Difference between revisions of "Mod:Add a quest"
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# Open the location file if it is not already open ([[#Open_the_location_file_.28.C3.A9Level_editor.29|see above]]) | # Open the location file if it is not already open ([[#Open_the_location_file_.28.C3.A9Level_editor.29|see above]]) | ||
# Click on the {{False button|Level|color=black2}} tab. | # Click on the {{False button|Level|color=black2}} tab. | ||
− | # Click on the {{False | + | # Click on the {{False button|Triggers...|color=gray|border=black}} tab at the bottom left. |
=== Start the quest === | === Start the quest === | ||
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# Click on {{False button|New...|color=gray|border=black}} at the top right of the "Triggers" page. | # Click on {{False button|New...|color=gray|border=black}} at the top right of the "Triggers" page. | ||
# Add a short description to the script (example: ''QUEST 1 - Pers1)''. | # Add a short description to the script (example: ''QUEST 1 - Pers1)''. | ||
− | # Click on {{False | + | # Click on {{False button|New...|color=gray|bord=black}} again. |
− | # Click on the {{False | + | # Click on the {{False button|Always|color=black2}} tab and select {{False button|Speech Occured|color=black2}}, then under {{False button|Speech Event was|color=gray}} select the portion of the dialog that will trigger the quest. |
− | # Click on the {{False | + | # Click on the {{False button| Actions|color=black2}} tab. It will change to {{False button|✔ Actions|color=black2}}. |
− | # Click on {{False | + | # Click on {{False button|New...|color=gray|border=black}}. |
− | # Click on the {{False | + | # Click on the {{False button|Center View|color=black2}} tab and select {{False button|Add Objective|color=black2}}. |
# Click on the tab under {{Fake Button|Add Objective|color=gray}} and select the code name of your quest. Check the {{Fake Button|with popup box|color=gray}} box. | # Click on the tab under {{Fake Button|Add Objective|color=gray}} and select the code name of your quest. Check the {{Fake Button|with popup box|color=gray}} box. | ||
− | # Click on {{False | + | # Click on {{False button|New...|color=gray|border=black}} again. |
− | # Click on the {{False | + | # Click on the {{False button|Center View|color=black2}} tab and select {{False button|Set Variable|color=black2}}. |
− | # Check the box under {{ | + | # Check the box under {{False button|Campaign|color=gray}}. |
− | # Under {{False | + | # Under {{False button|Variable|color=gray}}, type "Quete*_complete", where * is your quest number. |
# Under {{False button|Value|color=gray}}, type "no", a value that indicates that the quest has been given. Possible values for the variable are: | # Under {{False button|Value|color=gray}}, type "no", a value that indicates that the quest has been given. Possible values for the variable are: | ||
* '''pas:''' The quest has not been given yet. | * '''pas:''' The quest has not been given yet. | ||
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# Click on {{False button|New...|color=gray|border=black}} at the top right of the "Triggers" page. | # Click on {{False button|New...|color=gray|border=black}} at the top right of the "Triggers" page. | ||
# Add a short description to the script (example: ''QUEST 1 - Pers1 (step1 completed)''). | # Add a short description to the script (example: ''QUEST 1 - Pers1 (step1 completed)''). | ||
− | # Click on {{False | + | # Click on {{False button|New...|color=gray|border=black}} again. |
# Add a series of [[Mod:Scripts#Conditions|conditions]] of your choice. | # Add a series of [[Mod:Scripts#Conditions|conditions]] of your choice. | ||
− | # Click on the tab {{False | + | # Click on the tab {{False button| Actions|color=black2}}. It will change to {{False button|✔ Actions|color=black2}}. |
− | # Click on {{False | + | # Click on {{False button|New...|color=gray|border=black}}. |
− | # Click on the {{False | + | # Click on the {{False button|Center View|color=black2}} tab and select {{False button|Set Variable|color=black2}}. |
− | # Check the box under {{ | + | # Check the box under {{False button|Campaign|color=gray}}. |
− | # Under {{False | + | # Under {{False button|Variable|color=gray}}, type "Quete*_complete", where * is your quest number. |
− | # Under {{False | + | # Under {{False button|Value|color=gray}}, type "etape1", a value that indicates that a step in the quest has been completed. Click on {{False button|Ok|color=gray|bord=black}}. |
− | # Click {{False | + | # Click {{False button|New...|color=gray|edge=black}} again. |
− | # Click on the {{False | + | # Click on the {{False button|Center View|color=black2}} tab and select {{False button|Display World Text|color=black2}}. Select the code name of the text to display in the list, as written in the files ''.txt'' of the place (example: ''ADD_OBJ_Quete1_etape1_complete''). |
=== Complete quest (variable set to "oui") === | === Complete quest (variable set to "oui") === | ||
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# Click on {{False button|New...|color=gray|bord=black}} at the top right of the "Triggers" page. | # Click on {{False button|New...|color=gray|bord=black}} at the top right of the "Triggers" page. | ||
# Add a short description to the script (example: ''QUEST 1 - Pers1 (completed)''). | # Add a short description to the script (example: ''QUEST 1 - Pers1 (completed)''). | ||
− | # Click on {{False | + | # Click on {{False button|New...|color=gray|border=black}} again. |
− | # Click on the {{False | + | # Click on the {{False button|Always|color=black2}} tab and select {{False button|Variable|color=black2}}, Check the box under {{False button|Campaign|color=gray}}, under {{False button|Variable|color=gray}}, type the name of your variable (example: Quete1_complete) and then under {{False button|is Value|color=gray}}, type "yes". |
# Click on the tab {{False button| Actions|color=black2}}. It will change to {{False button|✔ Actions|color=black2}}. | # Click on the tab {{False button| Actions|color=black2}}. It will change to {{False button|✔ Actions|color=black2}}. | ||
− | # Click on {{False | + | # Click on {{False button|New...|color=gray|border=black}}. |
− | # Click on the {{False | + | # Click on the {{False button|Center View|color=black2}} tab and select {{False button|Complete Objective|color=black2}}. Select the code name of your quest from the list. |
− | # Click on {{False | + | # Click on {{False button|New...|color=gray|bord=black}}. |
− | # Click on the {{False | + | # Click on the {{False button|Center View|color=black2}} tab, select {{False button|Add Experience to Player|color=black2}}, click on {{False button|Change|color=gray|edge=black}} and above {{False button|Scenery|color=gray3}}, type ''1'' (the player's player number). Press {{False button|Ok|color=gray|border=black}} |
# Under {{False button|XP amount|color=gray3}}, type an amount of [[Autonomy Points]], between 1,000 and 10,000. | # Under {{False button|XP amount|color=gray3}}, type an amount of [[Autonomy Points]], between 1,000 and 10,000. | ||
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# Click on {{False button|New...|color=gray|border=black}} at the top right of the "Triggers" page. | # Click on {{False button|New...|color=gray|border=black}} at the top right of the "Triggers" page. | ||
# Add a short description to the script (example: ''QUEST 1 - Pers1 (completed)''). | # Add a short description to the script (example: ''QUEST 1 - Pers1 (completed)''). | ||
− | # Click on {{False | + | # Click on {{False button|New...|color=gray|bord=black}} again. |
− | # Click on the {{False button|Always|color=black2}} tab and select {{False button|Quantity - Unit|color=black2}}, under {{False button|Unit|color=gray}}, type the code name of the character who gave the quest (example: Pers1) and then, under {{False | + | # Click on the {{False button|Always|color=black2}} tab and select {{False button|Quantity - Unit|color=black2}}, under {{False button|Unit|color=gray}}, type the code name of the character who gave the quest (example: Pers1) and then, under {{False button|has|color=gray}} click {{False button|change|color=gray|border=black}}. Click on {{False button|More than|color=black2}} and change {{False button|1|color=black2}} to "0". Under {{False button|type|color=gray}} choose {{False button|change|color=gray|border=black}}. Click on {{False button|ItemsTagged|color=black2}} and type, above {{False button|list...|color=gray|edge=black}} the code name of the item you want to find (e.g.: Shoes). If you don't know how to assign a code name to an item, [[Mod:Create_an_item#Assign_a_code_name|follow the steps here]]. |
# Click on the {{False button| Actions|color=black2}} tab. It will change to {{Fake button|✔ Actions|color=black2}}. | # Click on the {{False button| Actions|color=black2}} tab. It will change to {{Fake button|✔ Actions|color=black2}}. | ||
− | # Click on {{False | + | # Click on {{False button|New...|color=gray|border=black}}. |
− | # Click on the {{False | + | # Click on the {{False button|Center View|color=black2}} tab and select {{False button|Set Variable|color=black2}}. |
− | # Check the box under {{ | + | # Check the box under {{False button|Campaign|color=gray}}. |
− | # Under {{False | + | # Under {{False button|Variable|color=gray}}, type "Quete*_complete", where * is your quest number. |
− | # Under {{False | + | # Under {{False button|Value|color=gray}}, type "yes", a value that indicates the quest has been completed. |
− | # Click on {{False | + | # Click on {{False button|New...|color=gray|bord=black}} again. |
− | # Click on the {{False | + | # Click on the {{False button|Center View|color=black2}} tab and select {{False button|Complete Objective|color=black2}}. Select the code name of your quest from the list. |
− | # Click {{False | + | # Click {{False button|New...|color=gray|bord=black}} one last time. |
− | # Click on the {{False | + | # Click on the {{False button|Center View|color=black2}} tab, select {{False button|Add Experience to Player|color=black2}}, click on {{False button|Change|color=gray|edge=black}} and above {{False button|Scenery|color=gray}}, type ''1'' (the player's ''player'' number). Press {{False button|Ok|color=gray|border=black}} |
# Under {{False button|XP amount|color=gray}}, type in an amount of [[Autonomy Points]], usually between 1000 and 3000. | # Under {{False button|XP amount|color=gray}}, type in an amount of [[Autonomy Points]], usually between 1000 and 3000. |
Revision as of 20:20, 25 September 2022
This tutorial shows how to add a quest to The Sum. [file:Level Editor.jpg|thumb|This tutorial mainly uses the Level Editor.
Required tools
Before you start
Since programming a quest requires the use of scripts, coded_dialogues, perhaps even the creation of characters and items, it is best to learn these techniques before attempting the following steps.
Preparation
Check the list of quests
Before you create a quest, check the full list of quests to make sure it is there, otherwise add it. Note the quest number (#') for later.
Go to the page
Name the quest
The quest name is added to the .txt files of the location where it is given to the player (folders Game/NousAurons/Locale/ (French version) and Game/core/locale (English version). It is added as follows:
ADD_OBJ_Quete1 = {Find a pair of shoes for Simon<rgb:125,125,125>He said there might be some in Poston. Talk to Simon again and click "TRADE" to give him the pair of shoes.} //Variable Quete1_complete
In the same files used to name the quest, add the dialogues needed for the quest, indicating for these the code names of the characters involved. If you are unsure how to do this, follow these steps.
You may need unique items and/or characters. It is advisable to prepare them in advance.
Create a quest
Open the location file (level editor)
- Open the folder Game/ then FT Improver.EXE.
- Pass the videos by clicking on them.
- Click on ⦿ MORE.
- Click ⦿ LEVEL EDITOR.
- Navigate to the Filemenu thenOpen.
- Open the file of a location which must end with .mis.
Accessing scripts
Scripts are stored and coded in the Level editor.
- Open the location file if it is not already open (see above)
- Click on the Leveltab.
- Click on the Triggers...tab at the bottom left.
Start the quest
The quest should be added as a result of a few scheduled dialogs.
- Add required dialogues.
- Access the scripts (see above).
- Click on New...at the top right of the "Triggers" page.
- Add a short description to the script (example: QUEST 1 - Pers1).
- Click on New...again.
- Click on the Alwaystab and selectSpeech Occured, then underSpeech Event wasselect the portion of the dialog that will trigger the quest.
- Click on the Actionstab. It will change to✔ Actions.
- Click on New....
- Click on the Center Viewtab and selectAdd Objective.
- Click on the tab under Template:Fake Button and select the code name of your quest. Check the Template:Fake Button box.
- Click on New...again.
- Click on the Center Viewtab and selectSet Variable.
- Check the box under Campaign.
- Under Variable, type "Quete*_complete", where * is your quest number.
- Under Value, type "no", a value that indicates that the quest has been given. Possible values for the variable are:
- pas: The quest has not been given yet.
- non: The quest has been given, but has not been completed.
- Etape*: The quest has been given, and the step indicated by * has been completed.
- oui: The quest has been completed.
This variable is important because quests often take place in multiple locations and the game needs to remember if the quest has been completed or not in order to program dialogues and scripts accordingly.
Tracking Quest Progress
At any time, no matter where the player is, you can use the scripts to assign a new value to your quest variable (Campaign) based on conditions you have chosen. You can then display special messages when certain steps are completed.
- Access the scripts of the location where this step is taking place (see above).
- Click on New...at the top right of the "Triggers" page.
- Add a short description to the script (example: QUEST 1 - Pers1 (step1 completed)).
- Click on New...again.
- Add a series of conditions of your choice.
- Click on the tab Actions. It will change to✔ Actions.
- Click on New....
- Click on the Center Viewtab and selectSet Variable.
- Check the box under Campaign.
- Under Variable, type "Quete*_complete", where * is your quest number.
- Under Value, type "etape1", a value that indicates that a step in the quest has been completed. Click onOk.
- Click New...again.
- Click on the Center Viewtab and selectDisplay World Text. Select the code name of the text to display in the list, as written in the files .txt of the place (example: ADD_OBJ_Quete1_etape1_complete).
Complete quest (variable set to "oui")
To add a script (usually a dialog) that reacts when the quest variable indicates "yes" (in the location where the quest was given):
- Access the scripts (see above).
- Click on New...at the top right of the "Triggers" page.
- Add a short description to the script (example: QUEST 1 - Pers1 (completed)).
- Click on New...again.
- Click on the Alwaystab and selectVariable, Check the box underCampaign, underVariable, type the name of your variable (example: Quete1_complete) and then underis Value, type "yes".
- Click on the tab Actions. It will change to✔ Actions.
- Click on New....
- Click on the Center Viewtab and selectComplete Objective. Select the code name of your quest from the list.
- Click on New....
- Click on the Center Viewtab, selectAdd Experience to Player, click onChangeand aboveScenery, type 1 (the player's player number). PressOk
- Under XP amount, type an amount of Autonomy Points, between 1,000 and 10,000.
Complete the quest (bring an item)
For some quests, its variable is set to "oui" at the same time as it is completed under other conditions. This is the case for a quest that requires you to bring an item. The person thanks you (and the quest is completed) as soon as you give them the required item!
- Access the scripts (see above).
- Click on New...at the top right of the "Triggers" page.
- Add a short description to the script (example: QUEST 1 - Pers1 (completed)).
- Click on New...again.
- Click on the Alwaystab and selectQuantity - Unit, underUnit, type the code name of the character who gave the quest (example: Pers1) and then, underhasclickchange. Click onMore thanand change1to "0". Undertypechoosechange. Click onItemsTaggedand type, abovelist...the code name of the item you want to find (e.g.: Shoes). If you don't know how to assign a code name to an item, follow the steps here.
- Click on the Actionstab. It will change to✔ Actions.
- Click on New....
- Click on the Center Viewtab and selectSet Variable.
- Check the box under Campaign.
- Under Variable, type "Quete*_complete", where * is your quest number.
- Under Value, type "yes", a value that indicates the quest has been completed.
- Click on New...again.
- Click on the Center Viewtab and selectComplete Objective. Select the code name of your quest from the list.
- Click New...one last time.
- Click on the Center Viewtab, selectAdd Experience to Player, click onChangeand aboveScenery, type 1 (the player's player number). PressOk
- Under XP amount, type in an amount of Autonomy Points, usually between 1000 and 3000.