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#130648 ·published 2006-08-14 03:22 UTC
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Triggers for Dummies by nudalz - vol. One
Known Triggers Explanations 
RPG Inferno v3.0.0 Alpha 1

Index:		//Trigger Help		//id (h00)
		Basic Triggers		h01
		Trigger Conditions		h02
		NPC's			h03

(Default Order)	//Basic Triggers		//id (t00)
		Create New Quest		t01
		Update Quest		t02
		Finish Quest		t03
		Give Item			t04
		Give Money		t05
		Give EXP			t06
		Grant Place Acces		t07
		Take Item		t08
		Set Game Variant		t09
		Take Money		t10

		//Trigger Conditions(Presets)	//id (t00)
		User Has X Of Stat Y	c01
		User Has Visited X		c02
		User Has X Of Item		c03
		Group Conditions		c04
		User Has Killed X Boss	c05
		User Has X Money		c06
		User Has X Battle Victories	c07
		User Has X Battle Defeats	c08
		User Is At Least Level X	c09
		User Has Not Visited X	c10
		Game Variant Trig. Cond.	c11

++Trigger Help			(h00)
+Basic Triggers			(h01)
When creating a Basic Trigger, by clicking the Add New Trigger link you see several selections (view index)
These triggers are activated when talking to NPC's and are edited in the Modify NPCs menu in the Optional Chat

When you create a basic trigger for example, you will see the following /basic/ input boxes:
	Trigger Name - this should be set for organizing quests
	Quest Var. ID - Must be the same ID for every trigger in the SAME quest ONLY (e.g. npc_quest1)
	Additional Triggers - When selected and this trigger is initated, it calls upon and performs any other selected triggers
	**Unmentioned** - View individual unique triggers in faq

It's recommended to sort triggers and quests so they are easily organized/accessible:
eg.	wallace_q1_accepted, wallace_q1_updated, wallace_q1_completed, wallace_q1_reward

+Trigger Conditions			(h02)
These are conditions in which NPC's will talk to you if they are met
When creating a Trigger Condition, for example say: "User Has Killed X Boss", it can be set so that an NPC will only say/perform certain actions when that is true.  
Using these are explained in NPC's section.

It is also recommended to sort triggers in a similar fashion as basic triggers, however no Quest Var. ID is required (only trigger name)

+NPC's				(h03)
Adding a new NPC will show 4 input boxes which purposes are explained on the site and become self-explanitory.
To add more conversation to an NPC you click the Modify NPCs button, find the NPC, and select Add/Edit Optional Chat

In the Optional Chat dialogs for NPC's, there can be several chat dialogs.
Note: You can add multiple types of conversations.  An example would be a quest where you kill a monster, return, npc tells you to kill another type of monster, and you return once more for your reward.

	(Main)
	Optional Chat Text Title - this is the text link (like a hyperlink) to the Chat Text; clicking it also activates any trigger if condition is met
	Optional Chat Text - the text shown after clicking the Chat Text Title
	(Trigger Settings)
	Activates Trigger - activates the selected trigger, could be begin quest, or complete quest
	Requires Condition - NPC will NOT talk if this condition is not met, and the quest will not update
	(Misc. Settings)
	Child Of - untested
	Location Specific - Since some NPC's are available in multiple cities, you can make it so that this conversation appears in that one town and not others

There are endless cominbations and possiblities regarding quest functionality

++Basic Triggers 			(t00)
(remember: use the same Quest Var. ID for the same quests!)	
+Create New Quest		(t01)
	Unique inputs:	Quest Name - name of quest when given to a player
			Quest Log - description of quest when given to a player
This also adds the quest to the quest log.

+Update Quest			(t02)
	Unique inputs:	Quest Log - an updated description of quest when given to a player

+Finish Quest			(t03)
	Unique inputs:	Quest Log - ???

+Give Money			(t04)
	Unique inputs:	Gil - # of gil to be granted to player when this trigger is called
Example usage: On the finish quest trigger, have it call for the trigger with the give money (similar idea for other rewards i.e. items/exp)

+Give Item			(t05)
	Unique inputs:	Item - a dropdown box where you select what to grant a player
Can contain Attacks/Components/Items/Pets/Potions/Spells/Tools/TTCards/Enchantments/Books

+Give EXP			(t06)
	Unique inputs:	EXP - Amount of experience points to reward

+Grant Place Access		(t07)
	Unique inputs:	Grant Place Access - allows you to so, after a quest, a new city/village/dungeon is accessable (if not already)
Example usage: A quest where you must do X, in order to travel to Y

+Take Item			(t08)
	Unique inputs:	Item - Requires you to have an item (Attacks/Components/Items/Pets/Potions/Spells/Tools/TTCards only - apparently)
			Quantity - how much of the item that will be taken (i.e. 6 'corn')
Example usage: Blacksmith quest, gather X of material Y and get a reward from the blacksmith which he "created" with the X material

+Set Game Variant			(t09)
	Unique inputs:	Game Variant Variable - ???
			Game Variant Setting - ???
No clue yet

+Take Money			(t10)
	Unique inputs:	Gil - # of gil to be taken from player when trigger activates

++Trigger Conditions		(c00)
+User Has X Of Stat Y		(c01)
	Unique inputs:	Stat - dropdown box where you can select HP/MP/STR/DEF/MAG/MAG DEF/SPD/DEX/EVA
			Amount - amount of the selected stat that is required
For extended use, create multiple trigger conditions of the same type with a different stat.  However it is almost always better to use a level requirement to allow character diversity.
This does not always have to refer to comparisons against monsters - be creative.
Example usage: A quest vs an incredibly fast boss where SPD is required or they would fail.

+User Has Visited X			(c02)
	Unique inputs:	Place - dropdown box where you select a place for where if someone has visited it, it becomes true

+User Has X Of Item		(c03)
	Unique inputs:	Quantity - quantity of the item required for it to evaulate as true
			Item - dropdown box where you can select Components/Potions/Spells/Pets/Tools/TTCards only

+Group Conditions			(c04)
	Unique inputs:	Conditions In Group - you are able to select here a bunch of triggers and if they all turn out as true, the group condition trigger does aswell
Extremely useful if there are several goals on a quest log
Example usage: Told to kill boss X and retrieve Y items - trigger conditions: killedboss_lex, items_5_honey - if both are true, then this  specified trigger: 'wallace_quest2_update' will also be true

+User Has Killed X Boss		(c05)
	Unique inputs:	Boss - dropdown box where a boss is selected - after the boss is defeated they never appear again

+User Has X Money			(c06)
	Unique inputs:	Gil - amount of money for player to have to return true & allow trigger to accept
Example usage: High rollers quests?

+User Has X Battle Defeats		(c07)
	Unique inputs:	Victories Types - dropdown box where you select (thus far) battle defeats & TT battle defeats
			Battle Defeats - amount of times player lost

+User Has X Battle Victories		(c08)
	Unique inputs:	Victories Types - dropdown box where you select (thus far) battle defeats & TT battle defeats
			Battle Victories - amount of times player lost

+User Is At Least Level X		(c09)
	Unique inputs:	Level - level required for trigger to return true
Example usage: Restricting levels on hard quests

+User Has Not Visited X		(c10)
	Unique inputs:	Place - dropdown box where you select a place that will return true if a player has not visited
Example usage: In NPC talk, making it check if someone hasn't visited some place - possibly give quest to head to new area

+Game Variant Trigger Condition	(c11)
	Unique inputs:	Game Variant Conditions - ???
Looks powerful, almost understand it but not yet.

>>End.
i'll add three example quests when I have time
i.e. one - travel to area get reward from new NPC
i.e. two - gather item for blacksmith, he rewards you with item based on stats
i.e. three - something big

-nudalz