[eUTIL] Quest Wizard 1.1 Released

Quest Creator merged with Quest Wizard

Download Quest Wizard Wincustomize

Download Quest Wizard NexusMods

 

Sample Quests made with the Wizard: http://murteas.wix.com/quest-wizard#!quests/cmyf

Test Map - Single quest on a tiny map: http://fallenenchantress.nexusmods.com/download/24 (just replace QuestWizard_AshrillCry with your own quest name).

Credits:

Team PLTM - coding, UI design, and design discussions
cardinaldirection - UI graphics & design
Frogboy - for feedback and advice on how to get off the ground
Kael - for bug reporting and feedback
Heavenfall - for bug reporting and feedback
seanw3- for bug reporting and feedback
Stardock - for an awesome game
 
 
Install Instructions:
 
Unzip the file and run the setup.exe.   The program should install and update previous versions.  Can be run from the startup menu.  It will try to determine your FE install directory (to prepopulate menus with choices).
  
 
Change Log:
 
See new Quest Wizard Website for details : http://murteas.wix.com/quest-wizard#!home/mainPage
 
752,291 views 292 replies | Pinned
Reply #1 Top

Looks neat!

I guess the difficult part will be handling many branches.

Reply #2 Top

That is awesome.

Reply #4 Top

It is truly awesome that you few can do things like this that so many of us can benefit from. I wish I could mod (code?) like this. As Hf stated, will it be able to branch, have multiple concurrent steps? I have quests in mind but they might be too epic for my xml capabilities.

Reply #5 Top

Looks great :-)

Reply #6 Top

The plan is to support whatever the quests can do in the game.

I've heard rumblings that the "elemental editor" mentioned in the xml may be released to us, so i'm waiting for more info before i sink too much time in this.  

However, I would like to get this out soon...before the release is the goal.

Reply #7 Top

yeah no point in doing double work

Reply #8 Top

Hope we get something official, it would be a real boon tothe community. But if not, I hope we can make one ourselves. Good luck!

Reply #9 Top

They have yet to touch quests in the beta. Except in the last one where they threw them out. I bet we will see some improvements come spring. 

Reply #10 Top

Even if not a quest editor in the purest form of the sense, I'm sure Derek has some spreadsheet quest "editor"

Reply #11 Top

I sent a pm to frogboy and kael hoping to get something, but they have been conspicuously quiet on the matter.   I am certain we'll have something for the quests.  I can continue this effort if we really don't get anything, but I need to think how to make it a reasonable tool without it becoming a full time job.

Reply #12 Top

I've started this up again with the idea of it being a Quest Wizard, meaning it will guide you through making a quest, instead of just an editor.   We'll see.  I'll post screenshots and an alpha to try soon.

Reply #13 Top

Very nicely done.  I think this will be an excellent modding tool. :)

Reply #14 Top

The quest locations will need tiny snapshots of the tiles, so the player sees more than a line of text when he's selecting it. When the tile editor is released, if you are still developing this, I'll help you make those snapshots if you want them.

Reply #15 Top
To handle branching you could make a screen with a sort of tree view. I imagine boxes for the different quest steps, with lines to connect them, going from left to right. Clicking on a box would open your editor screen where you can mess with all the attributes and tags for that step. Just a thought... I really hope this project bears fruit. It would be a great boon to the modding community! Good luck!
Reply #16 Top

Yeah.   I'll be developing this in stages.  Initially, I don't imagine it will be very friendly, but we'll get more and more friendly as we go along.   I want to have pre-populated fields that the user can choose from, but I also want to make sure I can support modded/added monsters, locations, etc.   For those I won't have anything pre-populated, so they'll have to be manually entered in.    In any case, I'm sure I'll need lots of encouragement and help.   Thanks for the kind words.   Now back to work. 

Reply #17 Top

Anyone know what isStartingPoint means?

Reply #18 Top

Quoting Murteas, reply 17
What I am asking for is for anyone that knows xml, Windows wpf, etc. that would like to help with this.  I know that I won't be able to get this done anytime real soon, so I'd like some help if someone is interested.  If not, I'll keep working on it slowly but surely. 

 

So I actually know a fair amount of xml and windows coding and will have some time starting next week if you would like some help. I don't know what your building in, but I have experience in ASP.NET, VB, C Sharp, Ruby, Ruby on Rails, Python, C/C++, HTML, CSS and various db work.

If you have some time, maybe we can figure out what would be beneficial for you, assistance wise.

Reply #19 Top

Sure, any help would be great.  I'll post a link to the source code soon, and I already have it checked into Assembla.   I am working with .net and c#, so that looks like it would fit with your skill set.   

For now, I am going to post questions as I find them and see what we can figure out.

 

Trigger Origin - it is in some quests and some it is not.   Why?  There is only one value that I can tell EventLocation

Reply #20 Top

isStartingPoint is for certain goodiehuts that receive special consideration when it comes to placement. They can be placed particularly close to your spawn location. It ensures you have a certain amount of "easy" monster lairs to fight right away within a walkable distance.

Reply #21 Top

Trigger Origin - in E:wom it was used to place a center of orientation for stuff. You could either assign the quest location or the capital city as central place. I believe the tag is no longer in use in FE, although reasonably if you plan on placing goodiehut objectives you best stick to eventlocation.

Reply #22 Top

Radius of -1 means anywhere?

Reply #23 Top

Context?

Reply #24 Top

Sorry, just assumed everyone could read my mind.   ;P

 

For example:  

Code: xml
  1. <GameModifier InternalName="Reward1">
  2. <ModType>Map</ModType>
  3. <Attribute>SpawnMonster</Attribute>
  4. <Value>15</Value>
  5. <UnitClass>FireElemental</UnitClass>
  6. <Radius>-1</Radius>
  7. </GameModifier>

Reply #25 Top

Not sure.