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With the ‘cel.addons.questdef’ addon you can define quests for the quest manager (see section Quest Manager) directly in a world file. Here is an example:
<addon plugin="cel.addons.questdef"> <quest name="SlideDoor"> <state name="locked"> <trigger type="trigger"> <fireon entity="$this" /> <reward type="debugprint" message="Door is closed!" /> </trigger> <trigger type="inventory"> <fireon entity="camera" child_entity="$key_ent" /> <reward type="debugprint" message="The door is unlocked!" /> <reward type="changeproperty" entity="$key_ent" pc="pcbillboard" property="cel.property.visible" bool="true" /> <reward type="newstate" state="closed" /> </trigger> </state> <state name="closed"> <trigger type="trigger"> <fireon entity="$this" /> <reward type="debugprint" message="Door Opens!" /> <reward type="sequencefinish" entity="$this" sequence="closedoor" /> <reward type="sequence" entity="$this" sequence="opendoor" /> <reward type="newstate" state="opened" /> </trigger> </state> <state name="opened"> <trigger type="trigger"> <fireon entity="$this" leave="true" /> <reward type="debugprint" message="Door Closes!" /> <reward type="sequencefinish" entity="$this" sequence="opendoor" /> <reward type="sequence" entity="$this" sequence="closedoor" /> <reward type="newstate" state="closed" /> </trigger> </state> <sequence name="opendoor"> <op type="transform" duration="500" entity="$this"> <v x="$openx" y="$openy" z="$openz" /> </op> </sequence> <sequence name="closedoor"> <op type="transform" duration="500" entity="$this"> <v x="$closex" y="$closey" z="$closez" /> </op> </sequence> </quest> </addon> |
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