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
>
>
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