Making a quest / random event editor
What I would do
I wrote many, if not most of the quests in the Elemental games. And I did it with notepad. The system, is pretty arcane. I've asked for quest editors to be made internally but the problem boils down to - I'm free and I make quests so they can't justify budgeting a quest editor for me.
But being painfully familiar with the XML structure of quests, my suggestion would be to ignore the way the XML is made and instead focus on what types of quests you want.
So I'd set it up as a wizard of some kind.
- What is the name of your quest?
- What image do you want to use to represent your quest?
- What is the description of the quest?
- What do you want to be the reward for completing the quest?
- What triggers the quest (Turn Number or a specific Quest location)
- If Turn Number, what is the earliest turn it can be triggered?
- If quest location, what tile design do you want to use?
- What are the odds of this quest coming up during the game (or turn)?
- What is the text for accepting the quest?
- What is the text for rejecting the quest?
- What is the response you want the player to get for accepting
- What is the response you want the player to get for rejecting?
- IF they accept...
- What tile design do you want to use for the quest destination?
- How far away should the quest destination be?
- What image should be used to represent the quest destination?
- What text should be used when they arrive at the destination?
- What text should be used to describe entering the quest destination?
- What text should be used to describe aborting the quest?
- What monsters should be at the quest destination? (provide names)
- Upon winning this encounter, should the quest be considered complete?
- IF No
- What is the description of the next step in the quest?
- GOTO 9
Once you have this working, which handles the typical quest, you can expand on it.
But this is the way I'd recommend handling it. I wouldn't try to make it a sophisticated tool because you'll never satisfy those who are really into making hard core quests. But if you make something relatively simple where people just choose pictures and loot and monsters to fight then you can end up with a lot of users and an incentive to keep making it better and better.