Heh, funny you mentioned this. I have done this already with my mud, using Mobprogs to set/remove specific bits for quests. It works very well. Im using 10 quest_xxx in each player. (320 quests give or take) I also use another tempoary flag for various parts
of the quest done. (Step 1/Step 2) and a number to say which quest they are on.
With this, and various customized mobprogs/triggers, im able to manuipulate the quests for players.

I wrote a very rough snip on mudmagic.com (search cyhawk, its in there, mobprog driven quests or something)
I have to say, this was by far the easiest way to do unique quests.

-Thri


At 09:03 PM 6/9/2004, you wrote:
Just out of curiosity, why files? Why not something like SQL?
With an SQL con, this would be simpler than anything, insert the query statement and it'd be done with it. of course you'd have to have a dedicated sql con for it to work THAT easily, otherwise it's really just as simple as connect_db(); insert_query(); disconnect_db(); Getting the data while ti's in the game is a breeze as well, simply select * from quests where player='yourplayername'.

Just a thought.


On Wed,  9 Jun 2004 20:29:40 -0700, [EMAIL PROTECTED] wrote:
> 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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