>In my opinion it's a lot of work to make the quest
>code a bit more varying. 

A lot of work is what separates a good mud from a great mud.

With the assistance of FD I've implemented mob/obj/room scripting using the
TCL language.
with a little C backend adding to progs is incredibly easy.

I've developed a complete quest system with this, with little work.

Basically works something like this:
The mob asks for help, or whatever, and upon the players confirmation the
quest begins.
The quest has what I call "stages".  Once you "find the object" your quest
stage is changed.
This is then checked throughout the associated progs so that you cannot get
quest items multiple times or whatever the condition may be.  Writing quests
takes a bit of time and testing, but it's well worth it.

Anyway, if you are serious about scripting, progs, etc... then you'll need
to implement something designed for this.  Perl, LISP, Python, TCL.   

Anyway, good luck!


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