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ACR Quest Tutorial: Hooks

The Hook to the quest is usually primarily the human-readable portion-- you will need to write something that players will read, either a bit of exposition, a description of some sort of object, or a conversation to be run through.

Quest Hooks in Conversations

The conversation quest hook is by far the most common sort of hook. Generally speaking, static quests take the form of performing some task for someone else, and the players need to ask that person for work to be given an assignment, and return to that person to be paid. Conversation tutorials are best handled elsewhere. Here, we're most interested in two parts of the conversation: the conditional to see if it's the right time to start the quest and the action.

First, find the conversation nodes for the NPC's response to the PC asking for work and add two responses, one for explaining the task and one for shrugging off the request. In response to the NPC describing the quest, we generally give the PC the option to accept or decline the task, and then have some agreement from the NPC.

 

Once you have that, select the description (in the example above, that would be "OK, do this thing?") and look near the bottom of the screen, where the tabs are (3) and select Conditions. There, you can add a condition.

In the added condition, specify acr_quest_progress (1), and then click refresh.

Once this is done, places to specify sQuest and nState appear. sQuest is something you pick-- it needs to be unique per module, but other than that it can be anything you want. This is the quest's "name" for other purposes that we'll be talking about, so either write it down or be ready to come back to this conversation to verify what the quest's name is.

In the nState field, set it to 0. This is the state of a quest that hasn't been started yet.

With this in place, you've specified that the NPC will only speak the first line (describing the job) if the quest you've specified is in state 0 (that is, not started). You can add more lines if you'd like more conditions for this, but it's best to keep your first one simple.

 

Next, you'll want to select the PC's conversation option to accept the quest, (In the example above, "Yes, I would love to do that thing!") and find the Actions tab in the lower portion of the conversation.

Here you'll specify the script as acr_quest_update, and then refresh. You'll get three parameters this time: sQuest, nState, and bAllPartyMembers.

sQuest needs to be the same quest name that you'll be using repeatedly. nState is arbitrary-- it needs to be a number, it can't be zero, and you'll want to remember it (because we're going to use it to set up the journal too). bAllPartyMembers determines if everyone in the speaker's party gets the quest; 0 means no, 1 means yes.

 

Finally, open your module's journal (view > journal > module). Find the Add Category button near the top and set the journal entry's tag to be the quest's name. Then set its name to be something human-friendly. This will be the name that appears in the quest's header inside of the player's journal. You can also specify a quantity of XP here, though it's usually best to set it to something fake and low until you've tested your quest, and know how long it takes and how hard it is.

Finally, select the category you've created and find the Add Entry button near the top of the journal. This will make a tree node under the category. Select it, give it the same ID that you set nState to with acr_quest_update (above) and type a description of the quest (as understood from the in-character perspective) into the description field.

And thus you've written enough to get the quest started. Test it out-- start up your build module, log in, and talk to this NPC. See if you get a journal entry about your quest. Then talk to the NPC again and ask for work. Make sure that you don't get offered the same job again. If it works, success! Move on you building your challenge.

Fed-Ex / Courier Quests

Some quests, which follow a very similar pattern to this, you'll want the character to carry and item to the destination. While there are many ways to do this, the one that is the most effective for the model is acr_quest_escort. This has two strong advantages over generic item creation scripts:
1. It will flag the item it makes as part of the quest the player is on
2. It will initiate the quest, assuming that nState is 1 when the quest starts.

To do this, you'll want to set up your checks like you did before to prevent people from restarting the quest (so make sure that the quest's nState is 0), and you'll need a journal entry the same as above so your players can keep track of the quest.

The parameters, however, will only be sQuest and sTemplate. sQuest will contain the quest name, which you'll need to keep track of and re-use throughought the building process. sTemplate is the blueprint resref of the item you're seeking to deliver. The quest will assume that it isn't applying to an entire party and it will assume that the quest started state is nState = 1, which you'll need to check for later.

Quest Hooks on Triggers

TODO: explain how to put a hook on a trigger here

 

Quest Hooks on Placeables

TODO: explain how to put a hook on a placeable here

 

Main Page -- Hook -- Challenge -- Turnin

Guide to Creating ACR Quests

Static quests are a common strategy to provide less-complex and less-rewarding entertainment for players while there are no DMs online. Ideally, these quests should facilitate role playing by presenting players with a goal that they can pursue for some period of time.

This tutorial will try not to assume and pre-existing knowledge, but will also attempt to link away to other pages to provide definitions that more-proficient users are likely to find cumbersome or extraneous, with this page providing the broadest outline, and links which can be used to view greater detail on the individual parts.

 

Writing a quest generally begins by defining your task. Take a moment to write, as a paragraph or so, what you want characters to have to do in this quest. It can be vague or open-ended, but projects are vulnerable to scope creep if they don't have a goal when they begin.

Once this is done, it comes time to divide your quest into its requisite parts:
The Hook: represents the introduction of the quest to the players involved; something is done to inform the PCs that they have a task to accomplish.
The Challenge: represents the actions that the players have to take to consider the quest done.
The Turnin: represents how the players are rewarded for completing the chosen task.

Take, as the simplest example, a courier quest:

  • The Hook: when the players present to whoever is offering courier work
  • The Challenge: the travel to and from the recipient of the package
  • The Turnin: speaking to the employer for payment

 

However, these quests can be infinitely recursive. Take, for example, a quest to catch a bothersome and powerful criminal entrenched in a city:

  • Players seek work for the city, and are provided with a series of lower-risk tasks, which uncover something far bigger and more siniser afoot:
    • Primary Hook: Evidence speaks of bad guys who need busting up.
      • Players recover low value contraband from the bad neighborhood
        • Hook: Present to Commanding Officer
        • Challenge: Fight or intimidate street thugs to give up the goods
        • Turnin: Bring the contraband back to the C.O.
      • Players carry a message to a guardsman on duty
        • Hook: Present to C.O.
        • Challenge: Find guardsman and present message
          • Hook: Guard has gone missing! Bloody hell!
          • Challenge: Skulk through the sewers to follow the guardsman's still-warm trail
          • Turnin: Find unconscious guardsman and revive. Present message
        • Turnin: Return to C.O.
      • Players Seek Investigation
        • Hook: Present to C.O.
        • Challenge: Return to the missing guardsman's trail to investigate circumstances. Find evidence of organization
        • Turnin: Bring evidence back to C.O.
    • Primary Challenge: Bust up some Bad Guys
      • Players find guardsmen who may have seen activity
        • Hook: Talk to three guardsman to be directed to the most-troubled parts
        • Challenge: Speak to all of the guards in the troubled area to get hints into the sorts of criminal activities done.
        • Turnin: Return to C.O.
      • Players bust up three operations:
        • Operaton 1: Street dealer
          • Challenge: find out where a dealer of whatever bad stuff (above) is working. Track and capture him.
          • Turnin: Bad guy -> Jail
        • Operation 2: Ships
          • Challenge: correctly identify and search a ship full of whatever the bad stuff is.
          • Turnin: Bad stuff -> C.O.
        • Operation 3: Storage
          • Challenge: find the avenues being used to move the bad stuff around the city.
          • Turnin: Bring information back to C.O.
      • Information gained from three operations directs to a likely location for a center of bad stuff in the city. Players bust in and bust things up, probably dealing with heavy resistance and hazardous settings.
    • Primary Turnin: Return to the C.O. and get money or a promotion or something.

And there is demonstration there that you can have quests within quests within quests: using one's quest's completion as prerequisite to the advancement of another arc-like quest, or how you can have sequences of checks or actions (potentially unrelated actions) be required to progress the quest to its next step: and those quests can themselves be complex, if the circumstances require. Ultimately, though, it does need to be boiled down into nests or sequences of simple things before it can be built.

Links:
Hook -- Challenge -- Turnin

Text Commands

These textual commands require at least ACR v1.90.

Understanding Text Commands

The text commands presented on this page carry different formatting. Text in Courier New are actual text commands, meant to be typed. Often, to explain what a command does when there are multiple displayed at once, an inline comment will be given. This is not meant to be typed.

For example, if the page says:
#subdual // Toggles subdual mode.

It means that you type #subdual only. Additionally, some parameters are user defined, and must be filled in by the user. Content inside <brackets> should be replaced with actual content.

For example:
#tradescroll <Spell ID>

The above command means you should type in the ID of the spell to make a tradescroll for (such as #tradescroll 3113 to make a tradescroll of water breathing).

 

Targets

By using certain text inserts, you can define the target for your command. Valid target definitions are:

$self
$target
$companion
$<object ID>

For example, to progress crafting on your currently selected item, you could type:
#craft $target

 

The Commands

Subdual Mode

Subdual mode can be set or toggled via a text command. Valid uses:

#subdual // Toggle subdual mode.
#subdual on // Set subdual mode on.
#subdual off // Set subdual mode off.

Manage Spells

Functionality under development.

Prepare Spells

Preparing spells can now be done via text commands. Valid uses:

#pray
#spellbook

These commands have you pray for spells and memorize from your spellbook respectively.

Craft

By using text commands, you can progress crafting on an item or open a crafting store.

To open a crafting store:
#craft scroll
#craft potion
#craft wand

To progress crafting on an item, you must first select that item, then type:
#craft $target

Create Tradescroll

Text commands can create tradescrolls. This helps when a spell isn't normally able to be cast on a spellbook. Usage:
#tradescroll <Spell ID>

You may need to research the spell's ID from the ACR's spells.2da.

How to connect on our servers

 

First, you need the game and its two first expansions:

- Neverwinter Nights 2 Complete which comes with all 3 expansions and patches (Good Old Games) gog.com

 
You Can Also Search for Actual Physical Disk If You Can Find Them:
- D&D Anthology: Neverwinter Nights Complete edition
- Neverwinter Nights 2 Gold edition
- Neverwinter Nights 2 
- Mask of the Betrayer
- Storm of Zehir
 
We suggest searching on Amazon or Ebay for the physical disks
 
Second, download and follow the instructions to use Skywings Client Extension, alongside Zelknolf's server monitor. Use the monitor to find an ALFA server of your choice, double click that server and hit connect, providing a password if necessary. All files should download to your computer seamlessly from there.
 
For direct connections (without using the monitor or if you are on a Mac) You will need the server IP.  The complete list of servers is here (only available to our members).
 
Welcome to ALFA!

Latest Client Extension replaces Gamespy functionality!

The latest 1.0.0.22 CE version, which was recently released, adds back the in-game server browser that went offline when GameSpy went down. ALFA and a large number of other PWs are listed in the new server browser. We are listed under the Role Play section.

You can download it here. Recommended for DMs, too, since it has a DM client crash bug fix in the change log.

To use, extract the zip contents to a folder of your choice, and then run the included NWLauncher.exe to start the game. (I recommend making a shortcut on your desktop to NWLauncher to do that.) Remember to use NWLauncher.exe each time to continue using the CE.

You can also use Zelknolf's server monitor to view the same server list used by the CE from your desktop.

For ALFA servers, as an additional reminder, you can connect to any online server and you will be automatically moved to your "home" server by seamless portal (provided you do not cancel out of the portal message in quarantine). This will also update the most recent direct connect IP to point to your home server as an added bonus.

Credit to Skywing and our very own Foam (and any others who were involved).

Moonshaes Open Season

The Moonshaes server 009 is now open to the public and will be from 15 December to 15 Janurary.

Our land is beautiful, the life it gives us is good. How could it be otherwise? The land is the Goddess. But the Goddess serves the Balance, and as goodness grows in power, so must evil have its day. Wherefore all who live in the Moonshaes have felt the bite of evil as it rises again and again to threaten us.

What can vanquish it, for a time?  The forces of good.  And what are they?  They have a thousance faces and a thousand names.  We call them heroes.  -Andabbar Meihklann, Bard of the Snows

Welcome to the Moonshaes Isles, or the isleas as they are commonly called by their inhabitants, where light and dark struglle for dominance in a never ending conflict.  Here various human and demihuman cultures meet, sometimes warring, sometimes living in peace.

Existing ALFA members as well as the general NWN2 population are encouraged to log in and play with a shiny new PC. New players who enjoy the ALFA experience and wish to join our most excellent community can make the application through the side bar on our main page (the one you are reading right now). We are worth it!

Remember to remain in character at all time, and no running without reason. Feel free to register for the web site and join us in IRC chat (also found in the side bar on this page). It’s a great way to ask questions, or find a DM and other players to adventure with. We are a friendly bunch, so don't be shy.  we won't be.

To log in use the direct connect function in NWN2.  Type in ms.alandfaraway.org:5121 (then connect!)

FAQ for the open server can be found here.

http://www.alandfaraway.org/phpBB3/viewtopic.php?f=364&t=48617

The open server forum is here.

http://www.alandfaraway.org/phpBB3/viewforum.php?f=364

Basic lore on the MS can be found here.

http://www.alandfaraway.org/phpBB3/viewtopic.php?f=364&t=44738

For current ALFA DM’s the password can be found in the ALFA DM forums.

http://www.alandfaraway.org/phpBB3/viewtopic.php?f=132&t=48761

For current ALFA players who wish to DM during open season please ask MS HDM Castano.

(Some links will not be usable be those who have not registered for the ALFA website/forums - so please do so)

 

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