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Scenario Design
    Wizards and Kingdoms and Things

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Things - Quest Stones

The Quest Stones allow the first visiting player to receive a quest, or can be used for any other single-event purpose by the script writer.

NOTES:
  • These things disappear when captured by a player, regardless of settings.
  • These things can be set to generate a random quest.
  • These things are not considered structures, so they can not be flagged.


The Quest Stone "things" can be found on the Places palette to the right side of the editor.

Quest Stone Properties
A quest stone has basically two properties: 1) It can optionally be set to give a random quest (default), and 2) It always disappears when a player's army captures it.

Quests
If the quest stone's "event controlled" box is not checked (default setting), then a random quest will be generated once -- for the first player to capture the site. To disable this feature, right-click on the quest stone and select "properties." In the property window there is a "event controlled" check-box; if it is checked, the random quest will not be generated (the stone will simply disappear when captured). With the random quest turned off, it is only the name that makes this thing a "quest stone," so the scenario designer may want to consider using a Quest Stone thing for non-quest purposes on his map.

Spirit of Magic
The blue Quest Stone always grants a random Spirit of Nature quest, when the "event controlled" box is not checked.
Spirit of Nature
The green Quest Stone always grants a random Spirit of Nature quest, when the "event controlled" box is not checked.
Spirit of Order
The white Quest Stonealways grants a random Spirit of Order quest, when the "event controlled" box is not checked.
Spirit of War
The sword Quest Stone always grants a random Spirit of War quest, when the "event controlled" box is not checked.

Always Disappears
The Quest Stone will disappear with the first visitor, regardless of settings used. If you want to allow multiple quests (once per player or always) you should use some other map item to represent a "quest stone."

Guards (Or Not)
The "defenders" feature on Quest Stones does not work, regardless of what setting is used (except perhaps the "none" setting :D ).

Using with Events
The Quest Stone is not a structure that can be captured and flagged, so it will not trigger a "structure flagged" trigger for an event. To manually set up a quest, use the "Enter Area" trigger centered on the location of the quest stone. The quest will not be triggered until a player's army is able to "capture" the trigger location, meaning that attacking any defenders at the Quest Stone's location will not trigger the quest set by either the Quest Stone properties or a quest manually set by the "enter area" event.

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