How about putting in some quests, if it is not already in the works.
This would greatly help newbies to get introduced to the world.
There could also be a system of mentors. Certain experienced players
may sign up to be a mentor for newbies and get skill bonuses in return.
Quests
Moderator: Gamemasters
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Quests
At the moment, we cannot "communicate" with NPC's. We can only USE them. You should have seen that i the shop. They are still items to use.
When dialog-options with NPCs are technical possible, the chance to have quests and such soon will increase as a function of time... argh sorry, too much learning in the head...
#me bangs his head on the wall repeatedly to shake off the stuff.
When dialog-options with NPCs are technical possible, the chance to have quests and such soon will increase as a function of time... argh sorry, too much learning in the head...
#me bangs his head on the wall repeatedly to shake off the stuff.
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Quests
well, you can simply do so by using the condictional statements.
QuestLevel = 0; \\inital state, quest not started
\\Main Loop here\\
If QuestLevel == 0 {
..... \\blah blah blah, actions for say, message out put etc...
QuestLevel = QuestLevel + 1; \\Time to do some changes to the counting
}
If QuestLevel == 2 {
..... \\blah blah blah some more, maybe have to provide the NPC something or even better, have to fight something it summoned etc :)
QuestLevel = QuestLeve + 1; \\Needless I to say, quest's gotta move on..
}
If QuestLevel == n { \\ Dude, I don't have all day, you know what to do, add more talking, more killin and more item providing to the NPC as needed...
..... \\blah blah blah, you know what to do...
SkillsForSomeSection = SkillsForSomeSection + BonusSkills \\well, gotta provide
ItemsCount = ItemsCount + BonusItems \\us some bonus, right?
}
That's about it in fool's programming language
Now you guys' turn to add it into C or what ever you guys used. I think it's C++ 5 or 6...
QuestLevel = 0; \\inital state, quest not started
\\Main Loop here\\
If QuestLevel == 0 {
..... \\blah blah blah, actions for say, message out put etc...
QuestLevel = QuestLevel + 1; \\Time to do some changes to the counting
}
If QuestLevel == 2 {
..... \\blah blah blah some more, maybe have to provide the NPC something or even better, have to fight something it summoned etc :)
QuestLevel = QuestLeve + 1; \\Needless I to say, quest's gotta move on..
}
If QuestLevel == n { \\ Dude, I don't have all day, you know what to do, add more talking, more killin and more item providing to the NPC as needed...
..... \\blah blah blah, you know what to do...
SkillsForSomeSection = SkillsForSomeSection + BonusSkills \\well, gotta provide
ItemsCount = ItemsCount + BonusItems \\us some bonus, right?
}
That's about it in fool's programming language

Quests
aahhh if it was sooooooo short in visual c++ 

Quests
@Pasha: That would be hard coded Quests, i.e. you can't change anything after the server is compilied. And even that would require some more complexity.
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Quests
you can add some randomizer created variables in the coding so it is generated at the moment. But the difference wont be that big. I written stuff in J before, you can read extrenal txt files. I've seen it done else where before also. Why not write a module and tell it to read values from external txt files and then compile it? That way you can easily mod the txt file and change the quest, also set it to be dynmic.