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Recommendations/Tips

  1. If you're not clear on how to specify QuestDown code, in addition to seeing the examples in this document, try looking at the example adventures you can find on HQM to get inspiration. In these adventures, there are several examples of working code that you can reuse. Trying them out and seeing how they behave can be very helpful. You can copy parts of the code and modify them to fit your Quest.
    To facilitate your writing of this, you can also use the tool QuestDown Translator, written by Aster28_. With this tool, you can write QuestDown code lines simply by selecting a Marker, an Events event, and the corresponding Actions you desire. Then, all you need to do is copy and paste the generated code directly into the notes field of hQuestBuilder.
  2. When testing your automations with QuestDown, you can use the Ctrl+L combination directly from hQuestBuilder to immediately start the adventure on QuestDown. (NOTE: If this combination doesn't seem to work, simply try clicking on another cell with the cursor before pressing Ctrl+L)
  3. Before sharing a Quest written with QuestDown, make sure (through debugging) that the automations behave as expected in the Quest.
  4. If you need to debug the automations, to speed up and save time, move the starting cell of the heroes to the Event or Events you need to test.
  5. There are some easier errors to make that you can pay particular attention to. a) One of the most common errors with QuestDown is in the misuse of parentheses (e.g., open parentheses not closed, using the wrong type of parentheses, etc.). If a command doesn't work as it should, try carefully checking if all parentheses are used correctly. b) Remember that each Marker is typically associated with only one Event, but it can also be associated with more than one (see paragraph Inserting multiple Events for the same automation). c) When specifying an Event, remember the comma after the marker! (e.g., [[(M), ON_OPEN]] ).
  6. If your QuestDown events alter the use of basic rules, it is crucial to make this explicit already from the introduction of the quest, or through specific messages. For example, if an event is triggered by searching in a corridor, you should specify at the beginning of the adventure that it is also possible to search in the corridors. In general, think of every adventure you share as an adventure that will be used by someone who follows the basic rules of HeroQuest.
  7. A very powerful tool for developing your Quests is using the ON_ENTER_ROOM Event to display text describing the room (what can be seen, smells, the reaction of the monsters inside, etc.). A simple description can have a huge impact on the immersiveness of the Quest.