Use the world_editor software to create missions.
Optional: Click on “Project”, then “Add Landscape”, then choose “newbieland.land” from your “resources/continents/newbieland/” folder.
Click on “Project”, then “Add Primitive” and select all the primitives of your resource/primitives/newbieland/folder.
See also Commented example of a mission creation.
If there is no “mission” primitive, click on “Project”, then “New Primitive”, then choose Missions_editor, and then Mission_tree.
Otherwise, unfold the mission primitive with a left click(for example missions_newbieland.primitives
) right click on the first mission tree: missions_newbieland
and select Add mission_tree
.
The “mission tree” window will open in both cases.
To have sureness of compiling the mission(witch is the last part of the creation), it's better to start by creating a new primitive just for the particular mission, and then test it. Once it's validated, it can be cut/pasted(ctrl-x, ctrl-v) in the primitive “mission primitive”. Thus the missions are grouped together.. or if the map is large and rich, a set of missions. As an example, all missions of the type “Winning pennies”.
Otherwise, there is an risk of “getting lost” with a huge bunch of primitives for one area!!
The Mission property window opens.
The more this property window is filled, the more easier it gets
To edit:
urban _ *. Primitive
, for example urban_newbieland.primitive
$ givervar @ fullname $
ui_nom_mission_TITLE
* need_validation: ??? Checked by default
In variables, add Var_npc and fill it.
exemple: name : givevar = name_NPC (title_NPC) npc_function : title_NPC npc_name : name_NPC var_name : givevar
As a beginning, we start simple.
Choose a Step, then what kind of “objectives”:
The PC must go to an NPC(in need of talking) to validate the target!
add_talk_to
The PC must go to kill a NPC/mob to validate the target!
add_kill
The PC must use a specific spell to validate the objective!
add_cast
The PJ must go to harvest mps to validate the quest!
add_forage
The PC must go to loop mps on a NPC/mob to validate the objective!
add_loot
The PJ must go to make an object to validate the objective!
add_craft
The PC must target a NPC/mob to validate the target!
add_target
The PC must go to sell a mps to validate the objective!
add_sell
The PC must go buy a mps/item to validate the quest!
add_buy
The PJ must give an mps/object to an NPC to validate the objective!
add_give_item
The PC must give money to an NPC to validate the objective!
add_give_money
The PC must go to escort a NPC/mob to validate the target!
add_escort
The PC must visit a place to validate the objective!
add_visit
The PC must have a minimum skill level to validate the objective!
add_skill
The PC must go to another mission to validate the objective!
(to test)
add_do_mission
The PC must wait for a message to validate the objective!
(to test)
add_wait_ai_msg
The PC must wait for a populated scenario to validate the goal!
(to test)
add_queue_start
It is possible to put secondary objectives in:
The PC receives money.
add_recv_money
Now we add the dialogs.
OBS: It is absolutely necessary to place the PC before the NPC before starting a dialogue!!
Choose a dynamic chat:
To finish
Special cases:
To avoid having missions that crash!!!!!