mirror of
https://github.com/tbamud/tbamud.git
synced 2025-09-21 21:40:49 +02:00
Update help.hlp
This commit is contained in:
parent
93b7c58730
commit
9561e680d7
1 changed files with 28 additions and 27 deletions
|
@ -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.
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue