Re: [crossfire] Quest management system proposal

2006-08-27 Thread Nicolas Weeger (Laposte)
For example, if the method we decide to go for is that we will use scripts to give out exp, then it probably would make sense to have a generic script that takes some parameters on what skill and how much exp to add, so you could do something like: event_activate give_exp.pyc throwing 6000

Re: [crossfire] Quest management system proposal

2006-08-12 Thread Mark Wedel
Nicolas Weeger (Laposte) wrote: Latex stuff could probably go away - I don't know the last time anyone updated the tex stuff (but to be fair, not sure last time any documentation has been updated). Actually, it seems to be kind of uptodate, since it generates data from archetypes and

Re: [crossfire] Quest management system proposal

2006-08-12 Thread Alex Schultz
Mark Wedel wrote: The spoiler is pretty much completely generated from archetype data, so yes, it probably remains up to date. One little note about that, thought it's generated from archetype data, it's still rather out of date/incomplete in areas (particularly spells) because it doesn't

Re: [crossfire] Quest management system proposal

2006-08-10 Thread Andrew Fuchs
This is starting too look like the discussion on implimenting LUA for scripting. http://mailman.metalforge.org/pipermail/crossfire/2005-July/008844.html Also, IIRC, there is nothing stopping someone from putting scripts anywhere in the map tree. Every hook into a script that i've seen uses a

Re: [crossfire] Quest management system proposal

2006-08-09 Thread Nicolas Weeger (Laposte)
Latex stuff could probably go away - I don't know the last time anyone updated the tex stuff (but to be fair, not sure last time any documentation has been updated). Actually, it seems to be kind of uptodate, since it generates data from archetypes and such. I'd be more inclined to keep it

Re: [crossfire] Quest management system proposal

2006-08-08 Thread Nicolas Weeger (Laposte)
I'd rather not have the NPC conversation be in python. IT has long been discusses that the NPC conversation needs to be improved, with things like conversation states, etc. This is unrelated to quests in particular - just a general good thing to do. IMO, having some basic scripting

Re: [crossfire] Quest management system proposal

2006-08-08 Thread Mark Wedel
Nicolas Weeger (Laposte) wrote: The issue I see with this is that it adds Yet Another Scripting Language to Crossfire... Right now we're using C, autoconf/autotools, LaTeX (documentation - is it uptodate, actually??), Perl, Python, NSIS (Windows installer). Latex stuff could probably go

Re: [crossfire] Quest management system proposal

2006-08-07 Thread Mark Wedel
Nicolas Weeger (Laposte) wrote: Looking at that, and looking at your example, it seems hardly really clear to follow. After some thinking, having a Python script handle the dialog seems the best way, actually :) This way, the whole dialog is written into the Python script, including

Re: [crossfire] Quest management system proposal

2006-08-04 Thread Mark Wedel
Nicolas Weeger (Laposte) wrote: Hello. I'm resurrecting that topic :) (long mail warning) After much thinking, I've changed my mind. IMO a quest management system could very well be written in Python, with a few improvements to the plugin system. What I'd add: First, extend the

Re: [crossfire] Quest management system proposal

2006-08-04 Thread Nicolas Weeger (Laposte)
I won't reply (yet) too all your points, just one :) OTOH, you don't want a case where player is about to complete quest and get reward, and then have everyone join them to get that bonus exp (one question if the reward is exp, does it get divided by number of people in party? Does each

Re: [crossfire] Quest management system proposal

2006-08-04 Thread Alex Schultz
Nicolas Weeger (Laposte) wrote: OTOH, you don't want a case where player is about to complete quest and get reward, and then have everyone join them to get that bonus exp (one question if the reward is exp, does it get divided by number of people in party? Does each player just get full

Re: [crossfire] Quest management system proposal

2006-08-04 Thread Mark Wedel
Alex Schultz wrote: Nicolas Weeger (Laposte) wrote: OTOH, you don't want a case where player is about to complete quest and get reward, and then have everyone join them to get that bonus exp (one question if the reward is exp, does it get divided by number of people in party? Does each

Re: [crossfire] Quest management system proposal

2006-06-27 Thread Nicolas Weeger (Laposte)
Which is still patching/modifying objects. Perhaps not in a huge way, but still, to me, it would seem better for the object in the map to be modified, and not have post processing done later. Some of this concern may be unwarranted, but I always fear the 'its only plugins now, but down

Re: [crossfire] Quest management system proposal

2006-06-24 Thread Mark Wedel
Nicolas Weeger (Laposte) wrote: Having the server of a plugin 'patch' objects loaded from the map itself seems to me to be a pretty horrible hack. I know from a debugging side of thing, having a bug with an object in some odd state, and not even being sure how it got that way is a pain. This

Re: [crossfire] Quest management system proposal

2006-06-10 Thread Anton Oussik
You need to also consider inter-quest relationships. Completion of one quest may be necessary pre-condition for starting another quest, or could deny you a quest alltogether. You could make all related quests fit into one file I guess as one big quest, or add a way to add FA links across quests,

Re: [crossfire] Quest management system proposal

2006-06-10 Thread Mark Wedel
I don't really have time to go into all the details, but have some quick thoughts: Having the server of a plugin 'patch' objects loaded from the map itself seems to me to be a pretty horrible hack. I know from a debugging side of thing, having a bug with an object in some odd state, and

Re: [crossfire] Quest management system proposal

2006-06-10 Thread Nicolas Weeger (Laposte)
Having the server of a plugin 'patch' objects loaded from the map itself seems to me to be a pretty horrible hack. I know from a debugging side of thing, having a bug with an object in some odd state, and not even being sure how it got that way is a pain. This also seems to be pretty

Re: [crossfire] Quest management system proposal

2006-06-10 Thread Nicolas Weeger (Laposte)
Copied my proposal to http://wiki.metalforge.net/doku.php/dev_toto:quest_management_system *does the wiki back up dance* :) Nicolas ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire

[crossfire] Quest management system proposal

2006-06-09 Thread Nicolas Weeger (Laposte)
Hello. I'm feeling ambitious, so here's a quest management system proposal :) Of course, whether I (or someone) will actually implement it isn't yet sure ^_- Quests should be finite state automates. Meaning different states, with transitions between states, with conditions for those

Re: [crossfire] Quest management system proposal

2006-06-09 Thread Andrew Fuchs
On 6/9/06, Nicolas Weeger (Laposte) [EMAIL PROTECTED] wrote: Hello. I'm feeling ambitious, so here's a quest management system proposal :) Of course, whether I (or someone) will actually implement it isn't yet sure ^_- Quests should be finite state automates. Meaning different states, with