> I like it. I've never really liked the somewhat random approach right > now of trying to figure out what keywords the NPC is looking for. > > Do you imagine do this by scripts, or extending the msg/endmsg logic?
Right now there is some support for that already. So it would be a matter of extending the client support, and adding some glue for NPCs themselves - so they don't move when talked to for some time. After that, of course, if the editor has a nice interface to edit, it'd be great - but that's secondary. > A complication for something like player giving items to NPC is that > option can really only be available if the player has that item, but this > starts needing some scripting logic to basically say 'only present this > option to player if...' > > But a general approach could probably be done with something like: > > @match hello > I know about all sorts of interesting monsters and dungeons > @reply monsters dungeons > @match dungeons That is already done, almost, through @reply and @question. > That would cover a large amount of desired conversations - I'd think the > give/take items would be a fairly small number and requiring scripts for > those might be reasonable. But I wonder if something @script tags could be > added to allow for calling general purpose scripts. I strongly oppose that @script idea. If you want scripting, use Python or do your own plugin - through the event_say archetype. We don't need yet another way to call a script :) Nicolas -- http://nicolas.weeger.org [Mon p'tit coin du web]
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