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While snooping around the core files I found a few things I thought should be updated.
For example the descriptions for the quests Quest_TheLostHorse & Quest_Terrorized_Merchant
The text seemed kind of hastly written and thought I could help by cleaning it up a little.....
-Greg
Code: xml
- <QuestDef InternalName="Quest_TheLostHorse">
- <DisplayName>The Stagecoach's Lost Horse</DisplayName>
- <Description>As you settle in from a long evening at the inn, a crazed stagecoach driver captivates a crowd in the common room. His story is one of an ambush several miles back at dusk. During the course of his escape one of his horses broke free and fled into the wild. He has no time or courage to make a rescue attempt leaving her to her fate or your fortune should you find her.</Description>
- <QuestClass>Minor</QuestClass>
- <Repeatable>1</Repeatable>
- <TriggerType>QuestLocation</TriggerType>
- <TriggerOrigin>EventLocation</TriggerOrigin>
- <SpawnRating>1</SpawnRating>
- <TriggerChance>20</TriggerChance>
- <Image>TombMedallion.png</Image>
- <PrefQuestLoc>Quest_Level1_Inn01</PrefQuestLoc>
- <!-- This objective is to find the location of the dragon fountain and move to clear it -->
- <QuestObjectiveDef InternalName="Objective0">
- <ObjectiveID>0</ObjectiveID>
- <NextObjectiveID>1</NextObjectiveID>
- <Description>Retrace the stagecoach's path to find the horse</Description>
- <GameModifier InternalName="CreateGoodieHut">
- <ModType>Map</ModType>
- <Attribute>CreateGoodieHut</Attribute>
- <UnitClass>LostHorse</UnitClass>
- <StrVal>Ambush Location</StrVal>
- <Radius>8</Radius>
- </GameModifier>
- <QuestConditionDef InternalName="Condition1">
- <Description>Take out the darklings in the area to get the horse.</Description>
- <Class>Success</Class>
- <Type>ClearGoodieHut</Type>
- <TextData>LostHorse</TextData>
- <Flag>RevealTarget</Flag>
- </QuestConditionDef>
- <ChoiceText>As you near the ambush location, several darklings emerge from the brush.</ChoiceText>
- <ChoiceMedallion>Gfx\\Medallions\\K_Adventure.png</ChoiceMedallion>
- <ChoiceMedallionFrame>Gfx\\Medallions\\Medallion_Frame_01.png</ChoiceMedallionFrame>
- <!-- Choice 0 -->
- <QuestChoiceDef>
- <Description>Leave the darklings as that are, a horse is not worth the spilt blood.</Description>
- <NextObjectiveID>-1</NextObjectiveID>
- <PopupMessage>The darklings do not give chase and fade back into the brush.</PopupMessage>
- </QuestChoiceDef>
- <!-- Choice 1 -->
- <QuestChoiceDef>
- <Description>Clear the petty darklings and search the area for the missing horse.</Description>
- <NextObjectiveID>1</NextObjectiveID>
- <!-- Create some bad guys, first one becomes the leader -->
- <Encounter InternalName="DarklingGroup">
- <Liklihood>100</Liklihood>
- <LevelLo>2</LevelLo>
- <LevelHi>4</LevelHi>
- <WillRespawn>0</WillRespawn>
- <WanderingRadius>0</WanderingRadius>
- <UnitInstance>
- <UnitType>Darkling</UnitType>
- <UnitName>Darkling Leader</UnitName>
- <Level>1</Level>
- </UnitInstance>
- <UnitInstance>
- <UnitType>Darkling</UnitType>
- <Level>1</Level>
- </UnitInstance>
- </Encounter>
- </QuestChoiceDef>
- </QuestObjectiveDef>
- <!-- This objective is to kill the Bandits -->
- <QuestObjectiveDef InternalName="Objective1">
- <ObjectiveID>1</ObjectiveID>
- <NextObjectiveID>-1</NextObjectiveID>
- <Description>Destroy the darklings!</Description>
- <PopupObjectiveMsg>0</PopupObjectiveMsg>
- <QuestConditionDef InternalName="Condition2">
- <Description>Destroy the darklings!</Description>
- <Class>Success</Class>
- <Type>KillMonster</Type>
- <TextData>Darkling</TextData>
- <MoreTextData>Darkling Leader</MoreTextData>
- <NumericData>1</NumericData>
- <CompletionText>The darklings proved no match for your might. After dispatching them you easily discover the missing horse tied to nearby tree not far from their camp.</CompletionText>
- <GameModifier InternalName="Reward1">
- <ModType>GiveItem</ModType>
- <Attribute>BasicHorseMount</Attribute>
- </GameModifier>
- </QuestConditionDef>
- </QuestObjectiveDef>
- </QuestDef>
- <!--=The Terrorized Merchant-->
- <QuestDef InternalName="Quest_Terrorized_Merchant">
- <DisplayName>The Fearful Merchant</DisplayName>
- <PrefQuestLoc>Quest_Level1_Inn01</PrefQuestLoc>
- <Description>While sitting in the inn warming your bones, a screaming man burst through the door screaming hysterically. Shortly after calming he recites a story of a bandit lord named Brunthus that sacked his workshop. He offers a share of his stored materials if you could help secure his workshop so he may return.
- </Description>
- <QuestClass>Minor</QuestClass>
- <Repeatable>0</Repeatable>
- <TriggerType>QuestLocation</TriggerType>
- <TriggerOrigin>EventLocation</TriggerOrigin>
- <TriggerChance>20</TriggerChance>
- <SpawnRating>1</SpawnRating>
- <Image>TombMedallion.png</Image>
- <QuestObjectiveDef InternalName="Objective0">
- <ObjectiveID>0</ObjectiveID>
- <NextObjectiveID>1</NextObjectiveID>
- <Description>Seek out the merchant's workshop and deal with any bandits.</Description>
- <GameModifier InternalName="CreateGoodieHut">
- <ModType>Map</ModType>
- <Attribute>CreateGoodieHut</Attribute>
- <UnitClass>TerrorizedWorkshop</UnitClass>
- <StrVal>Terrorized Workshop</StrVal>
- <Radius>8</Radius>
- </GameModifier>
- <QuestConditionDef InternalName="Condition1">
- <Description>Travel to the merchant's workshop and ensure it's safe for the merchant to return.</Description>
- <Class>Success</Class>
- <Type>ClearGoodieHut</Type>
- <TextData>TerrorizedWorkshop</TextData>
- <Flag>RevealTarget</Flag>
- </QuestConditionDef>
- <ChoiceText>As you near the workshop, it's obvious whoever sacked the workshop is still inside.</ChoiceText>
- <ChoiceMedallion>Gfx\\Medallions\\K_Adventure.png</ChoiceMedallion>
- <ChoiceMedallionFrame>Gfx\\Medallions\\Medallion_Frame_01.png</ChoiceMedallionFrame>
- <!-- Choice 0 -->
- <QuestChoiceDef>
- <Description>Let the merchant deal with his own problems, this is more than i bargained for.</Description>
- <NextObjectiveID>-1</NextObjectiveID>
- <PopupMessage>You quietly leave the way you came without being noticed.</PopupMessage>
- </QuestChoiceDef>
- <!-- Choice 1 -->
- <QuestChoiceDef>
- <Description>Burst open the door and engage the bandits.</Description>
- <NextObjectiveID>1</NextObjectiveID>
- <!-- Create some bad guys, first one becomes the leader -->
- <Encounter InternalName="DarklingGroup">
- <Liklihood>100</Liklihood>
- <LevelLo>1</LevelLo>
- <LevelHi>4</LevelHi>
- <WillRespawn>0</WillRespawn>
- <WanderingRadius>0</WanderingRadius>
- <UnitInstance>
- <UnitType>Darkling</UnitType>
- <UnitName>Bruntho</UnitName>
- <Level>2</Level>
- </UnitInstance>
- <UnitInstance>
- <UnitType>Darkling</UnitType>
- <Level>1</Level>
- </UnitInstance>
- </Encounter>
- </QuestChoiceDef>
- </QuestObjectiveDef>
- <!-- This objective is to kill the Bandits -->
- <QuestObjectiveDef InternalName="Objective1">
- <ObjectiveID>1</ObjectiveID>
- <NextObjectiveID>-1</NextObjectiveID>
- <Description>Clear the workshop!</Description>
- <PopupObjectiveMsg>0</PopupObjectiveMsg>
- <QuestConditionDef InternalName="Condition2">
- <Description>Clear the workshop</Description>
- <Class>Success</Class>
- <Type>KillMonster</Type>
- <TextData>Darkling</TextData>
- <MoreTextData>Bruntho</MoreTextData>
- <NumericData>1</NumericData>
- <CompletionText>Shortly after disposing of the bandits the merchant hears of your work and returns. Elated he offers you the promised reward of materials.</CompletionText>
- <GameModifier InternalName="Reward1">
- <ModType>Resource</ModType>
- <Attribute>Materials</Attribute>
- <Value>25.00</Value>
- <PerTurn>0</PerTurn>
- </GameModifier>
- </QuestConditionDef>
- </QuestObjectiveDef>
- </QuestDef>