displays all flags created for this quest. There is the Flag information area. This is where you specify information specific to the currently edited flag. Finally there is the General Quest Information section. There are several pieces of information that can be supplied in the General Quest Information section:
· Quest Name: This is the name of the quest that will be displayed in the plugin screen in game.
·
Author: The name of the person who designed this quest.
· Description: This is a short description of the quest. This will also be displayed in the plugin screen in game.
· Recommended Level: This is the recommended level for this quest. The Quest Master System does not provide for any lockout of quests based upon level. This is only a recommendation.
· Password: All quest files are encrypted to prevent cheating. If you do not specify a password anyone will be able to open your quest in the Quest Builder. If you do specify a password, that password will be required every time you open the quest in the Quest Builder. You do not need to know the password to participate in the quest in game.
· Quest Expiration Date: This option allows you to specify a date after which the quest will no longer work. This is useful for tournaments or contests, which are only valid for a period of time.
After you have specified your General Quest Information, you will want to start adding Flags to your quest. By clicking on the Add Flag button a new Flag will be created. By selecting the Flag in the list you activate the Flag for editing. First you will want to give your new Flag a name. Names are important and should be unique for every flag in a quest. Now you will begin by editing the General Flag Info. There are several options that can be specified in this tab:
·
Starts Quest: By checking this box you specify
that this Flag initiates the quest. You
must have a Start Flag or your quest will not start in game. You cannot have more than one Start Flag per
Quest.
·
Ends Quest: By checking this box you specify
that this Flag ends the quest. You must
have at least one End Flag or your quest will never complete. You can have more than one end flag, as is
necessary in branching quests. You can
also specify Starts Quest and Ends Quest on a single flag. This would be necessary for a single flag
quest.
·
Flag Start Message: This message will be
displayed when this Flag is initiated.
For more details on Formatting Text see the Appendix on Text.
·
Time Limit: This allows you to specify a time
limit by which this Flag must be successfully completed. If the quest is not successful by the time
limit it is automatically triggered as Failed.
·
Flag Delay: This allows you to specify a time
delay before initiating a Flag.
·
Play Audio File: This allows you to specify an
mp3 or wav file to be played when this Flag is initiated.
§
Loop Audio File: By
checking this, the audio file will be looped until the Flag ends, a new audio
file is initiated, or the Quest ends.
If this is not checked the audio file will be played only once.
§
End Audio File with Flag: By checking this
option the Audio File will be stopped when this Flag ends. If this is not checked the Audio File will
continue until it reaches the end, a new audio file is started or the Quest
ends.
·
Magic Allowed: This option is checked by default. If this option is de-selected by the quest
builder no magic can be cast be the player during the current flag. Any magic cast by the player while this
option is de-selected will immediately result in a Fail condition.
Flag Type Information
Now that you have specified the General Flag Info you will need to specify the information that is specific for this Flag Type. The Flag Type is selected from the drop down list box next to the Flag Name. The possible Flag Types are:
·
Go To Location: There are three types of Go To
Location Flags.
o Rectangle:
This quest requires the player to reach a specific location on Dereth. You specify the location by creating a
box. There are four sets of
coordinates:
§
Y1: This
is the North edge of the Box.
§
X1: This
is the Western edge of the Box.
§
Y2: This
is the Southern edge of the Box.
§
X2: This
is the Eastern Edge of the Box.
Example: To specify the town of Holtburg as a target:
o Dungeon:
This quest requires the player to reach a specific location inside a
dungeon. To determine the location in a
dungeon, go to the location in game and type /loc at the console. This will give you the information you
need. You want to take note of the X, Y
and Z coordinates. That is what you
will specify in the Quest Builder.
Dungeon coordinates are VERY specific, so when the quest is running, the
system will automatically add 10 and subtract 10 from each coordinate to create
a reasonable target area. Later
versions will allow the builder to specify this distance.
§
Y: This
is the Y coordinate in the dungeon.
§
X: This
is the X coordinate in the dungeon
§
Z: This
is the Z coordinate in the dungeon
Example: To specify the bottom of Subway as the target:
o Point:
This quest requires the player to reach a specific location on Dereth. You determine the location by creating a
point. There are two sets of
coordinates:
§
Y: This
is the Y coordinate.
§
X: This
is the X coordinate.
Example: To specify the Ayan Baqur Lifestone as the target:
·
Hold Location: For a Hold Flag the player must
stay within the specified location for a designated amount of time. As such a Time Limit is required for this
Flag. This Flag is specified the same
as a Location Flag and has the same three types of flags:
o Rectangle:
This quest requires the player to hold a specific location on Dereth. You specify the location by creating a
box. There are four sets of
coordinates:
§
Y1: This
is the North edge of the Box.
§
X1: This
is the Western edge of the Box.
§
Y2: This
is the Southern edge of the Box.
§
X2: This
is the Eastern Edge of the Box.
Example: To specify the town of Holtburg as a target:
o Dungeon:
This quest requires the player to hold a specific location inside a
dungeon. To determine the location in a
dungeon, go to the location in game and type /loc at the console. This will give you the information you need. You want to take note of the X, Y and Z
coordinates. That is what you will
specify in the Quest Builder. Dungeon
coordinates are VERY specific, so when the quest is running, the system will
automatically add 10 and subtract 10 from each coordinate to create a
reasonable target area. Later versions
will allow the builder to specify this distance.
§
Y: This
is the Y coordinate in the dungeon.
§
X: This
is the X coordinate in the dungeon
§
Z: This
is the Z coordinate in the dungeon
Example: To specify the bottom of Subway as the target:
o Point:
This quest requires the player to hold a specific location on Dereth. You determine the location by creating a
point. There are two sets of
coordinates:
§
Y: This
is the Y coordinate.
§
X: This
is the X coordinate.
Example: To specify the Ayan Baqur Lifestone as the target:
· Kill Monsters: This flag specifies a type and number of creature that the player must kill. There are several things that must be specified:
§ Monster Name(s): The monster name or names that are the target of the player. To specify more than one creature name use the “|” separator.
Example: Drudge Slinker|Drudge Skulker
§
Monster Count:
This is the number of monsters that have to be killed by the
player. In order for the player to get
credit for the kill, they must be the one that receives the death message. If there are multiple monsters specified,
any combination of monster kills will satisfy this requirement.
§
Response: This
is an optional message that is displayed after every monster kill that
contributes to the Monster Count. This
message will not be displayed when the last monster is killed. Use this message to provide the player with
feedback.
Example: You have killed 3 out of 6 drudges. (See the Appendix on Text to learn how to use variables).
·
Collect Items:
This flag type is similar to Kill Monster in that the type of
information required is the same. This Flag
requires the user to collect specified number of specified items:
§ Item Name(s): The item name or names that the player must gather. To specify more than one item name use the “|” separator.
Example: Ruby|Diamond
§
Item Count: This
is the number of items that the player must gather. If there are multiple items specified, any combination of items
will satisfy this requirement.
§ Response: This is an optional message that is displayed after every item collected that contributes to the Item Count. This message will not be displayed when the last item is gathered. Use this message to provide the player with feedback.
Example: You have gathered 3 out of 6 gemstones. (See the Appendix on Text to learn how to use variables).
SPECIAL NOTE: This quest flag is now enabled. You can NOT use stackable items. Only non-stackable items will currently work.
·
Give Items: This
Flag requires the player to give a specified number of items to a named player
or NPC. When giving stackable items it
is important to give one item at a time to get full credit for the items.
§ Item Name(s): The item name or names that the player must give to the target. To specify more than one item name use the “|” separator.
Example: Ruby|Diamond
§
Item Count: This
is the number of items that the player must give to the target. If there are multiple items specified, any
combination of items will satisfy this requirement.
§
Item Recipient:
This is the name of the player or NPC to which the items must be
given.
§ Response: This is an optional message that is displayed after every item is given that contributes to the Item Count. This message will not be displayed when the last item is given. Use this message to provide the player with feedback.
Example: You have given 3 out of 6 gemstones to the Town Crier. (See the Appendix on Text to learn how to use variables).
·
Riddle: This Flag requires that the player
successfully answer a riddle. There are
four fields for this flag:
§
Riddle Question:
This is the question that the player will see.
§
Riddle Answer:
This is the answer that the player must provide. Answers must be supplied in game as “/answer
<answer>”.
§
Number of Tries Allowed: This specifies how many chances the user has
to provide the correct answer.
§ Response: This is an optional message that is displayed after every incorrect answer. This message will not be displayed when the correct answer is supplied. Use this message to provide the player with feedback.
Example: You have 3 chances remaining. (See the Appendix on Text to learn how to use variables).
·
Choice: Provides
the player of a choice between two options.
Answers by the player must be given as “/answer A” or “/answer B”. The choices will automatically be formatted
with the leading “(A)” and “(B)”.
§
Leading Text:
This is the question.
§ Choice (A): This text is displayed as choice (A).
§
Choice (B): This
test is displayed as choice (B).
§ Name of Person Sending the Text: This is the name of the player who will be specifying the text.
§ Text: This is the text that must be received.
There are a number of new options for Receive text. Please see the Appendix: “Using Receive Text” for a complete explanation on the various uses for this flag.
· Story: This is a simple flag that is used to promote the story. It is best used when you wish to specify a lot of text to the player.
§ Information: The text that will be displayed to the player.
· Create Variable: This is a flag that allows the builder to capture information from the player and use it in a new variable.
§ Question: This is the text that will be displayed to the player.
§ New Variable Name: This is the name of the variable. This variable name MUST be enclosed in [] brackets. Fields that can use the variable are:
This flag is very powerful and can provide for some very interesting possibilities. Please see the Appendix: “Using Variables” for a complete explanation on the various uses for this flag.
This tab allows you to specify what occurs when this flag has been completed successfully or unsuccessfully. There are several fields:
· Flag End Message: This message will be displayed at the end of a flag irrespective of whether the Flag was successful or not.
· Flag Success Message: This message will be displayed when a Flag successfully completes.
· Flag Fail Message: This message will be displayed when a Flag fails.
· Success Target Flag: If this Flag is successful then this is the Flag that will be initiated.
·
Fail Target Flag:
If this Flag is unsuccessful then this is the Flag that will be
initiated.
· Is Success Critical: If this is checked and the Flag fails, the quest will automatically go to an End Flag.
This tab allows you to specify any messages that should be sent when the flag is complete. When the flag is complete the following can be specified:
· Flag Complete Target: This is a target player to which the Flag Complete Message will be messaged. This field is optional.
· Flag Complete Target Message Success: This is string will be sent to the text area if the flag is successful. If there is a Flag Complete Target, the system will create a “Tell” message. If there is no Flag Complete Target it will simply send the text as is.
· Flag Complete Target Message Fail: This is string will be sent to the text area if the flag has failed. If there is a Flag Complete Target, the system will create a “Tell” message. If there is no Flag Complete Target it will simply send the text as is.
Once you have completed your quest, save it to a file. This file can be placed in the Quest Master System plugin directory. Once there it will show up in game and can be selected and activated.
Tips and Suggestions:
This is a collection of tips and suggestions that will be useful to keep in mind when building quests.
·
Make Sure You Specify a Start and an End: You need to make sure that there is one
Start and at least one End Flag in your quest.
You can specify a single Flag as both a Start and an End.
·
Plot Out Your Quest: Lay your quest out on paper.
Plan ahead. You might even want
to use a flowcharting program to draw out your quest.
·
Use Lore: There
is a wealth of documented lore on the various AC web sites. COD has a fabulous library that can really
give a lot of flavor to your quests.
·
Use Unusual Locations: There are many places on Dereth that you have never
seen. Use them! It will add a lot of punch to your Quest if
the player goes somewhere new.
· Use AC Explorer: This tool is very good for finding interesting locations for your quest. You can also use it to determine coordinates for Location and Hold Flags.
· Use Text Color: This is important in simulating the AC Environment. Make sure that if an NPC “Tells” you that the Text is the correct color.
· Be Creative with the Flags: The information above describes the intended use of the flags. Be creative and use the flags in different ways.
· Test Your Quest: Make sure that your quest is free of spelling errors and dead ends. Have some friends help you test it.
Appendix
This appendix provides useful information for creating quests.
Text in the Quest Master System can be very flexible if you know how to use it. There are three categories to consider:
·
Multiple Lines:
When specifying text in a field you can denote multiple lines of text
in the AC Chat window by specifying a “|” character. The Quest Master System will use this to separate a single text
field into multiple lines of text.
·
Color: There
are many colors of text available in Asheron’s Call. To specify a color of text use “(xx)”, where xx is the two-digit
color of text that you wish to use. The
list of colors is:
o 00 – Server Text – Green
o 02 – Standard “Shout” Text – White
o 04 – You send or receive a Tell – Yellow
o 05 - ? - Violet
o 07 – Spell Information Text – Blue
o 10 – You receive a message from you patron - Yellow
o 11 – You send a message to your patron - Yellow
o 12 – Emote – Grey
o 13 – Raising a skill or attribute - ?
o 17 – Spell words - Blue
o 21 – Monster attacks you – Red
o 22 – You attack monster – Pink
There are several other colors as
well. Experiment.
·
Variables: The
Quest Master System provides a number of variables that can be used in text as
well. These variables will be replaced
at runtime with the appropriate value.
The variables are:
o [PLAYERNAME] – inserts player’s name
o [PLAYERRACE] – inserts player’s race
o [PLAYERGENDER] – inserts player’s gender
o [PLAYERCLASS] – inserts player’s class
o [PLAYERLEVEL] – inserts player’s level
o [PLAYERRANK] – inserts player’s rank (numeric)
o [COUNTER] – inserts the current flag’s counter
o [MAXCOUNT] – inserts the current flag’s max
o
[REMAINDER] – inserts (MAXCOUNT – COUNTER)
o
[FLAGTIME] – inserts the amount of time spent on the current flag.
o
[QUESTTIME] – inserts the amount of time spent on the total quest.
Text Example:
This is an example line of text that demonstrates all of the above features:
(04)Town Crier tells you “Hello [PLAYERNAME] how are you today?”|(12)Town Crier taps his foot and waits for [PLAYERNAME]’s reply.
Items in bold were done to make them easier to see.
Using
Audio
The Quest Master System provides
integrated mp3 and wav playback that can be utilized to enhance the atmosphere
and mood of the quest. The audio can be
anything from a sound effect, spoken dialog, to music. Only one audio file can be played at
once. Audio files can be looped. When specifying and audio file the entire
path will be displayed in the text field.
Remove everything but the name of the file and the extension. When distributing your quest make sure the
audio files are installed into the same directory as your quest files, which
should be the Quest Master System plugin directory.
Using Variables
The Quest Master System now allows you to create and use variables for quests. To create a new variable you will specify a question and a variable name. The answer that the player provides will become the value of the variable. This variable can be used in a number of places: Any field that displays or sends text, flag name fields, receive text sender, and message targets. Some examples of this flag in use:
§ Ask the player what type of melee skill they use. Put the variable name into the target flag field. When they answer the question you can launch a flag that matches their skill type. If the player gives an answer that does not match any flags, the fail flag will be fired off.
§ For marathons ask the player the name of their official. Plug the variable in all receive text sender fields, and send message target fields.
§ Use the flag to create dynamic conversations with NPCs.
Check the forums at www.seraphimstudios.com for examples and sample quests that demonstrate the use of this flag.
This flag has been significantly improved for the new version, with many changes designed to specifically aid in the active DMing of a quest.
(18)The fountain casts
The system will compare the first 18 characters of any string received with the text specified above (without the numbers and parenthesis).
Brother Dragon tells you, “[NewDungeon]”
The system will then attempt to launch the flag called “New Dungeon”. If it cannot find this flag, it will launch the fail flag.
§ Execute the Fail flag: The sender can execute the fail flag by sending the required text with “ - Option” appended to the text.
Brother
Dragon tells you, “Go – Option”
If the required text is “Go” the flag will execute the Fail flag.