Author Topic: New Quests! (v1.04)  (Read 2385 times)

peewee_RotA

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New Quests! (v1.04)
« on: February 17, 2014, 06:07:22 AM »
So you've made a level, but you want it to be a new quest, here's the steps you need.

First give your level a unique name and place it in the base AA directory. Level names are formatted L##.MAP. The default levels have wildly differing names, so find a new name that is not used. Escalating to 3 digits should work. Your level number does not have to be sequential with the existing level numbers.
   (I.e. L100.MAP).

Now rename all of your level associated files. This includes the .LIT, .GEN, .I, and .SRP.
   (Note: the .SRP files are named with an S, not an L. I.e. S100.SRP matches M100.MAP)

After all the files match, open the folder MAPDESC. You will see description files without an extension and quest files that are .ini's. Copy each and rename it to a unique number.
   (The default quests go from DES00001 to DES00006. The next number must be sequential.)

After you've copied and renamed the description file, open it with a text editor. You'll see a "0" starting the file. After that is a starting level number, the quest's title, and a short description of the quest. This information seems to be multiplayer specific but it is required to load the map. Edit this information in your new file to match whatever you need for your quest. Do not edit the beginning 0. The level number needs to match the unique level number that you've decided on.

After you've copied and renamed the quest file, open it in a text editor. The information in the quest file is in basic INI format. You have quest details, including the starting map number, quest rewards, and all of the description texts used when loading the levels.

The quest rewards are split up in 4 slots. The first is gold, second is experience, third is a reward item, and the last is the goal item. The goal item is normally taken, but it can be set to be kept after completion with the keepobj setting. (Note: make sure that TRUE or FALSE is in all caps for this setting).

Gold and Experience are whole numbers. Don't go too wild because there are size limitations on these values that can cause weird results.

The rewarditem and questobj values use item numbers found in the PICS.RES file or in the Doombuilder 2 editing files.

The first map must also be set in this file to match the unique number. The total number of maps should also be edited to match the quest.

The remaining values are text. All text can be formatted with a numbering color code. Use a carrot and 3 digits to pick the colors. The most common values are ^009 for quest titles,^007 for yellow text, ^003 for normal text, and ^005 for eye catching end of quest text. This formatting works by placing the color value in front of where it should start. It remains that color until another color value is hit. No closing tag is required.

Normal text that only fits on a single line, like title, goal, and keepobjtext, are WYSIWYG (except for color formatting). Some fields, like the first description and description2 fields are somewhat WSYWIG, but exist on multiple lines. Every line with the same field name is concatenated to a longer string. However, it does not treat this as a line break. the \r escape is required to create line breaks.

The next section is the dialogue text. This is the information that will pop up in the accept quest dialog box. This information is multiline but is not WSYWIG. All spaces are replaced with underscores. (And now you know why spell checking must have been such an unbearable pain back when it was first developed). The line break escape "\r" is required for new lines. Paragraphs are always broken with two line breaks. There is never any indenting, but could be accomplished with multiple underscores at the start of a paragraph.

The rest of the ini file fields follow this format. They are broken into other sections. First, by maps denoted by the [map1], [map2], etc. tags. This is the text that will display when loading the next level.

The last 2 sections are success and failure messages. They are pretty self explanatory. The success message will display if the questobj is brought to the final exit. The Failure message will display if not. The rewards are not given in the event of failure.


Once that is saved, load up the game and your quest should show up at the end of the list. It's a pretty cool process as is.




And to share some anictdotel information from experience, if your map is crashing it is because you left the DoomBuilder 3dview object in the level. Whoopsie!