> Do you then have a requirement that the item in question be unique in name or > something? Do you somehow tie the quest to specific quests? Maybe make a specific quest item - key with a unique slaying field, for instance. Or maybe just get 10 potatoes, not quest-specific items, depending on quest. > What I'm geting at is that you don't want to disable the player from finding > whatever that item is in other chests. Well, i don't mention removing random items themselves. Case scenario: player gets to treasure room or a ruined castle, opens chests, find nice treasures. Then later s-he talks to a npc: 'i'm the former servant of the now dead king of that castle, could you recover my master's mirror for me? i'd like to keep it as a souvenir' [insert usual spam / reward line here :p]. Player redoes map, then in one of the chests finds treasures and that mirror - but can't find it without having talked to the npc. Of course you could imagine quests where you start by finding an item => don't redrop item if quest already started. Thus need to check inventory / do quest thing. > but being able to connect it to other connected objects has additional value. > > For example, pulling different levers could perhaps change your quest state. > Or any other numerous connected objects - sacrificing something at an altar > might not only open the door, but also change quest state, etc. My changes apply also to magic ears. Thus you can hook a magic ear to the door, and a marker with a quest thingy. But it could certainly be simplified, true. > I thought you said you didn't want the quest stuff to be in the plugin? this seems to state otherwise. Well, some parts could now be done with plugin. But I think it'll be better to do everything in the server itself. I'll write a draft document with wanted functions & such, to think about all issues :) > I also think the trying to generate custom items via plugin could be a pain > (eg, a bunch of script lines to set specific values on the object), unless that > custom item is stored in the quest objects inventory or something. And if we're > going to do that, why get the plugin involved - let the quest controller do the > right thing. *nod* Just a matter of linking reward item to the quest one way or the other, and there you go - but still can use Python like Occidental ring thingy, for instance. > Same point above applies however. I'd also think from a map maker > perspective, it would certainly be nicer if I'm not required to know/use the > plugin code to do simple quests. > Now, the alternative object logic should perhaps be in the plugin, but I think > the basic item creation should be in the server code. Yeah, if doing large quest system, makes sense to do all in server. Also makes plugin not required, always better. > What the server does would largely be based on the object in question, but I > think it'd be pretty easy to work out a system. *nod* Ryo Accédez au courrier électronique de La Poste : www.laposte.net ; 3615 LAPOSTENET (0,34/mn) ; tél : 08 92 68 13 50 (0,34/mn)