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en:world_editor:missions [2016/12/20 11:59] – created Domperssen:world_editor:missions [2021/12/03 19:19] (current) – external edit 127.0.0.1
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 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''. 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''.
  
-{{:en:world_editor:we_mission1.jpg|Selecting Add_mission_tree}}+{{:fr:world_editor:we_mission1.jpg|Selecting Add_mission_tree}}
  
-The same mission tree window will open in both cases.+The "mission treewindow will open in both cases.
  
 <WRAP center round tip 60%> <WRAP center round tip 60%>
-To be sure to compile the mission (the last part of the creation), it is better to start by creating a new primitive just for the mission, then test it. Once it is validated, it can be cut/pasted(ctrl-x, ctrl-v) in the primitive mission primitive primitive. Thus the missions are grouped together orif the map is large and rich, a set of missions. For example, all missions of the type "Winning pennies".+To have sureness of compiling the mission(witch is the last part of the creation), it'better to start by creating a new primitive just for the particular mission, and then test it. Once it'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 will end up being a lot of primitives for an area, with the risk of getting lost a bit.+Otherwise, there is an risk of "getting lost" with huge bunch of primitives for one area!!
 </WRAP> </WRAP>
  
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 The Mission property window opens. The Mission property window opens.
  
-{{:en:world_editor:we_mission2.jpg|Property of the mission.}}+{{:fr:world_editor:we_mission2.jpg|Property of the mission.}}
  
-The more this property window is filled, the more easy it is :-)+The more this property window is filled, the more easier it gets :-)
  
-To fill :+To edit:
   * **name**: give the name identifying the mission. For example qabb20160603b   * **name**: give the name identifying the mission. For example qabb20160603b
   * **audience**: "solo" means that a single player can take it and validate it. <wrap todo> "Group" concerns group quests(to be tested?), "Guild" the quests that will be validated at the level of the guild(also to be tested) </wrap>.   * **audience**: "solo" means that a single player can take it and validate it. <wrap todo> "Group" concerns group quests(to be tested?), "Guild" the quests that will be validated at the level of the guild(also to be tested) </wrap>.
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 ==== Objectives first ==== ==== Objectives first ====
 ===add_talk_to=== ===add_talk_to===
-The PC must go to an NPC for the NPC to talk to him to validate the target! \\+The PC must go to an NPC(in need of talking) to validate the target! \\
 [[primitive:mission:primitivemissiondoctalk_to|add_talk_to]] [[primitive:mission:primitivemissiondoctalk_to|add_talk_to]]
 === add_kill === === add_kill ===
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 [[en:primitive:mission:primitivemissiondoccast|add_cast]] [[en:primitive:mission:primitivemissiondoccast|add_cast]]
 === add_forage === === add_forage ===
-The PJ must go to hravest mps to validate the lens! \\+The PJ must go to harvest mps to validate the quest! \\
 [[en:primitive:mission:primitivemissiondocforage|add_forage]] [[en:primitive:mission:primitivemissiondocforage|add_forage]]
 === add_loot === === add_loot ===
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 [[primitive:mission:primitivemissiondocsell|add_sell]] [[primitive:mission:primitivemissiondocsell|add_sell]]
 === add_buy === === add_buy ===
-The PC must go buy a mps/item to validate the lens! \\+The PC must go buy a mps/item to validate the quest! \\
 [[primitive:mission:primitivemissiondocbuy|add_buy]] [[primitive:mission:primitivemissiondocbuy|add_buy]]
 === add_give_item === === add_give_item ===
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 [[primitive:mission:primitivemissiondocvisit|add_visit]] [[primitive:mission:primitivemissiondocvisit|add_visit]]
 === add_skill === === add_skill ===
-The PJ must have a stanza(skill) and a minimum level to validate the objective! \\+The PC must have a minimum skill level to validate the objective! \\
 [[primitive:mission:primitivemissiondocskill|add_skill]] [[primitive:mission:primitivemissiondocskill|add_skill]]
 ===add_do_mission=== ===add_do_mission===
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 [[primitive:primitivemissiondocwait_ai_msg|add_wait_ai_msg]] [[primitive:primitivemissiondocwait_ai_msg|add_wait_ai_msg]]
 === add_queue_start === === add_queue_start ===
-The PC must wait for a pop scenario to validate the goal!+The PC must wait for a populated scenario to validate the goal!
 (to test)\\ (to test)\\
 [[primitive:primitivemissiondocqueue_start|add_queue_start]] [[primitive:primitivemissiondocqueue_start|add_queue_start]]
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 ===== Creating a mission with dialogues ===== ===== Creating a mission with dialogues =====
 Now we add the dialogs. \\ Now we add the dialogs. \\
-It is absolutely necessary to place the PC before the NPC before starting a dialogue !!!!!!!!+OBS: It is absolutely necessary to place the __PC before the NPC before starting a dialogue__!!
  
 Choose a //dynamic chat//: Choose a //dynamic chat//:
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   *[[en:primitive:mission:primitivemissiondocjump_to|Jump_to]], Jump on another part of mission.   *[[en:primitive:mission:primitivemissiondocjump_to|Jump_to]], Jump on another part of mission.
  
-{{tag>world_editor mission primitive utilities tools}}+{{tag>world_editor mission primitives utilities tools}}
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en/world_editor/missions.1482231541.txt.gz · Last modified: 2021/12/03 19:18 (external edit)

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