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rumors_and_quests

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:

  • insert copper – prints a random rumor (true or false; buyer beware).
  • insert silver – takes on a quest posted at this board. insert 3 silver takes up to three at once.

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:

  • addrumor true|false <text> – post a rumor (stand at a board).
  • remrumor <id> – remove one by id.
  • rumors – list every rumor with its id and T/F tag (works anywhere).

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

  • item create Cellar Pests – the item name is the quest name.
  • item Cellar desc <the overall goal> – shown at the top of quest <name>.
  • item Cellar data quest kill – mark it a quest (any non-empty type works as the marker).
  • set the step fields below with item Cellar data <field> <value>.
  • quest add Cellar – file it onto the board you're standing at (this consumes the staging item; quest remove gets it back).

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

  • find <item> – met while the player is holding a matching item. It fires on pickup, on loot, or immediately if they already carry it when they accept the quest. The item is not consumed – they keep it.
  • kill <mob> – met when the player slays a matching mob (credited to the killer).

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:

  • <n> xp – experience, e.g. 1000 xp.
  • <n> gold|silver|copper – coins, e.g. 5 gold.
  • [<n>] <item name> – item(s) copied from the item factory, e.g. healing potion or 3 healing potion. The factory is the canonical source, so the reward item is identical to the real thing – any special data it carries (skill hooks, flags) comes along. If no factory template matches, the reward is silently skipped, so itemf add the item first.

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

  • Abandon (quest drop): the quest is hidden from the player's list, but its step is kept. Re-taking resumes exactly where they left off – so nobody can drop-and-retake to farm an early step's reward.
  • Repeat: re-taking a completed repeatable quest restarts it at step 0, and every step now uses its repeat reward.
  • A non-repeatable quest, once complete, cannot be taken again.

Player commands

  • insert silver – take on an available quest at the board.
  • quest – list your active quests, each with its current objective.
  • quest <#|name> – the overall goal plus what to do now.
  • quest drop <#|name> (or quest d) – set a quest aside.

Builder board commands

  • quest add <item> – post a held quest item onto the board here.
  • quest remove <#|name> (or quest rem) – pull a posted quest back into your inventory as an editable item (revise, then quest add again).
  • quest copy <#|name> – take a playable ticket of a posted quest, to test it end to end.
  • examine <board> – lists the quests posted at that board with their numbers.

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

  • kill credit currently goes to the killer only – no party-wide credit yet.
  • Reward items must already exist in the item factory (itemf add) or the reward is skipped.
  • Quest tickets are pure data (their own table), never real items – they can't be dropped, sold, or stored, and only show under quest.
rumors_and_quests.txt · Last modified: by 127.0.0.1

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