Out of curiousity, (as I don't use mob progs to do mine), how flexible is that implementation? Are you able to complete step 7 without first doing step 1 if they aren't related? Are you able to have a step where doing either action 1 or action 2 will advance you to the following step? How about timed responses that happen X ticks after an event?
I've heard mob progs are pretty powerful, but I've never actually played around with it since I'm on rom2.3 and I'd have to patch it in by hand. I'm trying to decide if I would actually gain any new functionality in my quest system by adding it, or if it would only really benefit me in non-quest areas of the mud (I separate the two). I'll check out that snip you mentioned. TIA, Kahlus. > 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 >

