Murteas Murteas

[eUTIL] Quest Wizard 1.1 Released

[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
 
752,293 views 292 replies | Pinned
Reply #101 Top

Quoting cardinaldirection, reply 101
Here's a final; on my way out but I'll PM you individual slices and work up some button states a bit later:

Reduced 56%Original 1017 x 673

 

Looks great.   I'll get it all updated once you send it.

 

In the meantime,  I have a bugfix release 0.310.   It should fix a problem with some quests where you didn't have a quest location (random events), I've added the Trigger Origin flag back in to fix this.

Reply #102 Top

Can we get the Basics page to open upon clicking the Create Quest button?

Reply #103 Top

Quoting cardinaldirection, reply 102
Can we get the Basics page to open upon clicking the Create Quest button?

 

Absolutely, that makes sense (probably for the load button as well).

Reply #104 Top

cardinaldirection, really cool graphics. One minor flaw is that the <Simple Wizard> button's text extends further than the <... Quest> buttons. I would either reduce the font size or widen the buttons a little bit to be able to keep the Simple Wizard texts in line.

Reply #105 Top

Quest Wizard 0.4 released.  New UI design.  A bit cleaner and better looking.  Minor bug fixes.   New features will come next.  Let me know what you'd like to see the most.

Reply #106 Top

You are updating this too fast! I keep having to re-install it. :grin:

 

Reply #107 Top

Quoting DsRaider, reply 107
You are updating this too fast! I keep having to re-install it.

 

 

You shouldn't have to uninstall first.  It should just install over the top of the previous version.   :)    At least initially, I am trying to iterate quickly so that people will see their suggestions incorporated.  Soon, I plan to slow down and release on a more regular schedule or release the source code and let a group help with the updates.  The last update and the next are primarily visual updates.

Reply #108 Top

You should make it so we can't click save when any of the sub-windows are open. If I understand it correctly, you don't generate the XML until we click "done" in various places but I can still click save before I have done so, which makes quests where stuff is missing.

Reply #109 Top

I can't seem to get a simple quest work right. Can you guys help me out, maybe tell me what I did wrong?

Basically, I create a quest with an objective to "go to a location to kill stuff". When I get to the new location, I get a choice to fight the ones there. I do that. But then the quest doesn't finish. I can leave the position, go back on top and fight again.

 

What I want to do is create a simple quest where I start at an inn, go to a tomb and fight a fight to get an item.

This is the xml:

<?xml version="1.0" encoding="utf-16"?>
<Quests xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
  <QuestDef InternalName="QuestWizard_TomboftheDead2">
    <DisplayName>Tomb of the Dead2</DisplayName>
    <Description>You decide to visit the local inn to see if you can pick up any rumors that may be of use to you. Alas, despite buying drinks for the patrons and striking up conversations throughout the day, your time seems wasted. Just as you are about to leave for the night, a man in a dark hood makes eye contact with you across the room. It is obvious that he wants something.

You make your way over to his table, and he explains that he has come across a place in his travels that you would be very interested in visiting. "A tomb", he says. "A tomb filled with riches and wonders ." He begins to conjure a mental image through his fluid speech and you are quickly drawn into the pace. "We went there", he continues, "seven of us, but only I escaped. There are monsters there - or, not monsters, but... the walking dead."

He says he will lead you to the tomb if you pay him 20 Gildar when you get there.</Description>
    <IsStartingPointQuest>1</IsStartingPointQuest>
    <ShortTextAccept>Let's do it!</ShortTextAccept>
    <ShortTextDeny>I don't have time for this.</ShortTextDeny>
    <RewardText>Blooddrinker</RewardText>
    <RewardImage>reliquary_blooddrinker.png</RewardImage>
    <SuccessText>You made it!</SuccessText>
    <AllowQuestRejection>1</AllowQuestRejection>
    <QuestClass>Minor</QuestClass>
    <Repeatable>0</Repeatable>
    <TriggerType>QuestLocation</TriggerType>
    <TriggerOrigin>EventLocation</TriggerOrigin>
    <SpawnRating>1</SpawnRating>
    <Image>Kingdom_Mine1.png</Image>
    <PrefQuestLoc>QuestLoc_Inn2</PrefQuestLoc>
    <TriggerChance>10000</TriggerChance>
    <Treasure>
      <GameModifier InternalName="Item_18">
        <ModType>GiveItem</ModType>
        <Attribute>AmuletOfFrost</Attribute>
      </GameModifier>
    </Treasure>
    <QuestObjectiveDef>
      <ObjectiveID>0</ObjectiveID>
      <NextObjectiveID>1</NextObjectiveID>
      <Description>Find the Tomb</Description>
      <ChoiceText>You see the tomb in the distance.</ChoiceText>
      <ChoiceMedallion>L_Air_Shrill_01.png</ChoiceMedallion>
      <ChoiceMedallionFrame>Medallion_Frame_17.png</ChoiceMedallionFrame>
      <Treasure>
        <GameModifier>
          <ModType>Map</ModType>
          <Attribute>CreateGoodieHut</Attribute>
          <StrVal>Tomb of the Dead</StrVal>
          <UnitClass>GH_Quest_Tomb</UnitClass>
          <Radius>4</Radius>
        </GameModifier>
      </Treasure>
      <QuestConditionDef>
        <Class>Success</Class>
        <Type>ClearGoodieHut</Type>
        <TextData>GH_Quest_Tomb</TextData>
        <Objective>
          <Icon>L_Air_Shrill_01.png</Icon>
          <Text>Find the Tomb</Text>
          <IsOptional>0</IsOptional>
        </Objective>
        <Flag>RevealTarget</Flag>
      </QuestConditionDef>
      <QuestChoiceDef>
        <Description>Approach the Tomb</Description>
        <NextObjectiveID>0</NextObjectiveID>
        <Encounter>
          <Liklihood>100</Liklihood>
          <BattleIdentifier>BanditArcher</BattleIdentifier>
          <TacticalMap>T_Fallen_Mountainside_01</TacticalMap>
          <WillRespawn>0</WillRespawn>
          <WanderingRadius>0</WanderingRadius>
          <UnitInstance>
            <UnitType>BanditArcher</UnitType>
            <UnitGroupingType>UnitGroupingType_Pair</UnitGroupingType>
            <UnitName>Test</UnitName>
            <Level>2</Level>
          </UnitInstance>
        </Encounter>
      </QuestChoiceDef>
    </QuestObjectiveDef>
    <QuestObjectiveDef>
      <ObjectiveID>1</ObjectiveID>
      <NextObjectiveID>2</NextObjectiveID>
      <PopupObjectiveMsg>0</PopupObjectiveMsg>
      <Description>Find the Tomb Battle (Generated by Quest Wizard)</Description>
      <QuestConditionDef>
        <Class>Success</Class>
        <Type>BattleFinished</Type>
        <TextData>BanditArcher</TextData>
        <MoreTextData>Victory</MoreTextData>
        <Objective>
          <Icon>L_Air_Shrill_01.png</Icon>
          <Text>Find the Tomb</Text>
          <IsOptional>0</IsOptional>
        </Objective>
      </QuestConditionDef>
    </QuestObjectiveDef>
    <QuestObjectiveDef>
      <ObjectiveID>2</ObjectiveID>
      <Description>Quest End (Generated by Quest Wizard)</Description>
      <QuestEnd>1</QuestEnd>
    </QuestObjectiveDef>
    <QuestObjectiveDef />
  </QuestDef>
</Quests>


Reply #110 Top

Right above your encounter there is a Next Objective ID=0. That is looping the objectives. 

Reply #111 Top

Yeah, but let's say I don't care about the XML right now. How should I use the wizard to get what I want?

Reply #112 Top

I am quitting the whole balance thing and going after quest maker testing. So you mean you want me to tell you what you did wrong in the editor? Probably either a bug with the encounter addition or you set a weird objective number.

Reply #113 Top

Quoting seanw3, reply 111
Right above your encounter there is a Next Objective ID=0. That is looping the objectives. 

 

Yeah,looks like your Approach the Tomb choice needs to have Next objective ID of 1.    If you made this initially with the earlier versions of the quest wizard it may have messed you up.  The current version should let you change the next objective IDs of the choices as well as the objectives themselves.   

 

I'll load it up and show you where I think it needs to change.

 

 

Reply #114 Top

Ah right. So I need to alter stuff on the Order screen, I skipped that completely because it wasn't obvious what should be what. Shouldn't that be automatic for a simple quest like this? I know I requested multi-path quest support, but it also has to be easy for newbies right?

Okay I go to Order screen and set Approach Tomb to 1. Then it worked in-game. Thanks!

 

I really hope you have editing objectives and choices in the pipeline. It would make things a lot easier I think.

One suggestion about rewards. Instead of showing "reward_34" and so on, do you think you could show what it actually is? GiveItem:AmuletOfFrost. Those random names of rewards are just impossible to rememeber and therefore rather useless to show.

Reply #115 Top

So I loaded up the quest and here is what I saw in the order window:

 

You just need to change it to 1.  Meaning when I choose this choice I want to go to this objective.   

Reply #116 Top

One more suggestion, for the quest difficulty slider, can you add the different difficulties? Weak - medium and so on. So we know exactly what we are selecting - not a number but what shows up in-game.

Reply #117 Top

Quoting Heavenfall, reply 115
Ah right. So I need to alter stuff on the Order screen, I skipped that completely because it wasn't obvious what should be what. Shouldn't that be automatic for a simple quest like this? I know I requested multi-path quest support, but it also has to be easy for newbies right?

Okay I go to Order screen and set Approach Tomb to 1. Then it worked in-game. Thanks!

 

I really hope you have editing objectives and choices in the pipeline. It would make things a lot easier I think.

One suggestion about rewards. Instead of showing "reward_34" and so on, do you think you could show what it actually is? GiveItem:AmuletOfFrost. Those random names of rewards are just impossible to rememeber and therefore rather useless to show.

 

I am trying to figure out how to do the editing of objectives (choices are ready, but they are tied to objectives so we need that first).   The problem is I auto generate objectives for some types (like your quest), so if I let you edit it, it will regenerate the battle objective, leaving you with 2.  Meaning you would have to manually delete the first battle objective.   That seems overly complicated so I am trying to figure out a solution.

Yes, the Choice should have pointed to the battle, but it may not.  Unfortunately, this was the difficulty I was explaining when I started this project, I can either make it very easy (but very inflexible) or I can make it powerful but more difficult to use.   It's a delicate balance and I've leaned towards making it more powerful.     I have started writing the tutorial which should help, but until then, feel free to ask questions.

About the reward name, yes I can auto generate something else, however that field is editable, so you can change it to whatever you want.   It does seem like you are using an old version though, I've changed those names to list item, unit, gold, etc. now.

Reply #118 Top

I'm using 0.40, yeah, it says Item_34 for example.

I think going for "more powerful" is a mistake. This is your project and all, I'm just giving my humble opinion. If the goal is to have lots of people make lots of quests... it needs to be easy to use. The quest XML is incredibly powerful, but I think you'll agree with me when I say it is also the most difficult part of the XML in FE.

Reply #119 Top

Quoting Heavenfall, reply 109
You should make it so we can't click save when any of the sub-windows are open. If I understand it correctly, you don't generate the XML until we click "done" in various places but I can still click save before I have done so, which makes quests where stuff is missing.

So, I have thought about this, sounds reasonable.  I'll try to implement it.   Note, you can change the xml before you save it, that is what the preview is for.  Whatever you change there will be written out.   This was a final place available for the advanced modders to make changes that I don't support.

 

Difficulty slider:  I've got a tooltip that was supposed to help, but I'll see what I can do.

Reply #120 Top

In terms of difficulty, the editor might have some learning curve, but it is miles better than trying to do it in xml. I am pretty expert at it and it still takes me hours to do quests and get them right. Being able to use this to do the basic stuff saves us so much time and I think most people making quests are going to be smart enough to learn the system. 

I am currently using it to make the bare bones of my quests and then doing the final tweaking in the xml. It's a great program. I love the style and flow. Very good stuff. 

Reply #121 Top

Quoting Heavenfall, reply 119
I'm using 0.40, yeah, it says Item_34 for example.

I think going for "more powerful" is a mistake. This is your project and all, I'm just giving my humble opinion. If the goal is to have lots of people make lots of quests... it needs to be easy to use.

 

So, then there needs to be a balance.  Because one of the first things asked for pushed it from being easy to being complicated.  I.e. multi path quests.  There just isn't an easy way to make quests if you want them to be more than the go kill this monster and return, or the go get this item and return.   I can make a basic wizard (in fact I have a button for it, it is just hidden right now), to do that, but ultimately, I think that after making one quest people will want to make more complicated things, will want to make choices that require you have resources, will want the ability to specify multiple choices not just (ok or I'm too busy)... etc.    If you have something right now that you think is too hard to use let me know what it is and I'll try to fix it.   The most "complicated" part right now is the order page.   I simply don't know how I can make that easier, because I can't know what the user wants to do based on a choice.  The user will have to specify it.

Reply #122 Top

Quoting Murteas, reply 122
There just isn't an easy way to make quests if you want them to be more than the go kill this monster and return, or the go get this item and return. I can make a basic wizard (in fact I have a button for it, it is just hidden right now), to do that, but ultimately, I think that after making one quest people will want to make more complicated things, will want to make choices that require you have resources, will want the ability to specify multiple choices not just (ok or I'm too busy)... etc.

Tru dat, the first thing I thought when the quest above worked was "okay... let's give it one more path!" :D

Reply #123 Top

Quoting seanw3, reply 121
In terms of difficulty, the editor might have some learning curve, but it is miles better than trying to do it in xml. I am pretty expert at it and it still takes me hours to do quests and get them right. Being able to use this to do the basic stuff saves us so much time and I think most people making quests are going to be smart enough to learn the system. 

I am currently using it to make the bare bones of my quests and then doing the final tweaking in the xml. It's a great program. I love the style and flow. Very good stuff. 

 

This was kind of my thoughts.  I was making something that I would use.  When I started with the basic wizard I got so many requests about how to do more advanced things, that I thought, this isn't what people really want, they want the advanced version.  They really want to make something more advanced, they just want it to be easy.   Well, I've made it easier, but it is still not easy.   I am working on getting it easier.   Loading a quest is a start so you can look at existing quests, and editing things will be the next step.

Reply #124 Top

Quoting Heavenfall, reply 123
Tru dat, the first thing I thought when the quest above worked was "okay... let's give it one more path!"

LOL.  Yep that is exactly what I was hoping.   So you really do want the objective editing working so you can just go in and add a choice.   I'm working on  it.   I'll probably release a version and get your guys feedback on how to make it usable.   Probably sometime in the next week.

Reply #125 Top

Looking forward to it!