I came up with a simpler way on the way to work. Add a MOB_QUEST flag to
mobs instead of the proc and put a check in perform_give (act.item.c) to see
if the receiving mob is a MOB_QUEST and if the item received is a
ITEM_QUEST, then give an ITEM_QTOKEN back to the giver.
Add a MOB_QUEST flag in structs.h. Increase "NUM_MOB_FLAGS" in olc.h.
Rick
-----Original Message-----
From: Richard Glover <magik@THEGRID.NET>
To: CIRCLE@post.queensu.ca <CIRCLE@post.queensu.ca>
Date: Thursday, February 11, 1999 10:34 AM
Subject: Re: * VERY * basic quest code
>Well, if you are looking for a very *basic* quest code, then I'd suggest
>this, because what you are asking for actually may take more coding than
you
>think.
>
>Make a mob spec_proc for quest mobs so that whenever they get an item that
>is an ITEM_QUEST to give the player an ITEM_QTOKEN. Now, this means that
>they can do any quest and give this quest item to a mob with the spec_proc
>assigned to it, but it's much simpler than writing code to track each
>individual one.
>
>With the above idea, you don't need MOB_QUEST flags and such.
>
>Take a look at the other spec_procs in spec_procs.c and you may get some
>ideas on how to write your code. You'll have to attach them to a mob vnum
>in spec_assign.c when you get it written.
>
>An ITEM_QUEST object type can be added in structs.h along with ITEM_WEAPON
>and such. Increase the "NUM_ITEM_TYPES" in olc.h. ITEM_QTOKEN can be
added
>the same way. This will allow you to create new quest objects and quest
>tokens. Although you shouldn't necessarily have to make tokens...let the
>spec_proc do that.
>
>Rick
>
>-----Original Message-----
>From: None <bscroggins@MEV.NET>
>To: CIRCLE@post.queensu.ca <CIRCLE@post.queensu.ca>
>Date: Thursday, February 11, 1999 1:10 AM
>Subject: * VERY * basic quest code
>
>
>>Hello
>>
>> Hello, I've been poundering this since last week, trying to create a
VERY
>>simple, VERY basic quest code for my mud. I know this sounds silly, but
if
>>I can make it simple then I can understand what its trying to do ...
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