Theif 2 Dromed V1.18 Objectives
I am assuming we've all read the Dromed Tutorial up to this point. I don't claim this any better, it was more just for me to help remember the lines needed as this is the point my levels stopped working ! All info was collected on The TTLG Editors guild forum.

New Objective

First make the goal invisible by entering quest_create_mis goal_visible_x, 0
x is the number of the objective. 0 tells Dromed it is invisible.
Create a QuestVarTrap. You set its Trap->QuestVar property to this: =1:goal_visible_x
Again x is the objective number. Now the goal state will equal 1 - thus becoming visible.


Press the Button Objective

Create a button and a QuestVarTrap. Link the button to the QvarTrap with ControlDevice. Click the properties of the Qvar and click add
Trap=Qvar =1:goal_state_0 (its goal 0 and will be marked complete)

For objective 1 in mis quest data type :

quest_create_mis goal_visible 0, 0
quest_create_mis goal_target 0, #
quest_create_mis goal_state 0, 0
A quick way is just to make up your objective in tow make it a steal the button .
Run your goal.cmd, click on the mission quest date, double click the goal_state and change it from 1 to 0, so that it's no type.

 

Don't Kill Innocents Objective

Don't kill any innocents is a good one for using on hard level, this still allows you to kill guards.
Only trouble is you can't have armed peasants or servants because they are in the bystander hierarchy.

Physical>Creature>Animal>bystander (-1325)

You can do this using TOW just remember that the Kill creature number is -1325 . On the 'other' panel check the reverse box,.

Bolt Turrett Killing to Set Off Mission Fail

Added a bolt turrett and a femserv ( she's a goodie)
Made up my nokill objective in tow,ran run newgoal.cmd in dromed window.

Added the TrigSlain script to the femserv
Made a QvarTrap gave it the property:
Add>Trap> =3:goal_state_0 (3 being fail and 0 being objective one)
Linked the femserv to the QvarTrap via Flavour Control Device

Don't Kill Anyone Objective

Don't kill anyone is a good one for using on expert level, you can still slay undead and robots

Physical>Creature>Animal>human (-14)

You would normally have this as the very last objective, although the example there is the first objective set on hard level. You can do this using TOW just remember that the Kill creature number is -14 . On the 'other' panel check the reverse box,.


Plain old Steal something objective

Objective Numbers 0 : First objective EG : Steal the cultivator is objective 0
1 : 2nd objective
'    
Objective States : 0 : incomplete Objectives should always start with 0
1 : complete
2 : inactive
3 : failed
o
Objective Visibility : 0 : invisible
1 : visible Objectives should always be visible
0
Types of Objectives 1 : Steal something
2 : Kill Someone
3 : Get loot
4 : Go to place
Example : Steal the Cultivator

quest_create_mis

1: We tell Dromed that each objective is incomplete
quest_create_mis goal_state_0,0 = quest_create_mis goal_state_firstobjective,incomplete

2: We tall dromed that the objective is visible
quest_create_mis goal_visible_0,1

3: We tell dromed what the goal type is
quest_create_mis goal_type_0,1

4: We then target the cultivator (object number 3)
quest_create_mis goal_target_0,3 = quest_create_mis goal_target_steal,cultivator

5: Click on the start point and then properties. Click add, then S, then Scripts
In the Script0 fiels type in VictoryCheck