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				 A guide for new quests/NPC wandering. 
 As of next release, the quest system has recieved a major overhaul and NPC wandering has been implemented. This is a guide to using both, until they're more "settled" parts of the EMU.
 --QUESTS--
 
 A bunch of new triggers has been added. These are TRIGGER_FLAGS, TRIGGER_KILLED and TRIGGER_ATTACK.
 
 TRIGGER_KILLED kicks in whenever an NPC kills someone. For example: a giant rat says, 'I pwned u lolo'
 
 TRIGGER_ATTACK is the attack message of an NPC. For example: Guard D'Varr says, 'That was not a very intelligent thing to do.'
 
 TRIGGER_FLAGS is a tad different. It works in two ways, either
 
 TRIGGER FLAGS X X X X where X is the number of flags that need to be matched to fulfill the requiremenr, for example TRIGGER_FLAGS 3 1 2 0 would require flags 1 2 and 3 to be active.
 
 Also, TRIGGER_FLAGS 50 X is used for CUMULATIVE_FLAG. X is the amount of flag 50's you need, in this case. So TRIGGER_FLAGS 50 3 needs CUMULATIVE_FLAGS to have been ran three times.
 
 The following triggers have also been added:
 
 CHECK_FACTION X
 
 X is one of:
 1: Ally
 2: Kindly
 3: Warmly
 4: Amiably
 5: Indifferent
 6: Apprehensive
 
 This is the minimum faction required for it to continue. So, for example:
 
 TRIGGER_TEXT:Hail:{
 CHECK_FACTION 5
 SAY: Hi
 }
 
 This would only say hi if faction is at least indif.
 
 NPC_FLAG X 1/0 - This is in conjuction with CHECK_FLAGS. You can set and unset flag X (Goes up to 50), so that if you for example want 3 items turned it to give a result, you make them set one flag each, check a trigger_flags against all three flags, and voila. Flag 50 is reserved, and instead uses CUMULATIVE_FLAG. This needs no other entries, but will simply raise flag 50 by one notch. This is for multi turnin of the same item and likewise.
 
 Note:
 
 - Multi item turnin only works if you trade one item at a time.
 - NPC's will also return items they don't want with this code.
 - You can never interact through talk/items with an NPC if they are threat/scowl.
 
 --WANDERING--
 
 Wandering is handled through a few simple commands.
 
 #wpinfo 0-49 - Target an NPC and use this to retrieve WP information assigned to it for waypoints 0-49.
 #gassign grid_num - Target an NPC and use this to assign it's spawn2 point to grid grid_num.
 #grid add/delete grid_num wandertype pausetype - Adds grid grid_num with the wandertype/pausetype as follows:
 
 Wandertype
 0: Circular. NPC will cycle waypoints in order, then head back to the first waypoint.
 1: Random 10. NPC will pick a random of the nearest 10 waypoints and go to it.
 2: Random. NPCwill pick a random waypoint in the grid and go to it.
 3: Patrol. NPC will walk the waypoints to the end, then turn and backtrack.
 
 Pausetype
 0: Random half. NPC pauses for half of it's pause time + random of half it's pause time.
 1: Full. NPC pauses for full pause time.
 2: Random. NPC pauses for random of it's pause time.
 
 or deletes grid number grid_num.
 
 #wp add/delete grid_num pause wp_num - Adds waypoint number wp_num to grid grid_num with a pause of pause on the location you're standing at, or deletes waypoint number wp_num in grid number grid_num (just leave pause at 0)
 
 To setup an NPC to a grid, simply #gassign an NPC spawned by a certain spawn2 point, and all NPC's spawned by that point will adhere to the selected grid. An NPC assigned to a grid will simply start wandering it after spawning.
 
			
			
			
			
			
			
			
			
			
				
			
			
			
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