Community Edition “New breath for an old well.”

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

KeyMeaning
Name, DescWhat the book shows. A mission with no name is not listed.
QualifyAn IF condition, in the script's own syntax, that a hero must pass to be offered the mission.
TrophiesWhat to bring back, as countXtrophy entries separated by commas, such as 3x12, 1x40. They are handed over when the reward is claimed.
AcceptMsg, AcceptGive, AcceptTakeA message shown on accepting, and a gift code given or taken at that moment.
AbandonMsg, AbandonGive, AbandonTakeThe same for giving the mission up.
RewardGold, RewardPP, RewardToken, RewardGive, RewardTakeWhat the hero gets on completion: gold, training points, a token, and gift codes.
RewardLevelA 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.
RewardWPGuild war points.
FootNoteSmall 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.