On Thu, 11 Feb 1999, Richard Glover wrote:
> 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.
...
<big snip>
IMHO, the only way to have a lot of different, interesting quests is to
use a scripting system, like DG Scripts. They allow you to use a variety
of different triggers, which means quests dont *have* to end when a mob
receives an item or is killed. You can do so much more without constantly
adding code, they can be added/removed/changed without a reboot or
recompiling, and they are a lot easier to work with than code (in most
cases).
"Misery is boundless"
-Xual the Torturer, on the Eve of the Sundering.
Danathara Online RPG
telnet://danathara.ml.org:4000
+------------------------------------------------------------+
| Ensure that you have read the CircleMUD Mailing List FAQ: |
| http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html |
+------------------------------------------------------------+
This archive was generated by hypermail 2b30 : 12/15/00 PST