Stendhal Quest Editor: Difference between revisions

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This tutorial will explain how to use the [https://stendhalgame.org/stendhaldeveloper Stendhal Quest Editor] to create your own quest for Stendhal. It will start slowly with some simple NPC interaction.
This tutorial will explain how to use the [https://stendhalgame.org/stendhaldeveloper Stendhal Quest Editor] to create your own quest for Stendhal. It will start slowly with some simple NPC interaction.


When you open the Stendhal Quest Editor, you are greeted with a form that might appear complicated. But don't be scared. We will look at the different input fields in small steps as need for them arises.
When you open the Stendhal Quest Editor, you are greeted with a form with several boxes and options. The following tutorial will explain what each box is for, and how to use them to make a quest.



[[Image:FsmEditor New.png]]
[[Image:FsmEditor New.png]]
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{{br}}
{{br}}


You are already done.
You are already done with your first interaction.


Now click the Save-button and think of a name for your quest. (It might be a good idea to include your nickname to prevent conflicts with other people).
Now click the Save-button and think of a name for your quest. (It might be a good idea to include your nickname to prevent conflicts with other people).
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First of all, we need to indicate, that "lumberjack" is a word, which the player may say. The client prints those words in blue. In the editor (or the java code), we use the "#" character to achieve the highlighting.
First of all, we need to indicate, that "lumberjack" is a word, which the player may say. The client prints those words in blue. In the editor (or the java code), we use the "#" character to achieve the highlighting.


And second, we have to define a reaction. Unlike "job", "lumberjack" is not a predefined standard trigger, so it is not in the drop down list. Therefore we have to use the custom trigger field.
And second, we have to define a new interaction. Click on the +-button below the black border to create a new one.


Unlike "job", "lumberjack" is not a predefined standard trigger, so it is not in the drop down list. Therefore we have to use the custom trigger field.
== Aside: The graph view ==

== The graph view ==


In the next section, we will have a look at asking questions and reacting to answer. But before we go there, we should have a look at the <nowiki>[Graph]</nowiki>-page:
In the next section, we will have a look at asking questions and reacting to answer. But before we go there, we should have a look at the <nowiki>[Graph]</nowiki>-page:
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[[Image:FsmEditor Simple Graph.png]]
[[Image:FsmEditor Simple Graph.png]]


You can see a red box in the middle labelled ''ATTENDING''. This is a state.
You can see a red box in the middle labeled ''ATTENDING''. This is called a state. Will will look at them in detail in the next section.


Linked to the ''ATTENDING'' state there are the two interaction, which we have defined earlier.
The will see the two triggers ''JOB'' and ''lumberjack'' on either side of ''ATTENDING''. They are called transitions because in principle they can change the current state. But for now, we only have one single state. So they both start and end in ''ATTENDING''.


If a NPC is in state ATTENDING and the player says one of those triggers, the interaction will be executed and the NPC will reply.
If you point the mouse cursor at a transition, you can see a box on the right with detailed information.

If you point the mouse cursor at an interaction, you can see a box on the right with detailed information.


== Task 3: Ask the player for a new axe ==
== Task 3: Ask the player for a new axe ==


Let's offer a quest! If the player says ''quest'', the NPC shall ask him for a new axe:
{{TODO|QUEST-trigger, ask question}}

{{TODO|Explain states}}
''I broke my axe. Please, will you get me a new axe?''
{{TODO|Add yes and no answer}}

{{TODO|Graph view}}
But this time, we are waiting for an answer, either ''yes'' or ''no''. We could just add those words as triggers. But that would mean, that we can only ask one yes/no-question.

When the player says ''yes'' or ''no'', the NPC needs to remember that he asked for an axe. This short term memory is achieved by using another state. Any state would do, but per convention there is ''QUEST_OFFERED'' just for this situation.

[[Image:FsmEditor Quest Graph.png]]

As the above graph shows: If the player says ''QUEST'', the NPC will transit from ''ATTENDING'' to ''QUEST_OFFERED''. In this state, he will only accept ''YES'' and ''NO'':

[[Image:FsmEditor Quest.png]]


== Task 4: SetQuestAction ==
== Task 4: SetQuestAction ==