Re: [crossfire] Darcap tweaking

2009-12-27 Thread Nicolas Weeger
Hello. Sounds like a good test city to work with. Does, or will, your work also include /darcap/town2/* maps? Yes, probably. Rewriting the elemental quest could be on my TODO list. If your changes will have a major impact on the existing guilds in Darcap for the trunk servers already out

Re: [crossfire] Darcap tweaking

2009-12-27 Thread Nicolas Weeger
Hello. Not sure what that means - do you mean linked quests, or something else. Linked characters. So you'll only get hints from T if you talked beforehand to Z. Or things like that. I'm presuming/hoping this plugin will not be darcap specific, and can be used for other maps as the

Re: [crossfire] Darcap tweaking

2009-12-23 Thread Rick Tanner
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 12/20/09 2:13 PM, Nicolas Weeger wrote: I'm currently tweaking Darcap, to add some (I hope) interesting things to the town. My plans include: - move quest-related stuff outside the town - no monsters in town houses (but maybe through

Re: [crossfire] Darcap tweaking

2009-12-23 Thread Mark Wedel
Nicolas Weeger wrote: Hello. I'm currently tweaking Darcap, to add some (I hope) interesting things to the town. My plans include: - move quest-related stuff outside the town - no monsters in town houses (but maybe through wells or holes) - linked characters, based on player's

[crossfire] Darcap tweaking

2009-12-20 Thread Nicolas Weeger
Hello. I'm currently tweaking Darcap, to add some (I hope) interesting things to the town. My plans include: - move quest-related stuff outside the town - no monsters in town houses (but maybe through wells or holes) - linked characters, based on player's behaviour - improved NPC interaction