You know, that's kind of a fun, neat way of doing it. I applaud your creativity. Saves a shitton of behind-the-scenes code, can use existing mobprog code to check stuff, etc.

Only problem I could see is someone could drop the item to play the quest again or give it to someone else to give them a head start. Would take a little bit of code to ensure once a person has an item, they will have it forever. How do you do this without having inventories full of quest items?

-- Jeremy

Rick St Jean wrote:

I am a bit of a hack and a simpleton, but I just make a quest item for each of those quests. I assign v0 as the quest number, and use v1 to track the different events on the quest. This means that each quest needs an item, but that is really not a big deal.
Then you do not have to make anything other than a quest object type.

You would also need to code an mprog in there as well, but it really does save
a lot of space .. and it will disappear when the player deletes.


At 06:43 PM 6/10/2004, you wrote:

I'd generally not go with the file idea.  Just too slow.
Well, it could work (dbms's do it all the time), just probably not if you're a novice with I/O. The SQL idea is workable and certainly very flexible, but obviously you need a dbms and will have to do a little research if you haven't worked with it before. And it would take more hd space and cpu time than the unlimited bits method.



----- Original Message ----- From: <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Wednesday, June 09, 2004 10:29 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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