Re: * VERY * basic quest code

From: Richard Glover (
Date: 02/11/99

I came up with a simpler way on the way to work.  Add a MOB_QUEST flag to
mobs instead of the proc and put a check in perform_give (act.item.c) to see
if the receiving mob is a MOB_QUEST and if the item received is a
ITEM_QUEST, then give an ITEM_QTOKEN back to the giver.

Add a MOB_QUEST flag in structs.h.  Increase "NUM_MOB_FLAGS" in olc.h.


-----Original Message-----
From: Richard Glover <magik@THEGRID.NET>
To: <>
Date: Thursday, February 11, 1999 10:34 AM
Subject: Re:  * VERY * basic quest code

>Well, if you are looking for a very *basic* quest code, then I'd suggest
>this, because what you are asking for actually may take more coding than
>Make a mob spec_proc for quest mobs so that whenever they get an item that
>is an ITEM_QUEST to give the player an ITEM_QTOKEN.  Now, this means that
>they can do any quest and give this quest item to a mob with the spec_proc
>assigned to it, but it's much simpler than writing code to track each
>individual one.
>With the above idea, you don't need MOB_QUEST flags and such.
>Take a look at the other spec_procs in spec_procs.c and you may get some
>ideas on how to write your code.  You'll have to attach them to a mob vnum
>in spec_assign.c when you get it written.
>An ITEM_QUEST object type can be added in structs.h along with ITEM_WEAPON
>and such.  Increase the "NUM_ITEM_TYPES" in olc.h.  ITEM_QTOKEN can be
>the same way.  This will allow you to create new quest objects and quest
>tokens.  Although you shouldn't necessarily have to make tokens...let the
>spec_proc do that.
>-----Original Message-----
>From: None <bscroggins@MEV.NET>
>To: <>
>Date: Thursday, February 11, 1999 1:10 AM
>Subject:  * VERY * basic quest code
>>  Hello, I've been poundering this since last week, trying to create a
>>simple, VERY basic quest code for my mud.  I know this sounds silly, but
>>I can make it simple then I can understand what its trying to do ...

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