Notice: Any messages purporting to come from this site telling you that your password has expired, or that you need to verify your details, confirm your email, resolve issues, making threats, or asking for money, are
spam. We do not email users with any such messages. If you have lost your password you can obtain a new one by using the
password reset link.
Due to spam on this forum, all posts now need moderator approval.
Entire forum
➜ SMAUG
➜ Compiling the server
➜ Next thing, Quests
It is now over 60 days since the last post. This thread is closed.
Refresh page
Posted by
| Rok
(41 posts) Bio
|
Date
| Sat 30 Jun 2001 08:12 PM (UTC) |
Message
| Alright, thanks again for all the help on the fighting system Nick, now my next task is: I'm trying to make some sort of questing thing. I want to be able to reward people with Items, Gold, and Experience. What I have done in the past with the regular Smaug program is have a mob program so if you give the mob something he gives you something in return, but there are too many problems with that, and If I wanted like a level up quest, it would get abused, and I would like to set an amount of times someone could do a quest so I could do a level up quest and limit it once per character. Any suggestions or helpful hints on this one? |
The always thankful
~ROK~
(~Hey you~) | Top |
|
Posted by
| Mademoiselle
Australia (35 posts) Bio
|
Date
| Reply #1 on Sat 30 Jun 2001 11:54 PM (UTC) |
Message
| You could create another folder called `quests', and structure it the same way as the players directory. Then each player who participates in a quest has a file created for them (which is later modified for subsequent quests).
Then devise some way of storing quest data as well -- I'd suggest a file called `quests' located in the quests directory, but see what others think -- which stores information about all the quests have been run. Give each quest a `quest vnum' as well as other relevant data (type of quest, goal, prize, whatever), and then in the player files of the participants, append the data using the quest vnum and whatever relevant things need to be stored on a per player basis.
If one of your quest types is `onceonly' or some such, then when this quest vnum is started it checks the participants' quest files and if they have already participated in this quest, then they can't participate again.
How's that? You'll have to get someone else to help with coding if you need it, my C skills are weak at best. | Top |
|
Posted by
| Rok
(41 posts) Bio
|
Date
| Reply #2 on Mon 02 Jul 2001 07:40 PM (UTC) |
Message
| Wow.... Right on, thanks for the advice Mademoiselle!! |
The always thankful
~ROK~
(~Hey you~) | Top |
|
Posted by
| Rok
(41 posts) Bio
|
Date
| Reply #3 on Mon 20 Aug 2001 07:44 AM (UTC) |
Message
| All right, I tried several differnet approaches to this. But I'm having trouble seeing the coding for writing something and checking it on a player file. I was going to give a quest catagory in the player files and number the quests but I don't know how to get it to write on the player file (Or read off of it for that matter). I was searching for codes that wrote to it and all that code is kinda overwhelming any ideas? |
The always thankful
~ROK~
(~Hey you~) | Top |
|
Posted by
| Nick Gammon
Australia (23,133 posts) Bio
Forum Administrator |
Date
| Reply #4 on Mon 20 Aug 2001 09:40 PM (UTC) |
Message
| Characters are saved in save_char_obj in save.c. |
- Nick Gammon
www.gammon.com.au, www.mushclient.com | Top |
|
The dates and times for posts above are shown in Universal Co-ordinated Time (UTC).
To show them in your local time you can join the forum, and then set the 'time correction' field in your profile to the number of hours difference between your location and UTC time.
16,556 views.
It is now over 60 days since the last post. This thread is closed.
Refresh page
top