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 | +------------------------------------------------------------+
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