Table of Contents

Quests and Rumors

Builder reference for the guild board. Two coin-fed systems share one board prop: rumors (cheap, unreliable gossip) and quests (real, tracked commissions).

The board

A board is any item flagged data.questboard standing in a room (e.g. the Adventurer's Guild). Players feed it coins:

Either way you're only charged for what's actually delivered – an empty rumor pool, or a board with nothing new for you, costs nothing.

To make a board: create a fixture item in the room and set item <ref> data questboard true.

Rumors (the copper pool)

Rumors are one-line strings, each tagged true or false – a pool tag the player never sees (insert copper returns a random one, true or false). The pool is global. Admin-only:

Quests

A quest is authored as an ordinary item, then posted to a board. Everything the quest does lives in that item's data.

Authoring a quest

The step machine

A quest is a sequence of steps numbered from 0. Each player's ticket remembers their current step. Step N is described by these data fields (N is the step number):

Field What it does
info_N the “what to do now” line, shown in the quest list and in quest <name> while at step N
cond_N how to clear step N: find <item>, kill <mob>, or done
pass_N flavour line printed the instant cond_N is met
reward_N reward granted on clearing step N (first run)
repeat_reward_N replaces reward_N on a REPEAT run (see Repeatable)

The quest completes the moment it reaches a step whose cond is done.

Conditions

Matching is case-insensitive and by substring, so kill rat would trigger on any mob whose name contains “rat”. Name the target specifically – kill goblin chief, not just kill goblin.

Rewards

A reward spec (used for reward_N / repeat_reward_N) is one of:

Repeatable quests

Set item <quest> data repeatable true. After a completion the player may take the quest again; it restarts at step 0. On every run after the first, each step pays repeat_reward_N if present, otherwise reward_N. Use this to give a prized reward the first time and a lesser, farmable one after – a rare item on the first clear, say, and a handful of coins on every run after.

Lifecycle

Player commands

Builder board commands

Worked example (a made-up quest)

A whole quest authored from scratch. Nothing here is a real Mossworld quest – it just shows the shape: a two-step find-then-kill, with per-step rewards and a repeat reward.

item create Cellar Pests
item Cellar desc The innkeeper's cellar is overrun with rats. Clear it out.
item Cellar data quest kill
item Cellar data info_0 Ask the innkeeper for the key to the cellar.
item Cellar data cond_0 find cellar key
item Cellar data pass_0 The innkeeper hands you the cellar key.
item Cellar data reward_0 25 copper
item Cellar data info_1 Go down and clear the rats out of the cellar.
item Cellar data cond_1 kill cellar rat
item Cellar data pass_1 The last of the rats is dealt with.
item Cellar data reward_1 2 silver
item Cellar data repeat_reward_1 50 copper
item Cellar data cond_2 done
item Cellar data repeatable true
quest add Cellar

Play-through: the player insert silvers to take the quest, gets the cellar key (step 0 clears – +25 copper), goes down and kills a cellar rat (step 1 clears – +2 silver, or +50 copper on repeats), and the quest completes.

Notes and limits