Visual Quest Editor
Visual Quest Editor
Section titled “Visual Quest Editor”Create entire quest systems visually! Design task trees, configure prerequisites, set up task sources, and manage complex quest chains with an intuitive drag-and-drop interface.
🚀 Launch Quest Editor
Opens in a new tab with full-screen canvas
Features
Section titled “Features”Visual Quest Design
Section titled “Visual Quest Design”- Node-based interface - Drag and drop tasks onto the canvas
- Visual connections - Draw prerequisite relationships between tasks
- Quest trees - See your entire quest chain at a glance
- Auto-layout - Automatically organize your quest flow
Complete Configuration
Section titled “Complete Configuration”- Task nodes - Full task configuration (all 28 events, rewards, etc.)
- Task sources - Auto-assignment rules with zones, flags, and prerequisites
- Flag nodes - Visual flag management for quest progression
- Conditional branches - Create branching quest paths
Export System
Section titled “Export System”- Multi-file export - Generate all task and source JSONs at once
- Organized structure - Files organized by quest chain
- Validation - Check for circular dependencies and missing prerequisites
- Import existing - Load and edit existing quest systems
How to Use
Section titled “How to Use”1. Create Your Quest Chain
Section titled “1. Create Your Quest Chain”Add Task Nodes:
- Click “Add Task” to create a new task node
- Configure the task details in the properties panel
- Position nodes on the canvas
Connect Tasks:
- Drag from a task’s output handle to another task’s input handle
- Connections represent prerequisites (source → depends on → target)
- Multiple prerequisites are supported
Add Task Sources:
- Click “Add Source” for auto-assignment rules
- Configure zone-based, flag-based, or prerequisite-based assignment
- Link sources to their associated tasks
2. Configure Nodes
Section titled “2. Configure Nodes”Task Properties:
- Basic info (name, description, icon)
- Subtasks with all 28 event types
- Rewards (commands, currency, scripts, timelines)
- Repeat settings and time limits
Source Properties:
- Source type (zone, flag, command, prerequisite)
- Assignment conditions
- Priority and ordering
- Target tasks
Flag Properties:
- Flag name and description
- Set/unset conditions
- Visual indicator of flag usage
3. Export Your Quest System
Section titled “3. Export Your Quest System”Single Export:
- Click “Export All” to download a ZIP file
- Contains all task JSONs in
tasks/folder - Contains all source JSONs in
sources/folder - Includes a README with installation instructions
Individual Export:
- Right-click any node for individual export
- Copy JSON to clipboard
- Quick testing of individual tasks
Quest Patterns
Section titled “Quest Patterns”Linear Quest Chain
Section titled “Linear Quest Chain”[Task A] → [Task B] → [Task C] → [Task D]Simple progression where each task requires the previous one.
Branching Paths
Section titled “Branching Paths” ┌→ [Path A1] → [Path A2][Start] →│ └→ [Path B1] → [Path B2]Player chooses different quest paths with different outcomes.
Gathering Quest Hub
Section titled “Gathering Quest Hub”[Task A] ┐[Task B] ├→ [Final Task][Task C] ┘Multiple tasks must be completed before accessing final task.
Zone-Based Progression
Section titled “Zone-Based Progression”[Source: Enter Zone A] → [Task 1] → [Task 2] ↓[Source: Enter Zone B] → [Task 3] → [Task 4]Tasks unlock as players explore different zones.
Advanced Features
Section titled “Advanced Features”Task Sources
Section titled “Task Sources”Zone-based Assignment:
- Auto-assign tasks when entering specific zones
- Perfect for region-locked content
- Example: Beach quests appear when entering beach zone
Flag-based Assignment:
- Assign tasks based on player flags
- Create dynamic quest availability
- Example: Unlock gym challenges after defeating trainers
Prerequisite-based Assignment:
- Chain tasks automatically
- No manual
/journey task startneeded - Example: Next quest starts on previous completion
Flag Management
Section titled “Flag Management”Visual Flag Tracking:
- See which tasks set/check flags
- Prevent flag conflicts
- Debug complex flag dependencies
Auto-flag Generation:
- Automatically generate flags for quest chains
- Consistent naming conventions
- Easy prerequisite setup
Validation System
Section titled “Validation System”Real-time Checks:
- ✅ Circular dependency detection
- ✅ Missing prerequisite warnings
- ✅ Orphaned node detection
- ✅ Invalid configuration highlighting
Workflow Examples
Section titled “Workflow Examples”Creating a Starter Quest Chain
Section titled “Creating a Starter Quest Chain”-
Add the first task node - “Choose Your Starter”
- Event: STARTER_CHOSEN
- Reward: 500 Pokédollars
-
Add task source - Auto-assign on first join
- Type: Flag-based
- Condition:
!q.player.has_flag('starter_chosen')
-
Add second task - “Catch Your First Pokémon”
- Prerequisite: Previous task
- Event: POKEMON_CAUGHT
- Connect nodes with arrow
-
Add third task - “Win Your First Battle”
- Prerequisite: Previous task
- Event: BATTLE_VICTORY
-
Export all - Download complete quest chain
Creating Zone-Based Quests
Section titled “Creating Zone-Based Quests”-
Add zone source node - “Beach Zone Entry”
- Zone UUID: [your beach zone]
- Assigns beach quests on entry
-
Add multiple beach tasks
- Catch water Pokémon
- Battle swimmers
- Find hidden items
-
Connect source to all tasks
- Single source → multiple tasks
- All assigned together
-
Export with structure - Organized beach quest folder
Keyboard Shortcuts
Section titled “Keyboard Shortcuts”- Space + Drag - Pan canvas
- Ctrl + Mouse Wheel - Zoom in/out
- Delete - Remove selected node
- Ctrl + D - Duplicate selected node
- Ctrl + Z - Undo last action
- Ctrl + Y - Redo
- Ctrl + S - Export all
- Ctrl + A - Select all nodes
- F - Frame all nodes (fit to view)
Tips & Best Practices
Section titled “Tips & Best Practices”Organization
Section titled “Organization”- Name tasks clearly - Include quest chain name in task ID
- Use colors - Color-code nodes by quest type or region
- Group related tasks - Keep quest chains visually together
- Add notes - Use comment nodes for documentation
Performance
Section titled “Performance”- Split large systems - Keep quest chains under 50 tasks per canvas
- Use subgraphs - Link to other canvases for mega-systems
- Export frequently - Save your work often
Quest Design
Section titled “Quest Design”- Test incrementally - Export and test small sections first
- Provide choice - Offer multiple quest paths when possible
- Balance rewards - Use consistent reward scaling
- Clear objectives - Write descriptive task names and descriptions
Troubleshooting
Section titled “Troubleshooting”Nodes Won’t Connect
Section titled “Nodes Won’t Connect”- Check that you’re dragging from output (right) to input (left)
- Ensure no circular dependencies
- Tasks can only depend on tasks, sources can only point to tasks
Export Issues
Section titled “Export Issues”- Validate all nodes before exporting
- Check for red warning indicators
- Ensure all tasks have valid events
Complex Quest Chains
Section titled “Complex Quest Chains”- Break into multiple smaller chains
- Use flags to link between chains
- Document dependencies in comment nodes
Coming Soon
Section titled “Coming Soon”Future enhancements planned:
- Timeline node integration
- Levelable progression nodes
- NPC dialogue tree integration
- Quest item management
- Visual scripting for rewards
- Collaborative editing
- Template library
See Also
Section titled “See Also”- Task Builder - Single task configuration
- Task Examples - Configuration patterns
- Events Reference - All 28 event types