Hi. Nice idea! I'd suggest doing quest tracking like markers, though: with creators, detector and modifiers objects. So you can forbid a player entering some place if s/he isn't doing the quest, and so on - like a non transferable item, but invisible. This way you can make the player start a quest by saying something to an NPC, then end the quest when entering a room, or killing a monster (make it drop the quest modifier!), and so on. The only point is, how would you track the quest information the player has? IE if s/he got 3 hints, do we store the hints in the player as hidden fields? Of course they can be removed later on, when quest is completed. As for the say command modified, sounds like a nice idea. This way it's more flexible what an NPC can say depending on quest the player is doing. Anyone willing to work on that? I could do it, if no one wants :) Ryo who is kind of back on the net, and may just have time to work on CF some more. Accédez au courrier électronique de La Poste : www.laposte.net ; 3615 LAPOSTENET (0,34/mn) ; tél : 08 92 68 13 50 (0,34/mn) -------------- next part -------------- An HTML attachment was scrubbed... URL: http://shadowknight.real-time.com/pipermail/crossfire/attachments/20050303/f8292284/attachment.html