Not sure how much good it will do for you, but take a look at the DG Scripting for CircleMUD (http://www.mindspring.com/~heilpern/dg_scripts/) I recently began trying to port/write something to this affect for my mud because it allows for (imho, but I've not looked all that hard either) more advanced scripting that anything I've found out there that was snippetized (that and I've it use it over at www.fierymud.org and seen first hand what a lot of complexed scripting and setting of world/player variables, etc can create in the way of some good times.)
It does pretty much a lot of what your looking to accomplish. Anywho.. just my .02 ----- Original Message ----- From: "Jason Snuggs" <[EMAIL PROTECTED]> To: <[email protected]> Sent: Thursday, June 06, 2002 6:56 PM Subject: More Advanced Quest System Design - Opinions > Howdy all, > I know many of us have always thought about improving the current standard quest system (i.e. Vassago's Quest) where you're basically doing one task and then returning for your reward. I'd like to have a more advanced system where there are pre-created quests with multiple steps in them. Such as seeing a NPC that is crying and perhaps you ask them what's wrong and they say they've lost their favorite shirt, so you have to go around and talk to people till you find someone who knows something and they tell you "X" stole it so you go kill "X" for it. Basically most of these would be somewhat similar to the current questing where you're killing, retrieving or talking to someone, but each quest would be unique, not repeatable and involve more interaction with the world than just one step that the guy immediately tells you upon typing quest request. > > So far the ideas from my own and talking to Muerte in the ROM channel is saving to the pfile what quest your on, what step your on and what quests you've completed in the pfile and then controlling the quest steps via mob progs on each mob along the way. Which I think would work well enough, but I think this would be really hard to track because the different parts of the quest are each on a different mob. So you'd always have to be keeping a list of what mobs have which steps and so on. > > What I'd really like is essentially a central file or database that stores each quest and the steps within them and then somehow have the mobs react to that. Or possible a special procedure hard coded in that contains a whole quest, but mobs react to it differently depending on who they are and what step the person is on. > > Anyway, I'm not looking for any snippets or code examples, I'm just asking for anyone who's done this, is thinking about doing it or just has some feedback to share your thoughts. Give your opinions on how you would implement a multi-step questing system that would be both flexible, fairly reasonable to expand and easy to track. > > Thanks, > Jason > > > _____________________________________________________________ > wotmania: Your number one source for The Wheel of Time. > http://wotmania.com > > _____________________________________________________________ > Promote your group and strengthen ties to your members with [EMAIL PROTECTED] by Everyone.net http://www.everyone.net/?btn=tag > > -- > ROM mailing list > [email protected] > http://www.rom.org/cgi-bin/mailman/listinfo/rom >

