A guide for new quests/NPC wandering.
			 
			 
			
		
		
		
		As of next release, the quest system has recieved a major overhaul and NPC wandering has been implemented. This is a guide to using both, until they're more "settled" parts of the EMU. 
 
--QUESTS-- 
 
A bunch of new triggers has been added. These are TRIGGER_FLAGS, TRIGGER_KILLED and TRIGGER_ATTACK. 
 
TRIGGER_KILLED kicks in whenever an NPC kills someone. For example: a giant rat says, 'I pwned u lolo' 
 
TRIGGER_ATTACK is the attack message of an NPC. For example: Guard D'Varr says, 'That was not a very intelligent thing to do.' 
 
TRIGGER_FLAGS is a tad different. It works in two ways, either 
 
TRIGGER FLAGS X X X X where X is the number of flags that need to be matched to fulfill the requiremenr, for example TRIGGER_FLAGS 3 1 2 0 would require flags 1 2 and 3 to be active. 
 
Also, TRIGGER_FLAGS 50 X is used for CUMULATIVE_FLAG. X is the amount of flag 50's you need, in this case. So TRIGGER_FLAGS 50 3 needs CUMULATIVE_FLAGS to have been ran three times. 
 
The following triggers have also been added: 
 
CHECK_FACTION X 
 
X is one of: 
1: Ally 
2: Kindly 
3: Warmly 
4: Amiably 
5: Indifferent 
6: Apprehensive 
 
This is the minimum faction required for it to continue. So, for example: 
 
TRIGGER_TEXT:Hail:{ 
CHECK_FACTION 5 
SAY: Hi 
} 
 
This would only say hi if faction is at least indif. 
 
NPC_FLAG X 1/0 - This is in conjuction with CHECK_FLAGS. You can set and unset flag X (Goes up to 50), so that if you for example want 3 items turned it to give a result, you make them set one flag each, check a trigger_flags against all three flags, and voila. Flag 50 is reserved, and instead uses CUMULATIVE_FLAG. This needs no other entries, but will simply raise flag 50 by one notch. This is for multi turnin of the same item and likewise. 
 
Note: 
 
- Multi item turnin only works if you trade one item at a time. 
- NPC's will also return items they don't want with this code. 
- You can never interact through talk/items with an NPC if they are threat/scowl. 
 
--WANDERING-- 
 
Wandering is handled through a few simple commands. 
 
#wpinfo 0-49 - Target an NPC and use this to retrieve WP information assigned to it for waypoints 0-49. 
#gassign grid_num - Target an NPC and use this to assign it's spawn2 point to grid grid_num. 
#grid add/delete grid_num wandertype pausetype - Adds grid grid_num with the wandertype/pausetype as follows: 
 
Wandertype 
0: Circular. NPC will cycle waypoints in order, then head back to the first waypoint. 
1: Random 10. NPC will pick a random of the nearest 10 waypoints and go to it. 
2: Random. NPCwill pick a random waypoint in the grid and go to it. 
3: Patrol. NPC will walk the waypoints to the end, then turn and backtrack. 
 
Pausetype 
0: Random half. NPC pauses for half of it's pause time + random of half it's pause time. 
1: Full. NPC pauses for full pause time. 
2: Random. NPC pauses for random of it's pause time. 
 
or deletes grid number grid_num. 
 
#wp add/delete grid_num pause wp_num - Adds waypoint number wp_num to grid grid_num with a pause of pause on the location you're standing at, or deletes waypoint number wp_num in grid number grid_num (just leave pause at 0) 
 
To setup an NPC to a grid, simply #gassign an NPC spawned by a certain spawn2 point, and all NPC's spawned by that point will adhere to the selected grid. An NPC assigned to a grid will simply start wandering it after spawning. 
		
	
		
		
		
		
		
		
		
		
		
	
		
			
			
			
			
			
			
			
			
			
				
			
			
			
		 
		
	
	
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