Update help.hlp

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Rumble 2013-04-17 21:25:09 -03:00
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@ -858,7 +858,7 @@ AUTOQUESTS QUESTS QUESTMASTERS QUESTPOINTS QUEST-POINTS QUEST-MOBS QUESTMOBS
An autoquest is a quest that can be automatically started and completed by
players on the MUD without the intervention of an immortal. Players simply
visit a questmaster where they join an available quest, and get rewarded on
it<EFBFBD>s completion.
completion.
See Also: QEDIT, QUEST-FLAG
#31
@ -866,7 +866,7 @@ AUTOQUESTS QUESTS QUESTMASTERS QUEST-MOBS QUESTMOBS
An autoquest is a quest that can be automatically started and completed
without the intervention of an immortal. Simply visit a questmaster and join
an available quest, and get rewarded on it<EFBFBD>s completion. Keep an eye out for
an available quest, and get rewarded on completion. Keep an eye out for
autoquests scattered throughout the World.
See Also: QUEST-FLAG, QUESTPOINTS
@ -7127,7 +7127,7 @@ prefer to add the quest in the zone where quest completion takes place.
Quests use vnums in exactly the same way as mobiles, object and rooms. Each
zone will normally have 100 vnums available (#00 to #99, where # is the zone
number). Usually, when creating the first quest in a zone, #00 is used,
then #01, etc<EFBFBD>
then #01, etc.
When you qedit <vnum> to create a new quest (or edit an existing one), you will
see the menu in @RHELP QEDIT-MENU@n
@ -7138,12 +7138,12 @@ QEDIT-ACCEPT
This is the text that is sent to the player when they start the quest. It
should describe in detail exactly what is required to complete the quest. The
text is simply output on the player<EFBFBD>s screen, so be creative here. An example
text is simply output on the player's screen, so be creative here. An example
of an accept message text could be something like:
The questmaster rummages in a large pile of papers.
The questmaster says <EFBFBD>Ah, here it is<69>
The questmaster says <EFBFBD>Bob, the local butcher has offered this quest<73>
The questmaster says 'Ah, here it is'
The questmaster says 'Bob, the local butcher has offered this quest'
The questmaster shows you a hastily scrawled note, that reads:
I am willing to offer any plucky adventurer 10 quest points if they bring me a
@ -7153,7 +7153,7 @@ order to fill. I need these within 24 hours
Thanks, Bob the Butcher, Midgaard
The questmaster sighs.
The questmaster says <EFBFBD>A tricky quest, but it<69>ll cost you 5qp to back out now<6F>
The questmaster says 'A tricky quest, but it'll cost you 5qp to back out now'
#31
QEDIT-COMPLETED QEDIT-ABANDONED
@ -7167,7 +7167,7 @@ all timed quests.
QEDIT-COMPLETION
Just like the accept message, this is simply text that is output on the
player<EFBFBD>s screen when they successfully complete the quest. Prizes (quest
player's screen when they successfully complete the quest. Prizes (quest
points, gold coins, experience points or an object) are automatically
announced after this text is shown, so this text does not need to have that
information in it.
@ -7193,7 +7193,7 @@ Quest flags: @cNOBITS@n
Enter quest flags, 0 to quit :
Currently, only one flag is available, the REPEATABLE flag. When you have
finished turning this on or off, select <EFBFBD>0<EFBFBD> (zero) to return to the main menu.
finished turning this on or off, select 0 (zero) to return to the main menu.
#31
QEDIT-LEVELS
@ -7247,12 +7247,12 @@ QEDIT-NEXT
This is the quest vnum of next quest in a chain. When a player completes
the current quest, the next quest will automatically be joined. This allows
for long quests with a number of <EFBFBD>steps<EFBFBD>.
for long quests with a number of steps.
#31
QEDIT-PREREQUISITE
This is the object vnum for a prerequisite object. The prerequisite object
should be in the player<EFBFBD>s inventory in order for them to be able to join the
should be in the player's inventory in order for them to be able to join the
quest. It is not taken from the player when the quest starts.
#31
QEDIT-PREVIOUS
@ -7263,15 +7263,15 @@ completed by the player in order to join this quest.
QEDIT-QUANTITY
This is the number of times the player needs to repeat the quest. For
example, it could be the number of items the player needs to find in a <20>object<63>
quest of the number of mobs the player should kill in a <EFBFBD>kill mob<EFBFBD> quest. This
should be used with caution, however. In an object quest <EFBFBD>picking up<EFBFBD> the same
example, it could be the number of items the player needs to find in an object
quest of the number of mobs the player should kill in a kill mob quest. This
should be used with caution, however. In an object quest picking up the same
object 20 times will also complete the quest.
#31
QEDIT-QUIT QEDIT-MESSAGE
The quit message is sent to the player when they type quest leave. Players
can lose quest points for abandoning a quest (see <EFBFBD>Abandoned<EFBFBD> on the next
can lose quest points for abandoning a quest (see Abandoned on the next
page), so if they lose quest points, this text really should inform them of
that.
#31
@ -7300,14 +7300,14 @@ Room, Clear Room - Room VNUM
#31
QEDIT-TIME
This is the number of <EFBFBD>ticks<EFBFBD> or game hours that the player has to complete
This is the number of ticks or game hours that the player has to complete
the quest. If this is set, then the builder should really try to do the quest
themselves, and time how long it takes (typing <EFBFBD>time<EFBFBD> before and after the
attempt), and then giving at least one extra <EFBFBD>tick<EFBFBD> for players to complete it.
themselves, and time how long it takes (typing time before and after the
attempt), and then giving at least one extra tick for players to complete it.
#31
QEDIT-TYPE
There are a few different quest types. When you select option <EFBFBD>7<EFBFBD> from the
There are a few different quest types. When you select option 7 from the
main menu, you will be shown a list to choose from:
0) Object - Player needs to find a particular object.
@ -7382,7 +7382,7 @@ Usage: quest [list | join <#> | progress | leave | history]
quest - Show usage information for the quest command.
quest list - Used at the questmaster to see which quests are available.
quest join # - Used to the questmaster to join the quest listed as number <EFBFBD>nn<EFBFBD> on quest list.
quest join # - Used to the questmaster to join the quest listed as number nn on quest list.
quest progress - Shows the player which quest they are doing, and their quest progress.
quest leave - Allows the player to abandon the current quest, taking the quest point penalty.
quest history - Shows all previously completed non-repeatable quests.
@ -9372,7 +9372,7 @@ and simply bearing artistic merit. Second, by ensuring that they are absolutely
necessary to achieve the goals of the game! If your game is made for experience
and equipment gathering, and failure to read descriptions directly impedes this
goal, then players will learn to read everything. If your game is made for
exploring or role-play, most of your players probably already read them <EFBFBD>-
exploring or role-play, most of your players probably already read them
because knowing their environment is a basic requirement of play. In any case,
builders exist to ensure that the goals of play are supported by game
descriptions.
@ -9384,7 +9384,7 @@ meaning behind descriptions, areas to find, special items, unique nooks and
crannies to spend time socializing, and hints that point to these things
elsewhere outside of your own zone is an excellent idea. In fact, if you
don't wish to be building descriptions no one will read, you should employ
special secrets <20>- most especially on games where knowing one's environment
special secret, most especially on games where knowing one's environment
does deeply affect a character's development. No matter what kind of zone you
are building, keep it interesting throughout!
@ -9407,7 +9407,7 @@ road.
shouldn't be the sole builder of your zone. Instead, seek the assistance of
someone who adds creative merit to your descriptions. You can do practically
everything from plot to secrets to minutiae, even write the zone in full and
just ask someone you know who writes well to <EFBFBD>'say it better' and rewrite
just ask someone you know who writes well to 'say it better' and rewrite
what you intended to have there all along. Novels have editors, and so
should any zone.
@ -10401,10 +10401,11 @@ See also: TRIG-INV, %PURGE%, %LOAD%, POSITIONS, CHAR-VAR
#31
TRIG-ERRORS TRIGEDIT-ERRORS TRIGEDIT-MISTAKES
Make sure nohassle is OFF. Command triggers (and some other functionality)
will not work for God above.
For mob triggers make sure the mob can see the actor, set INFRA in DARK rooms.
AFF_CHARM prevents triggers from firing.
Make sure nohassle is off.
Test with a mortal. Command triggers (and some other functionality) will not work for God and above.
For mob triggers make sure the mob can see the actor, set INFRA, DET-INVIS and switch into the mob and fire the trigger to see if the mob gets an error message.
For mobs AFF_CHARM prevents triggers from firing.
A second trigger of the same type will not fire unless the first has a return 0 in it.
As a general rule always use an ID (%actor%) not a name (%actor.name%) unless
you actually need to display the actors name.