the quest editor

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    The Quest editor- manual

    Starting the editor

    At the first time, the editor simply starts and you need to select the right entry from the File menu either load a world or start a new one.Next time the editor offers the last 10 edited worlds to load one of them.

    Loading a world

    After you load a world, the editor simply shows the first available map and you can start to woron it.

    Starting a new world

    First, the new world!s properties must be filled. "t!s extremely important.

    #he "$ is the most important thing on this form sinceit cannot be modified later. %on!t be so easy, but therecannot be two worlds with the same "$.

    #he name and the filename must be almost the same,except the filename must begin with he'uest(.

    "f the world is going to be free, you shouldn!t chec thedemo box at all. "f you plan to sell it, first mae the

    &full( version so don!t chec the demo box. )ust beforethe release, save another version with the demo boxcheced and modify the world to stop the player atspecific point*s+.

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    Editor main screen

    #he main editor screen loos something lie this

    -ain editor screen sections

    Section Content

    eft/top, above the

    map positions

    #he &-ap( combobox lets you to select the active map. #he list contains

    only the &dungeon( maps *chec the 'uestystem doc+. 2owever if theactive map is a surface map, the list contains that surface map only *and thedungeon maps+. "f the active map is a surface map, you can use the arrow buttons tochange the active surface map. 3ou will use the next button many times itopens the surface view, where you can 4uicly select the needed surfacemap 5very single map *dungeon/surface+ has 6 levels the buttons next to the&evel( title lets you select the active level

    eft/center, mappositions

    3ou can see there the active map!s positions. 7se the scrollbars at the right/bottom if needed. "f the active map is a surface map, you can see somepositions from the surrounding maps to help positioning the map ob8ects*those positions cannot be edited they!re not part of the current map+

    eft/bottom,information area

    #his section shows the active position!s information. 3ou candelete/edit/select each part of the active position. $etails later.

    9ightcenter/top,family and mapob8ect types

    #he active map ob8ect family, and the family!s ob8ect types. $etails later.

    9ight/top, activemap ob8ect type

    3ou can customi:e the selected map!s ob8ect type before you put it down.And the &5dit( button lets you edit the type, f.e. you could 4uicly mae anew palette. ;elow you can see the map ob8ect type!s picture.

    9ight/bottom, "t!s a live view as you edit the world, the game always prepares it for

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    game view drawing. 3ou can move the player using the 4,w,e,a,s,d buttons.

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    Left/bottom information area

    5ach position has several parts the floor, the bloc on it, the walls of the bloc, and there can bea monster.#he floor always means layers the default floor of the map, the own floor on the position andthe road. ometimes you will need to play with these layers. #he hardest will beB well the

    corners when you will have to find a solution to wor with the different default floors on the Csurface maps around a corner.

    3ou can delete any of the parts *hmm except some of them+. %hen a bloc needs a bloc extrapart, probably you won!t be able to delete that extra. ie a door!s inner part *that!s a bloc extra+.

    And you can edit almost all of them except that part doesn!t have a property page.

    #he select button selects the actual part at the top/right corner of the main screen. "t selects themap ob8ect family, the map ob8ect type, and the palette. #he mas is only enabled when thecurrent map ob8ect family is the floor or the road. #he density is needed for &groups(.

    Edit a position!s part

    5ach position part means a &map ob8ect type(, and that type belongs to a &map ob8ect family(.5ach &map ob8ect family( has own property page. For example

    uch a property page always contains a game view, and some controls below and/or at the rightside. #his document doesn!t contain the property page descriptions there are simply too manydifferent property pages in the editor, and the controls spea for themselves.

    How to place a map ob"ect t#pe

    First, select a map ob8ect type at the top/right area. Dr press the &select( button at an existingposition part in the information area *left/bottom area+.#hen select the place on the positions area *left/center+. "f the selected map ob8ect type must beplaced on a wall, then you need to select a wall place *hold down the shift ey, so you can selecta wall+. =ress space to place the map ob8ect type.

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    Scripting

    %hen you edit a position part, it may accept a script as it may support some events. #he propertypage *f.e. above+ displays the available events *this map ob8ect type supports+.Now the scripts have "$, so the same script can be used at more places.3ou always need to examine the current event chec the script above if the event isn!t the

    &stepon(, nothing happens.

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    How to create new map ob"ect t#pe

    elect %orldAdvanced-anage -ap Db8ect #ypes. elect the family, and examine theexisting ob8ect types.

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    Manage %ialogues

    =robably this is the most complex part of the engine. 3ou need to chec the 'uestystem doc!sdialogue architecture part as well.

    #here are 6x6 types of topics- real topics *these could appear as selectable topics if you tal to an npc+- greetings *the system finds the right greeting and displays it as you meet the npc+

    And the storage space- local topics *these belong to the npc+- shared topics *these can be used at more npcs+

    #he shared topics/greeting can be edited only on %orldAdvanced-anager hared #opics.

    et!s examine an npc!s topics

    At the left side, you need to select a topic or a greeting. 9egardless the type *topic/greeting+, itcontains one or more responses. A response can have

    - conditions- answers *with answer conditions+- result text- result script

    And each topic has an initial condition.

    %on!t be so easy to use this system, believe me.

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    Handling globals

    #he globals are universal storage places for integers/strings. 3ou can use them to store a valueand chec it later *or display it+.

    A global must be registered, chec %orld-anage @lobals.

    2)

    o 3ou have to defined a &4uest( to give it to the player, and set it as failed or

    succeeded.

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