#!QUESTMAKER_START_SCRIPT Normal Killer #2
#An existing mob in your world needs one or more mobs which you will create killed.
#A reward is given upon completion of the task and returning to the announcer.
#
#!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_killer_2
#
#Quest Name:
#Enter a friendly displayable name for your quest:
#$QUEST_NAME=$STRING=Normal Killer #2
#
#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 wanting the other mobs killed. This must
#be an existing mob in your world.
#
#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 Announcer speaches
#Specify here some optional things to say for the announcer before and after the quest.
#
#Announcer Notification:
#Specify some additional bit of speech the announcer mob will say to players when they enter the room.
#$QUEST_NOTIFYSTRING=($LONG_STRING)=I have someones I need killed! Are you game?
#
#Announcer Instructions:
#Specify some additional bit of speech the announcer mob will say to players when the quest is accepted.
#$QUEST_INSTRUCTIONSSTRING=($LONG_STRING)=I need you to kill some folks. They are somewhere around somewhere. Just beat them senseless.
#
#Announcer Extra Announcement:
#Leave blank, or specify a channel that the announcer will also give his notification on.
#$QUEST_ANNOUNCECHANNEL=($STRING)=
#
#Announcer success:
#This is what the announcement says when the player returns after finishing the quest.
#$QUEST_WINSPEECH_TEXT=($LONG_STRING)=Congratulations! They're dead!
#
#!QUESTMAKER_PAGE Specify the Killable Mob or Mobs
#The Killables are the mob or mobs which must be defeated.
#
#Killables Rooms:
#Specify the rooms that your mobs will possibly be found in.
#Use double-quotes around multi-word areas and room ids/names.
#Use the keyword ANY to specify a single random area or room, or
#the keyword ALL to specify ALL areas or rooms.
#
#Killables Area:
#$KILLABLES_AREAS=($AREA)
#Killables Rooms:
#$KILLABLES_ROOMS=($ROOMID)
#Killable mobs:
#Specify below the mobs that the player must kill to get credit for this quest.
#$KILLABLES_MOBS=$MOBXML_ONEORMORE
#
#Killables attack:
#Will the mobs attack if they spot the player? Keep in mind this is above and
#beyond any aggressive behaviors they may have, and will neither modify or
#supress their natural aggressive behaviors.
#$KILLABLES_ATTACK=$CHOOSE=NO-USE-DEFAULT_BEHAVIOR,YES-ATTACK-ON-SIGHT
#
#Num Killables:
#Specify how many of the killable mobs must be killed. Make sure there are
#enough of them in your world to make this goal reachable!
#$NUM_KILLABLES=($EXPRESSION)=1
#
#Killables chance:
#Specify the percent chance that a mob will be found in a particular room.
#$KILLABLES_CHANCE=($EXPRESSION)=10
#
#Killables response:
#You may optionally specify some additional bit of speech the killables
#mobs will say to the players when they enter the room with them.
#$KILLABLES_RESPONSE=($STRING)=So, you've come for me. Come and get me.
#
#!QUESTMAKER_PAGE Quest Completion
#Select some rewards for killing the mobs:
#
#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
#
#!QUESTMAKER_END_SCRIPT Normal Killer #1
set name $QUEST_ID
set display $QUEST_NAME
set author $#AUTHOR
set wait 1
set interval 1
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 room
set area $KILLABLES_AREAS
set roomgroup $KILLABLES_ROOMS
set duration 0
<?xml version="1.0"?>
<FILE><NAME>$QUEST_ID_rewarditems.xml</NAME><DATA><ITEMS>$REWARD_ITEMS</ITEMS></DATA></FILE>
<FILE><NAME>$QUEST_ID_mobs.xml</NAME><DATA><MOBS>$KILLABLES_MOBS</MOBS></DATA></FILE>
<FILE><NAME>$QUEST_ID_announcer.script</NAME>
<DATA>
ONCE_PROG 100
if EVAL('$QUEST_ANNOUNCECHANNEL' != '')
$QUEST_ANNOUNCECHANNEL $QUEST_NOTIFYSTRING -- Come see me for more information.
endif
~
ALL_GREET_PROG 100
IF QUESTSCRIPTED($n *)
if var($n $QUEST_ID_KILLED >= $NUM_KILLABLES)
if EVAL('$EXP' != '')
mpexp $n $EXP
endif
if EVAL('$FACTION' != '')
mpfaction $n $FACTION +$NUMFACTION
endif
if EVAL('$QUEST_POINT' == 'YES') AND !QUESTWINNER($n *)
mpoload QuestPoint
give "a quest point" "$n"
endif
if EVAL('$GOLD' != '') AND EVAL('$GOLD' > 0)
mpoload $GOLD
give $GOLD "$n"
endif
mpoload fromfile $QUEST_ID_rewarditems.xml any
if EVAL('$b' != '')
give "$b" "$n"
endif
mpquestwin $n *
sayto $n $QUEST_WINSPEECH_TEXT
mpendquest $n
mpqset * STATISTICS SUCCESS
IF EVAL('$MULTIPLE' == 'PREV')
mptransfer $n $n
ENDIF
endif
else
if ISLIKE($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 -- say '^yi accept^?' or '^yi accept $QUEST_NAME^?' to take on this quest.
endif
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 $QUEST_INSTRUCTIONSSTRING
IF !isquestmobalive(1 '$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.
~
GREET_PROG 100
if QUESTMOB($n *) AND !ISFOLLOW('$n') AND CANSEE($n $i) AND EVAL('${1 *}' != $n)
if EVAL('$KILLABLES_ATTACK' == 'YES-ATTACK-ON-SIGHT')
mpforce $n kill $i
endif
~
FUNCTION_PROG DEL_LAST_MOB
IF !ISFOLLOW('$<$i $QUEST_ID_LASTMOB>') AND QUESTMOB('$<$i $QUEST_ID_LASTMOB>' *)
mppurge room '$<$i $QUEST_ID_LASTMOB>'
ENDIF
~
CNCLMSG_PROG ENTER ALL
if EVAL($n == $i)
mpargset $g $%INROOM($t)%
if EVAL('$<$i $QUEST_ID_LASTROOM>' != '') AND EVAL('$<$i $QUEST_ID_LASTMOB>' != '')
mpat '$<$i $QUEST_ID_LASTROOM>' MPCALLFUNC DEL_LAST_MOB
mpsetvar $i $QUEST_ID_LASTMOB
mpsetvar $i $QUEST_ID_LASTROOM
endif
if EVAL($g != '')
if QUESTROOM($g *) or ( EVAL('$KILLABLES_ROOMS' == 'ALL') AND QUESTAREA('$%INAREA($t)%' *) )
if !STRIN('$<$i $QUEST_ID_ROOMLIST>' $g)
if !STRIN('$<$i $QUEST_ID_FOUNDROOMS>' $g)
if rand($KILLABLES_CHANCE)
mpsetvar $i $QUEST_ID_FOUNDROOMS $<$i $QUEST_ID_FOUNDROOMS> "$g"
else
mpsetvar $i $QUEST_ID_ROOMLIST $<$i $QUEST_ID_ROOMLIST> "$g"
endif
endif
if STRIN('$<$i $QUEST_ID_FOUNDROOMS>' $g)
mpat '$g' mpmload fromfile $QUEST_ID_mobs.xml any
MPGSET $b REJUV 0
MPQSET * QUESTOBJ $b
mpsetvar $i $QUEST_ID_LASTMOB $b
mpsetvar $i $QUEST_ID_LASTROOM $g
endif
endif
endif
endif
endif
~
ENTRY_PROG 100
if INROOM($i == $g)
for $0 = 1 to '$%NUMMOBSROOM(*)%'
mpargset $1 '$%ROOMMOB($0)%'
if QUESTMOB($1 *) AND !ISFOLLOW($1) AND EVAL('${1 *}' != $1)
mpforce $1 sayto "$i" $KILLABLES_RESPONSE
if EVAL('$CAPTURABLES_ATTACK' == 'YES-ATTACK-ON-SIGHT')
mpforce $1 kill $i
endif
endif
next
endif
~
EXECMSG_PROG STO=DEATH ALL
if QUESTMOB($n *) AND !ISFOLLOW($n) AND EVAL('${1 *}' != $n)
mpsetvar $i $QUEST_ID_KILLED ++;
if EVAL($NUM_KILLABLES > 1)
mpechoat $i Killed $<$i $QUEST_ID_KILLED>/$NUM_KILLABLES
endif
mpsetvar $i PROGRESS Killed $<$i $QUEST_ID_KILLED>/$NUM_KILLABLES
mpargset $g $%INROOM($i)%
if !STRIN('$<$i $QUEST_ID_ROOMLIST>' $g)
mpsetvar $i $QUEST_ID_ROOMLIST $<$i $QUEST_ID_ROOMLIST> "$g"
endif
endif
~
</DATA></FILE>