Triggers for Dummies by nudalz - vol. One Known Triggers Explanations RPG Inferno v3.0.0 Alpha 1 Index: //Trigger Help //id (h00) Basic Triggers h01 Trigger Conditions h02 NPC's h03 (Default Order) //Basic Triggers //id (t00) Create New Quest t01 Update Quest t02 Finish Quest t03 Give Item t04 Give Money t05 Give EXP t06 Grant Place Acces t07 Take Item t08 Set Game Variant t09 Take Money t10 //Trigger Conditions(Presets) //id (t00) User Has X Of Stat Y c01 User Has Visited X c02 User Has X Of Item c03 Group Conditions c04 User Has Killed X Boss c05 User Has X Money c06 User Has X Battle Victories c07 User Has X Battle Defeats c08 User Is At Least Level X c09 User Has Not Visited X c10 Game Variant Trig. Cond. c11 ++Trigger Help (h00) +Basic Triggers (h01) When creating a Basic Trigger, by clicking the Add New Trigger link you see several selections (view index) These triggers are activated when talking to NPC's and are edited in the Modify NPCs menu in the Optional Chat When you create a basic trigger for example, you will see the following /basic/ input boxes: Trigger Name - this should be set for organizing quests Quest Var. ID - Must be the same ID for every trigger in the SAME quest ONLY (e.g. npc_quest1) Additional Triggers - When selected and this trigger is initated, it calls upon and performs any other selected triggers **Unmentioned** - View individual unique triggers in faq It's recommended to sort triggers and quests so they are easily organized/accessible: eg. wallace_q1_accepted, wallace_q1_updated, wallace_q1_completed, wallace_q1_reward +Trigger Conditions (h02) These are conditions in which NPC's will talk to you if they are met When creating a Trigger Condition, for example say: "User Has Killed X Boss", it can be set so that an NPC will only say/perform certain actions when that is true. Using these are explained in NPC's section. It is also recommended to sort triggers in a similar fashion as basic triggers, however no Quest Var. ID is required (only trigger name) +NPC's (h03) Adding a new NPC will show 4 input boxes which purposes are explained on the site and become self-explanitory. To add more conversation to an NPC you click the Modify NPCs button, find the NPC, and select Add/Edit Optional Chat In the Optional Chat dialogs for NPC's, there can be several chat dialogs. Note: You can add multiple types of conversations. An example would be a quest where you kill a monster, return, npc tells you to kill another type of monster, and you return once more for your reward. (Main) Optional Chat Text Title - this is the text link (like a hyperlink) to the Chat Text; clicking it also activates any trigger if condition is met Optional Chat Text - the text shown after clicking the Chat Text Title (Trigger Settings) Activates Trigger - activates the selected trigger, could be begin quest, or complete quest Requires Condition - NPC will NOT talk if this condition is not met, and the quest will not update (Misc. Settings) Child Of - untested Location Specific - Since some NPC's are available in multiple cities, you can make it so that this conversation appears in that one town and not others There are endless cominbations and possiblities regarding quest functionality ++Basic Triggers (t00) (remember: use the same Quest Var. ID for the same quests!) +Create New Quest (t01) Unique inputs: Quest Name - name of quest when given to a player Quest Log - description of quest when given to a player This also adds the quest to the quest log. +Update Quest (t02) Unique inputs: Quest Log - an updated description of quest when given to a player +Finish Quest (t03) Unique inputs: Quest Log - ??? +Give Money (t04) Unique inputs: Gil - # of gil to be granted to player when this trigger is called Example usage: On the finish quest trigger, have it call for the trigger with the give money (similar idea for other rewards i.e. items/exp) +Give Item (t05) Unique inputs: Item - a dropdown box where you select what to grant a player Can contain Attacks/Components/Items/Pets/Potions/Spells/Tools/TTCards/Enchantments/Books +Give EXP (t06) Unique inputs: EXP - Amount of experience points to reward +Grant Place Access (t07) Unique inputs: Grant Place Access - allows you to so, after a quest, a new city/village/dungeon is accessable (if not already) Example usage: A quest where you must do X, in order to travel to Y +Take Item (t08) Unique inputs: Item - Requires you to have an item (Attacks/Components/Items/Pets/Potions/Spells/Tools/TTCards only - apparently) Quantity - how much of the item that will be taken (i.e. 6 'corn') Example usage: Blacksmith quest, gather X of material Y and get a reward from the blacksmith which he "created" with the X material +Set Game Variant (t09) Unique inputs: Game Variant Variable - ??? Game Variant Setting - ??? No clue yet +Take Money (t10) Unique inputs: Gil - # of gil to be taken from player when trigger activates ++Trigger Conditions (c00) +User Has X Of Stat Y (c01) Unique inputs: Stat - dropdown box where you can select HP/MP/STR/DEF/MAG/MAG DEF/SPD/DEX/EVA Amount - amount of the selected stat that is required For extended use, create multiple trigger conditions of the same type with a different stat. However it is almost always better to use a level requirement to allow character diversity. This does not always have to refer to comparisons against monsters - be creative. Example usage: A quest vs an incredibly fast boss where SPD is required or they would fail. +User Has Visited X (c02) Unique inputs: Place - dropdown box where you select a place for where if someone has visited it, it becomes true +User Has X Of Item (c03) Unique inputs: Quantity - quantity of the item required for it to evaulate as true Item - dropdown box where you can select Components/Potions/Spells/Pets/Tools/TTCards only +Group Conditions (c04) Unique inputs: Conditions In Group - you are able to select here a bunch of triggers and if they all turn out as true, the group condition trigger does aswell Extremely useful if there are several goals on a quest log Example usage: Told to kill boss X and retrieve Y items - trigger conditions: killedboss_lex, items_5_honey - if both are true, then this specified trigger: 'wallace_quest2_update' will also be true +User Has Killed X Boss (c05) Unique inputs: Boss - dropdown box where a boss is selected - after the boss is defeated they never appear again +User Has X Money (c06) Unique inputs: Gil - amount of money for player to have to return true & allow trigger to accept Example usage: High rollers quests? +User Has X Battle Defeats (c07) Unique inputs: Victories Types - dropdown box where you select (thus far) battle defeats & TT battle defeats Battle Defeats - amount of times player lost +User Has X Battle Victories (c08) Unique inputs: Victories Types - dropdown box where you select (thus far) battle defeats & TT battle defeats Battle Victories - amount of times player lost +User Is At Least Level X (c09) Unique inputs: Level - level required for trigger to return true Example usage: Restricting levels on hard quests +User Has Not Visited X (c10) Unique inputs: Place - dropdown box where you select a place that will return true if a player has not visited Example usage: In NPC talk, making it check if someone hasn't visited some place - possibly give quest to head to new area +Game Variant Trigger Condition (c11) Unique inputs: Game Variant Conditions - ??? Looks powerful, almost understand it but not yet. >>End. i'll add three example quests when I have time i.e. one - travel to area get reward from new NPC i.e. two - gather item for blacksmith, he rewards you with item based on stats i.e. three - something big -nudalz