From 9561e680d7286e74ebc122c310177fef2abb7025 Mon Sep 17 00:00:00 2001 From: Rumble Date: Wed, 17 Apr 2013 21:25:09 -0300 Subject: [PATCH] Update help.hlp --- lib/text/help/help.hlp | 55 +++++++++++++++++++++--------------------- 1 file changed, 28 insertions(+), 27 deletions(-) diff --git a/lib/text/help/help.hlp b/lib/text/help/help.hlp index 6ae7bcf..ccc04ac 100644 --- a/lib/text/help/help.hlp +++ b/lib/text/help/help.hlp @@ -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�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�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� +then #01, etc. When you qedit 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�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 �Ah, here it is� -The questmaster says �Bob, the local butcher has offered this quest� +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 �A tricky quest, but it�ll cost you 5qp to back out now� +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�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 �0� (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 �steps�. +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�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 �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 +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 �Abandoned� 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 �ticks� 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 �time� before and after the -attempt), and then giving at least one extra �tick� 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 �7� 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 �nn� 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 �- +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 �- 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 �'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.