on our mud if you are the owner of an item, no other player can get it,
also make the item noremove,nodrop
At 10:37 PM 6/10/2004, you wrote:
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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