Author Topic: Event_Quests || Hey RPG's! Say goodbye to VCE Quests with this mod!  (Read 7525 times)



Sometimes creating RPG's have been a hassle right? Especially when you want to create a story for it. Creating stories involve quests most of the time; and creating quests with VCE has just been a mess. Well with this mod, you can finally create quests for RPG's in the simplest way possible!

By downloading this mod, you can set a brick to the startQuest output event. The first line is the title of the quest. Make sure you name this well, because you will need to remember this later. The second line is the description obviously. Once the player clicks the brick, they will be prompted in the chat with the invitation for accepting a quest. You can accept the quest with 2 easy commands /qyes or /qno.

In my 2 pictures above, I have demonstrated the Click the Green Brick quest. Once the player clicks the green brick, he will win that quest. To automatically complete a quest, use the endQuest output event on another brick! All you have to do is enter the name of that quest, and then everything will be solved for you!

In case you wanted to use VCE with this, I have included input events of onQuestBegin and onQuestComplete. They both trigger when the quest is accepted by the player, and when they complete the quest. So you can use this for rewards, setting up a quest, etc.

It is also spam-proof and totally safe! You can only have 1 quest active at a time. If you try to complete another quest with a different active quest, your completion of that quest will be denied. Do you forget which active quest you have? No problem! Type /qb to open your quest book and see which quest is active at the time. Have fun making RPGs!




Credits to Nexus for teaching me how to make input events!
« Last Edit: April 09, 2013, 08:49:07 PM by PurpleMetro »

Can you use <var:client:name> type commands in the name/discription?

like: startquest> (name):[Friendly Offer] (discription):[Give <var:minigame:friendname> $<var:client:money>]

So if his name is Paul and you have $123

Friendly Offer
Give Paul $123!

?

Nothing really new. All this does is send a message to the player, which you can already do with default events.

This looks very useful! Keep up the good work!

I plan on making an update tomorrow.

Maybe like quest objectives..?
Idk, you guys can suggest things while i'm at school.

multple objectives would be great.
might use this on a day when im not lazy.

I want to see something like, go get the magic brick or what ever, grab it, bring it back, and you complete the quest.
I also want to see a mob killing thing, obviously that's probably more difficult and we're probably better off just using VCE, but I would like to see at the least my first suggestion.

Holy mother of god.

My RPG is a go.
« Last Edit: April 10, 2013, 04:02:19 AM by Mounds Bar »

I wish the pictures were bigger.

I want to see something like, go get the magic brick or what ever, grab it, bring it back, and you complete the quest.
I also want to see a mob killing thing, obviously that's probably more difficult and we're probably better off just using VCE, but I would like to see at the least my first suggestion.

I plan on making an update tomorrow.

Maybe like quest objectives..?
Idk, you guys can suggest things while i'm at school.
multple objectives would be great.
might use this on a day when im not lazy.


Ya objectives that pop up when you enter a GUI or type /quest

then it will show all your quests and remaining objectives,

like,


Quest's
--------------------
Friendly Offer:
- Find Paul
- Give $123
- Return to Frank

Other Quest:
- Objectives


and when you find Paul,

Quest's
--------------------
Friendly Offer:
X Find Paul
- Give $123
- Return to Frank

Other Quest:
- Objectives

and add the following output events:

Add Objective > [input text here]
End Objective > [input objective that your ending here]

objectives will actually be removed from the gui when the quest is ended
the add obj one is also good for adding surprises to the quest

Ya objectives that pop up when you enter a GUI or type /quest

then it will show all your quests and remaining objectives,

like,


Quest's
--------------------
Friendly Offer:
- Find Paul
- Give $123
- Return to Frank

Other Quest:
- Objectives


and when you find Paul,

Quest's
--------------------
Friendly Offer:
X Find Paul
- Give $123
- Return to Frank

Other Quest:
- Objectives

and add the following output events:

Add Objective > [input text here]
End Objective > [input objective that your ending here]

objectives will actually be removed from the gui when the quest is ended
the add obj one is also good for adding surprises to the quest

excellent