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➜ SMAUG
➜ SMAUG coding
➜ quests
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| Posted by
| Gohan_TheDragonball
USA (183 posts) Bio
|
| Date
| Thu 11 May 2006 04:18 AM (UTC) |
| Message
| I have been recently trying to add more things to my mud to give more variety to my players mudding experience. I long ago added the auto-quest snippet, and I wanted to do a quest system that was more flexible than what I found out there. A friend showed me the QBITS/ABITS thing, but I didn't like it all to much, and the snippets I found were....wierd. So I coded mine from scatch.
Quests are not hard-coded, but built by builders via the SMAUG mobprogz. I made a couple new ifchecks:
if hasquest($n) == NorthCity.Policeman.GetBaton
if completedquest($n) == NorthCity.Policeman.GetBaton
if queststage($n, NorthCity.Policeman.GetBaton) < -1
And a few mobprog commands
MPADDQUEST <victim> <questname>
MPADDQINFO <victim> <questname> '<description>' <questtype> <temporary>
MPDENYQUEST <victim> <questname> <timer amount>
MPQPOINTS <victim> <amount>
MPSETQUEST <victim> <questname> <field> <amount>
Basically what this system will do is allow a builder to make multiple stages to a quest, start out at a mob, travel to an area, find a mob in that area, give the mob something. Mobs can act differently towards players if they have done the quest or denied the quest before via the ifchecks (denied quests have a specific stage).
Quests the player has assigned to them whether they have completed them or not are saved to their pfile, the quests can have wear off timers on completion to make a quest able to be done multiple times.
Just looking for some input on this system....things to look for, things that should potentially be added to it, etc. | | Top |
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