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Now, let's examine different approaches to creating quests. First, we'll create some template options.
1) Assassination Contract.
The essence of this quest is simple: the player receives a task to kill a hero or monster, and upon completion, the player receives a reward. To do this, in the quest editor, select the CONDITION item, then the option SPECIFIC HERO IS DEAD, and choose the hero's name. Keep in mind that the target hero needs to be assigned a new name or have their standard name retyped. To do this, double-click on the hero, in the GENERAL section, check the CHANGE box. Now, let's assume the player has completed the task and returned for the reward. Open the SCRIPT ON COMPLETION and choose the desired action, for example, increase experience or grant resources.
Now, let's deal with defeating a monster. Suppose, as part of the quest, a monster is blocking the road, and we are sent to destroy it. There is no "victory over a monster" field in the QUEST CONDITION, but this can be easily done. Use the SET BOOLEAN VARIABLE (TRUE/FALSE) option, which, as the name suggests, has only two values: true and false. Double-click on the monster that needs to be killed and, in the standard events, select DEFEAT. Henceforth, in quests, "defeat" implies the defeat of the monster(s) in battle, not the player. Select SET BOOLEAN VARIABLE (TRUE/FALSE), in the lower field, write the name of the variable, which should consist ONLY of English letters and numbers, and assign the value TRUE (note that, by default, all variables of this type initially have the value FALSE). Now, let's make the quest believe us. To do this, in the QUEST CONDITION field, select the AND option: in the upper field, select the variable we specified, and in the lower field, select TRUE. And then, write in the SCRIPT ON COMPLETION everything you want.
P.S. Don't forget to add messages with prompts, text for the search process, and upon completion. A question allows the player to agree or refuse the reward.
2) Searching for an artifact, resources, or monsters.
To return the artifact for a reward, select the HAS ARTIFACT option in the QUEST CONDITION, and in the lower part, select the artifact(s) that should be brought. Keep in mind that you can choose: THIS ARMY or THIS PLAYER. If you choose the first, you will need to bring all the artifacts to the hut; if you choose the second, you simply need to own them, even if they are with different heroes. You should also not forget to remove the artifacts (if, of course, this corresponds to your intention). In this case, select THIS ARMY, go to the SCRIPT ON COMPLETION, TAKE ARTIFACTS, and list everything that needs to be taken. And don't forget about the reward, and it wouldn't hurt to ask a question, in case the player changes their mind.
Now, let's deal with the task in which we are asked to bring resources. Obviously, the player must collect a certain amount, so we select the GREATER THAN OR EQUAL TO option: in the upper window, we take the RESOURCE AMOUNT and select the resource, and in the lower window, we set its quantity. Since the goal is to find a resource, the script on completion should TAKE RESOURCES.
We perform the same operation for searching for monsters, only in the upper field, we select the NUMBER OF CREATURES IN THE ARMY.
P.S. Try to choose a SEQUENCE in the scripts so that you can quickly fix any error or add something new to the script.
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