[Crossfire-wiki] [Crossfire DokuWiki] page changed: dev_todo:quest_management_system
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Fri Nov 24 22:47:09 CST 2006
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Date : 2006/11/24 22:47
User : rednaxela
Edit Summary: Use wiki bullets
@@ -21,35 +21,35 @@
events (for instance follow player movement to know if they do what is
required to complete a task).
It would also keep, for each player, quest status, and such.
- Advantages I see:\\
- * quest's information is in one file, it's easy to see globally how it works,
+ Advantages I see:
+ * quest's information is in one file, it's easy to see globally how it works,
versus today's dispatched in maps, making it hard to look at, and check
- whether it's broken or not\\
- * as a correlary, adding/turning off a quest means moving one file (or a
- directory)\\
- * it wouldn't not rely on the hacks i did for the first basic quest system. I
- don't really like'em anyway :) \\
- * we can think of DM commands to look at quests, know what quest a player did,
- reset quest status. Maybe even dynamically alter quests! *g* \\
- * we can add a quest editor, probably included in the map one :) \\
+ whether it's broken or not
+ * as a correlary, adding/turning off a quest means moving one file (or a
+ directory)
+ * it wouldn't not rely on the hacks i did for the first basic quest system. I
+ don't really like'em anyway :)
+ * we can think of DM commands to look at quests, know what quest a player did,
+ reset quest status. Maybe even dynamically alter quests! *g*
+ * we can add a quest editor, probably included in the map one :)
- Drawbacks, opened questions:\\
- * one could change a map without updating a quest, thus it could be become
+ Drawbacks, opened questions:
+ * one could change a map without updating a quest, thus it could be become
broken - server should try to handle that graciously, and report it in any
- case \\
- * to have a really powerful quest system, and fun transitions (from bashing a
+ case
+ * to have a really powerful quest system, and fun transitions (from bashing a
specific monster to having 3 players do a special dance at a certain time),
the conditions / transitions will require a full scripting language. So
either reuse an existing one (Python, maybe? Or LUA? Or anything else?), or
make our own - I'd favor reusing existing one, to avoid making Yet Another
Script Language. Though of course if we use Python the Python plugin would
- become mandatory.\\
- * this quest system could be done either at server's core level, or as a
+ become mandatory.
+ * this quest system could be done either at server's core level, or as a
plugin. Last option would require some changes in plugin architecture
(basically move plugin handling from server part to common lib part, to add
- hooks at a basic level. Also add interplugin communication).\\
- * tracking player behaviour could be resource intensive - that will need
- testing and addressing if required :) \\
+ hooks at a basic level. Also add interplugin communication).
+ * tracking player behaviour could be resource intensive - that will need
+ testing and addressing if required :)
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Old Revision: http://wiki.metalforge.net/doku.php/dev_todo:quest_management_system?rev=1158503865
New Revision: http://wiki.metalforge.net/doku.php/dev_todo:quest_management_system
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