-- ISLAND MANAGEMENT FOR DUMMIES --

By PeregrinFig

(At this time, litle info has been added. A variables guide is in the making, if you'd like to see something else, please contact me through the Post Office.)

TABLE OF CONTENTS

To jump to a section, press ctrl+f and search for the ID number (decimal) next to the heading.

 SECTION 1. VARIABLES

1.5 Ale Quest

 SECTION 2. DIALOGS

2.5 Dialog Basics

2.51 Generic Location NPCs

2.52 NPC Location NPCs

2.53 Dialogs themselves

 

 

1.5-- BASIC VARIABLES --

Tis section covers the most simple aspects of variables in a less-confusing way than the traditional guides. Great for the Ale Quest.

This is exactly how to do an Ale Quest. Be sure to focus, because if you don't, even this simplified mode can get confusing.

First, you will need your two villages, Alpha and Beta. Let's say the NPC that starts the quest in Alpha is named Steve, and the second NPC in Beta is named Bob. First, open the Dialog Editor on the left bar. Click on Alpha (If you have yet to create this, use the Location Manager and make a Generic Location called Alpha) and pick the Steve. If he doesn't exist yet, click 'New NPC' and name him whatever you want, Steve is merely an example. Now, in his dialog, type something basic that isn't part of the quest, like "Hi $NAME, what's up?" First things first, use the location manager to see what the location ID of Alpha is (it will be a 5-digit number) and use it to make an exit link. Now, click Steve's first link and type in the link box "game.php?NEWLOC=#####" (##### is where the location ID goes) This way when the player clicks that link, they will be returned to Alpha. Now, in the next link, type to dialog: 1 in the box on the top and click inside the same box you put your location ID in the last link. A link should automatically be set, which will link to a dialog. Now, we'll start with variables. After you save the current dialog changes by clicking 'Save', click the 'Quest manager' link in the left bar. Create a new quest, in this example we will just call it 'Ale Quest'. Open it up and create Variable 1, then change its value to 1. Don't mess with the Quest manager any more. Return to Steve's dialog, and on the link going to Dialog 1, there is a drop-down list. Click 'Quest variable < X' and choose the Ale Quest from the new drop-down list you see, then leave the 'Default' box at 0 and set the 'To compare' box to 1. This will make it so this link will not appear unless the player hasn't started your quest. Now click 'New dialog' and make a part where Steve asks for something. On the dialog page, use the drop-down list and choose 'Set Variable', then choose your Ale Quest, Variable 1, and Value 1. Also, choose the 'Journal' button from the drop-down list, and add a journal entry for this dialog. Now, go to your quest manager and click the refresh icon next to your Ale Quest's name, resetting the variable so you can test what you have. Go to Alpha and speak with Steve. Notice once you click the link, it will no longer appear on Steve. Then, use your Dialog Editor again, this time for Bob in Beta. First, do the basic Hello-type thing on his opening dialog, then after creating an Exit link to Beta using Beta's location ID, make a link going to Dialog 1. Set the link's name to something like 'Say "Steve says you have his ale"" or etc. Now, on the drop-down list for this link, choose Quest Variable = X. then choose the Ale Quest, variable 1, and in 'To Compare' type 1. This way, you can't choose this link unless you've spoken to Steve in Alpha. Now, create Dialog 1 and type your dialog for Bob giving you the item. Then you will need 3 things from the drop-down list. First, find Inventory add, select your item from the drop-down list it brings up, and in the amount box next to the list, type 1. Then choose Set Variable, and make it your Ale Quest, variable 1, value 2. Then the link on Bob can't be used again because our variable value was increased and it must be 1 to click Bob's link. You might be starting to understand variables now. Next, choose 'Journal' and type a journal entry for this dialog, just like before. Now, to finish the quest: Go back to Steve in Alpha on the dialog editor and create a link along the lines of 'Say "Here is your from Bob."' Now, on the link point it to dialog 2 and make sure the bottom text ends with DIALOG=2. Set a check on this link: Choose Quest Variable = X, then your Ale Quest, Variable 1, and in 'To Compare' make the value 2. Now this lik can't be seen until you get the item from Bob. Finally, create Dialog 2 and make a dialog showing Steve thanking you for getting his item, then you need a whole bunch of things added: Choose Set Variable, then your ale quest, variable 1, and set the value to 3. Then set 'Finish quests' and choose your Ale Quest for that, too. Now choose 'Journal' and write an entry for this. Then pick 'Inventory add' and find the item Bob gave to you on that list, then for the number type -1, this will take the item away. Now choose Add Gold, and type 10, to give the player 10 gold. Finally, Add Experience, and type 100, which gives the player 100 experience in the same way as Gold. If you test this quest, don't worry, you aren't supposed to gain items, gold or experience because you own the quest. Now, just add the fish store in Beta (help with shops coming soon) and you're ready to submit your island to have the Ale Quest checked! Hopefully this guide taught you how to use Values enough to make more basic quests, check this page later for details on more-advanced Variable stuff.

 

 

-- DIALOGS --

2.5 -- BASICS OF DIALOGS --

There are a few situations in which you can place a dialog, either through a Generic Location or NPC Location.

2.51 -- GENERIC LOCATION NPCS --

First, acces the Location Manager and make a new location. Name it what you want, then select generic Location. These areas are useful for towns and villages. Now, go to the Dialog Editor and click on the name of the Generic Location, then find the button saying 'New NPC'. This will create the NPC to have dialogs in.

2.52 -- NPC LOCATIONS --

Access the Location Manager and make a location, name it whatever you want the NPC to be called. These are often more useful than Generic Locations because they can be accesed directly from a 2D map. Now, go to the Dialog Editor and click the NPC's name, you will already have a place ready for the dialogs.

2.53 -- DIALOGS --

After you are in the NPC's dialog editor, type whatever message you want the NPC to say. This is simple enough, and there are a few extra tricks, like if you type $NAME, the player will see their name on the dialog, and by typing basic HTML commands, you can have the effects. These are the most commonly used effects (remove spaces):

< br > Seperates lines

< i> italics (after italicized text, type < /i >)

< b > bold font (after bold text, type < /b >)

Now, there are Dialog Parts. These will add various effects into the dialog.

Set Variable

This sets up a variable for quests, more info on this in the quest variables section.

Add Inventory

This will give the player item(s) when they reach the dialog. When you click this dialog part it will add a drop-down list, choose the item you want and next to it type how many are given, negative numbers will take that many away.

Add Gold

This adds Gold just like an item, positive numbers add it, negative numbers remove it.

Add Exp

This adds experience just like gold, positive numbers add, negative numbers remove.

Prepare Monsters

This can change how many monsters are in a battle, only works with the 'Combat' part.

Combat

This makes the player fight a specified monster, don't bother typing text on a dialog with this part.

Journal

This adds an entry for a quest variable value into your Journal.

Add HP

Works exactly like Add Gold, except with HP.

Add MP

Works exactly like Add Gold, except with MP.

Feed

You can add/remove hunger points from the player in the same way as add gold, positive numbers fill the player up, negative make them hungrier.

Change sickness

This can make the player sick or cured, if you make them sick, it's suggested to have a dialog somehwere with a cure, since Antidotes are expensive.

Change Alignment

You can add or remove points to change the player's Island Levitator/Earth Gluer alignment.

(More to be added soon)