> Was looking through the mail archives and couldn't find what I was looking > for. I'm looking to (with the addition of the quest editor) add in MANY > different mobs as spec_proc QuestMasters. I'd prefer to make it something > the quest designers can do without needing coder assistance. Well... The easy way: 1: add a "questmaster" mob-flag 2: translate the spec-proc into a standard function 3: add a command in interpreter.c to handle quest-request from players 4: add the "questmaster" case in mobile_activity() from mobact.c It should work =) The hard way which passes through a bramble wall: Try to modify mob file format to allow builders to set the spec-proc (maybe with an e-spec?), the files interested should be: db.c (obviously, parsing e-spec) spec-assign.c (add a table of names and function pointers to the variuos spec-proc) medit.c (add a menu, try to modify race or sex menu) and maybe oedit.h I think that the hard way is VERY better because your builders could also create receptionists, city-guards and all the funny spec-mob without bothering you. Greethings from Italy and xcuse me for my bad English and my worse-than-ever ideas =) -- Razor [Chief of Darkmud: Breed of Darkness @ darkmud.gamersrevolt.com 4000] If it happens once, it's a bug. If it happens twice, it's a feature. If it happens more than twice, it's a design philosophy. +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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