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Originally Posted by Eglin
the sleeper thing, the waypoint thing, the conversation thing, et. al. could already be easily done w/ the existing perl quest routines
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The problem with the current quest system is that each time an event is triggered, the event starts out new. Having no information about anything that has come before.
This has produced the classic and tiresome quests of taking something to someone, who gives you something else to take to someone else who then gives you something else... and on and on. Why? Because giving the item to the npc causes an event item. The event item can then check the item he has been given and react accordingly.
Now its possible to remember what came before. Instead of checking the item given, check the variable saved or sent by another npc. Now, an npc can tell a player to "go talk to Dogmouth", targlobal a value to Dogmouth and when the player gets there, Dogmouth looks at the variable and says "I've been expecting you, Eglin, take these perls [pun intended] to MollyMillions". If the variable isn't there, the player isn't on the quest and Dogmouth can say "Buzz off"
As far as the sleeper thing.. the closest I've seen possible is to spawn one at a time. Kill 1, spawn 2, kill 2 spawn 3, kill 3 spawn 4, kill 4 spawn sleeper... Now all four can be spawned in the zone, each checks and updates the global variables they share. The last one to die spawns sleeper.
The waypoint and conversation things... I have no clue how you would be able to do. Maybe you could post some examples.
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the ability to transparently store values into the db is very nice.
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And in many ways, it is a side benefit.