The problem with a master file, is also making it so you remeber to delete
the entries out of the file. When players delete and recreate, or are
forcably deleted.

Putting it in the pflile is a much simpler approch and then if a player
deletes the information is deleted with them.

Whats so hard. with the unlimited bits (if your refering to ammaross's
version)? If your looking at the snippet instructions all alot of that work
is converting the ACT and AFFECT bits to unlimited.... If you don't want to
under-go something that large. You can just include the file, and add in the
macros and then start using it with anything new you make.

----- Original Message ----- 
From: <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Wednesday, June 09, 2004 9:29 PM
Subject: Quest and files


> I am going to write my own custom quest code and I was wondering how I
could
> easily keep track of the quests that players have done. I've decided that
it
> would be the best way to have a master file that contains all the quests
done
> by a player. In this file would be a listing of the player name and the
quest
> number they've completed. When a quest is requested, the file will be
checked
> and if they are not in the file they can do the quest, but if they are
then
> they cannot.
>
> I am not exactly sure how efficent this will be, or if it'll cause
problems.
> I don't want to have players become HUGE from the sheer amount of quests
that we
> will be adding in, so I was thinking we can condense it into 1 master
file.
>
> Another option I suppose would be to have a secondary quest file, based on
the
> player's name and it won't clutter up the player file.
>
> Or something else that you guys could suggest.
>
> Thanks.
>
> PS: When I write code I try to write in a way that I will learn something.
As of
> right now I suck at file I/O in C so this will be a great learning
experience.
> It does have a reason why I am doing it besides what I've said in my
previous
> paragraphs. Thanks again!
>
>
>
> -- 
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