Stendhal Quest Editor: Difference between revisions

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imported>Hendrik Brummermann
imported>Hendrik Brummermann
 
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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.
 
When you open the Stendhal Quest Editor, you are greeted with a form thatwith mightseveral appearboxes complicatedand options. ButThe don'tfollowing betutorial scared.will Weexplain willwhat lookeach atbox theis differentfor, inputand fieldshow into smalluse stepsthem asto needmake for thema arisesquest.
 
 
[[Image:FsmEditor New.png]]
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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).
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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.
 
And second, we have to define a reactionnew interaction. UnlikeClick "job",on "lumberjack"the is+-button not a predefined standard trigger, so it is not inbelow the dropblack down list. Therefore we haveborder to usecreate the customa triggernew fieldone.
 
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 ==
 
== Aside: 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:
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[[Image:FsmEditor Simple Graph.png]]
 
You can see a red box in the middle labelledlabeled ''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.
We 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 aan transitioninteraction, you can see a box on the right with detailed information.
 
== 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 ==