Missions
A mission is a job a hero can take on, carry in the Missions book and turn in for a reward. The script
decides which missions a scene offers; the missions themselves are described in missions.ini in the
world folder, one section per mission.
Offering missions
In a scene, MISSIONS 3, 4, 7 makes missions 3, 4 and 7 available from the Missions button for
as long as the scene is open. An empty MISSIONS line hides the button. The command opens nothing
and does not wait; the player does the accepting.
The mission's section
| Key | Meaning |
|---|---|
Name, Desc | What the book shows. A mission with no name is not listed. |
Qualify | An IF condition, in the script's own syntax, that a hero must pass to be offered the mission. |
Trophies | What to bring back, as countXtrophy entries separated by commas, such as 3x12, 1x40. They are handed over when the reward is claimed. |
AcceptMsg, AcceptGive, AcceptTake | A message shown on accepting, and a gift code given or taken at that moment. |
AbandonMsg, AbandonGive, AbandonTake | The same for giving the mission up. |
RewardGold, RewardPP, RewardToken, RewardGive, RewardTake | What the hero gets on completion: gold, training points, a token, and gift codes. |
RewardLevel | A level target such as 4.5: the hero is given the experience to reach level 4 and a half, but never more than two levels at once and never backwards. |
RewardWP | Guild war points. |
FootNote | Small print shown under the description. |
Gift codes use the script's GIVE letters: G500 gold, I12.3 three of
item 12, Z7 a trophy, S5 a spell, T9 a token. The full list is on
The Quest Script.
A mission's life
A mission is available when the hero qualifies, accepted once taken, complete when the
trophies are in the bag, and done once rewarded. /missions shows the open ones and
/oldmissions the finished ones. The script can test all of this: IF JQ3 (qualifies),
IF JA3 (accepted), IF J3 (complete), and GIVE J3 accepts a mission from
the script.
Reacting to the player
When a hero accepts, abandons or is rewarded, the game jumps to the scene's @eventMissionAccepted,
@eventMissionAbandoned or @eventMissionRewarded label if the scene has one, with the
cookie event.missionId set to the mission's number. These labels fire even after the script has
reached END, so a quest-giver can thank the hero without the scene restarting.