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Synthetic Reality
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Missions are
simple form of Quest. One where the player is
challenged to collect one or more trophies, in
return for a reward. They are easier to set up
than full Quests, since you pretty much only have
to add a few lines to one file (your world's
mission.ini file) and then add one script command
(MISSIONS) to offer the missions to the player. Once a player accepts a
mission, they can track its progress via the Book
of Missions. They can abandon a mission if they
lose interest in it, and ultimately they can
collect a reward when they complete it.
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For a complete
description of the mission parameters, please see
the evergreen "missions.ini" file. In
fact, it is the source of authority, since
missions are new to version A91 and might
actually change a bit over the next few releases. However, the mission
description includes:
- A unique
mission ID number (aka "Job#")
- A Friendly
Name for the mission
- A longer
description of the mission
- The
entrance qualifications ("Only level
10 scavengers with token 3 but not token
23")
- A list of
Trophies which define what the mission
must accomplish
- Objects
which are given/taken when you accept the
mission (items, spells, gold, tokens,
etc.)
- Objects
which are given/taken when you abandon
the mission.
- Objects
which are given/taken when you complete
the mission.
- Messages
which are printed when you
accept/abandon/complete the mission
- Specific
rewards of gold, tokens, experience, PP
when you complete the mission.
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Setting up a
mission consists of these steps:
- Define the
mission in your world's mission.ini file,
be sure to give each mission a unique Job
number (technically you could define up
to 4 billion missions, but files would
run out of room before you got that far)
- Make a
SCENE somewhere that has an NPC who
offers the missions via the script
MISSIONS command. (This command can offer
a list of job numbers, but the player
will only see those for which they meet
the entrance qualifications -- and have
not already done.)
- Create the
TROPHIES you need to complete the mission
(in your world's trophies.txt file) and
make sure they are available (dropped by
monster, given by NPC, etc.)
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Experience
Rewards: Missions are so far the only part
of the game engine which allows you to hand out
experience points directly to the player. I am
still feeling cautious about exposing that
behaviour but hey, you really want to be able to
do it. So here you go.
The way it works
is you specify, basically, the Level which you
would like the player to be at, as their reward
for completing the mission. So, you might set the
reward like this:
RewardLevel=4.5
Meaning it
should reward them by making them level 4.5
What I actually
do is compute the amount of XP required to take a
brand new player to level 4.5 and then give them
that many experience points. So if they are
actually level 2 already, it might take them to
level 5.9 or something (probably not 6.5 since
the XP for levels is nonlinear). But if they are
level 88, it probably won't level them up much at
all.
I also impose a
maximum cap on the amount of XP this can give, so
you can't level someone to 99.9 in a single
mission. Sorry.
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Mission
Events: OK, these only work, like all
'events' if you are in a scene, are the host of
the scene, and the scene is currently ENDed. They
bring the scene back to life at the @label
matching the event description.
You can then ask
for cookie "event.missionId" to find
out which mission is being talked about.
@eventMissionAccepted
- they pushed the accept button
@eventMissionAbandoned - they pushed the abandon
button
@eventMissionRewarded - they collected their
mission reward
Remember, they
can do the Abandon or Reward anywhere they like,
so don't depend on seeing these events inside of
any particular scene (or even at all, since they
can do these actions outside of scenes). These
events are just for happy friendly NPC
acknowledgements, and maybe some 'extra value'
for those players who DO go all the way back to
the scene which offered the mission in the first
place.
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