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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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