Task: Building quest description language

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IronMonkey
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Re: Task: Building quest description language

Post by IronMonkey » Sun Mar 17, 2013 10:31 pm

Yes, it was a predefined section. For the example I linked to at paragaonwiki, the objective was to "Combat Trolls in Cherry Hills". Below is the entire map of the Hollows. Of which Cherry Hills is just one neighborhood of the Hollows (The one in the upper left corner if my memory is correct).




[img]Hollows.png[/img]
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In memory of Techno Mars (Fire/B.A. Tanker) Dec 2004 - Dec 2012

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nemerle
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Re: Task: Building quest description language

Post by nemerle » Mon Mar 18, 2013 11:18 am

Thank You,
I've edited the quest system wiki page to reflect that.
Also, one of the mission-map quests made me wonder, specifically the quest type 4:
What conditions the players had to fulfill to 'rescue' the victim ?
Were those uniform, or did they vary ?
"Ich was in one sumere dale,
in one suthe diyhele hale,
iherde ich holde grete tale
an hule and one niyhtingale."

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IronMonkey
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Re: Task: Building quest description language

Post by IronMonkey » Mon Mar 18, 2013 12:16 pm

nemerle wrote: quest type 4:
What conditions the players had to fulfill to 'rescue' the victim ?
Were those uniform, or did they vary ?
Generally there was some named NPC hanging out at the back of the map guarded by a mob. You had to defeat the mob to 'rescue' the NPC and then you had to lead the NPC back to the start area to complete the mission. In later game updates the devs added some variations to this theme but this is how the early issues did it.
In memory of Techno Mars (Fire/B.A. Tanker) Dec 2004 - Dec 2012

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nemerle
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Re: Task: Building quest description language

Post by nemerle » Mon Mar 18, 2013 12:33 pm

Thank You once again :)

Updating the wiki page now.
"Ich was in one sumere dale,
in one suthe diyhele hale,
iherde ich holde grete tale
an hule and one niyhtingale."

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nemerle
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Re: Task: Building quest description language

Post by nemerle » Mon Mar 18, 2013 12:39 pm

Hmm, were those guard mobs marked as such ?
Also I'm guessing they were a beefed-up versions of the mission's mobs ( Lieutenant/Boss )
"Ich was in one sumere dale,
in one suthe diyhele hale,
iherde ich holde grete tale
an hule and one niyhtingale."

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IronMonkey
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Re: Task: Building quest description language

Post by IronMonkey » Mon Mar 18, 2013 12:45 pm

nemerle wrote:Hmm, were those guard mobs marked as such ?
Not in anyway I could tell. They looked just like any other mob in the rest of the mission. Most of the time they were just ordinary minions of whatever evil group you were fighting.
In memory of Techno Mars (Fire/B.A. Tanker) Dec 2004 - Dec 2012

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nemerle
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Re: Task: Building quest description language

Post by nemerle » Mon Mar 18, 2013 1:14 pm

Hmm..
OK then I went a bit overboard while doodling the mission map initialization code :)
"Ich was in one sumere dale,
in one suthe diyhele hale,
iherde ich holde grete tale
an hule and one niyhtingale."

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Thar Be Dragons
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Re: Task: Building quest description language

Post by Thar Be Dragons » Tue Mar 19, 2013 5:18 am

Did the guards or any other NPCs ever attack the victim?
If so, did the quest fail if victim died?
Did the quest fail if you died in mission area?

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IronMonkey
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Re: Task: Building quest description language

Post by IronMonkey » Tue Mar 19, 2013 12:22 pm

Thar Be Dragons wrote:Did the guards or any other NPCs ever attack the victim?
If so, did the quest fail if victim died?
Did the quest fail if you died in mission area?
Not in the I2 era. The guard mob may play an animation where they were beating the helpless victim but the victim didn't have a health bar. And if you got attacked on the way to the door (which happens because the server would spawn a wave or two to try and recapture the victim) the victim would stop and stay with that mob. You would have to defeat the new mob to get the victim to follow you again. If you were defeated you could go to the hospital and come back to finish the mission. In the I2 era the was no failure.
In memory of Techno Mars (Fire/B.A. Tanker) Dec 2004 - Dec 2012

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Tanstaafl
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Re: Task: Building quest description language

Post by Tanstaafl » Mon Apr 29, 2013 10:37 am

Questions:
  • How did the game define [Neighborhood X] ? Circle on the map with radius ?, Multiple circles with different radii, a polygon ?
  • Can we 'pull' members of [Group Z] into [Neighborhood X] and defeat them there to decrease number Y ?
Not sure on the first, but you could pull mobs into the right area to have them count towards missions.

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