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Re: CF: BUG: Morks Tower
- To: crossfire mailing list <crossfire (at) ifi.uio.no>
- Subject: Re: CF: BUG: Morks Tower
- From: Jan Echternach <>
- Date: Wed, 10 May 2000 21:45:39 +0200
- In-Reply-To: <>; from on Tue, May 09, 2000 at 08:11:59PM -0700
- Mail-Followup-To: crossfire mailing list <>
- References: <000701bfb75e$3e5aa540$> <> <> <> <> <>
- Reply-To: Jan Echternach <>
- Sender:
On Tue, May 09, 2000 at 08:11:59PM -0700, Mark Wedel wrote:
> Jan Echternach wrote:
> > I don't think players should always be able to kill everything and then
> > just push a handle instead of talking to a NPC, which often requires
> OTOH, I don't think that monsters should be impossible to kill - maybe
> incredibly difficult, but not impossible.
That's not really a counterargument. With '@connected' implemented, it
is still possible that all monsters can be killed, but the map designer
can choose to write a quest in a way that requires the player to talk
to NPCs.
> But this allows several ways to solve puzzles. In addition to #1, perhaps the
'@connected' would allow proper implementation of #1, and map desingers
could better restrict the possible ways if they want to. It doesn't
remove any alternatives.
> monster can grant some exp award to the player (in real life terms, this could
> be explained that the monster has taught the player some trick/skills). I think
> having multiple ways will make the game more interesting, not less.
Giving experience is a simple extension of the '@connected' code:
Instead of a single 'connected' value, each @match has a list of simple
actions like '@connected' and '@grant_experience'.
An action like '@pull_lever <number>' could even cause the NPC to
trigger a handle with the specified 'connected' value only if it is
standing on it, which would be the ideal solution for Mork - if Mork
has left the place where he was standing, because he tried to kill a
player or because he was frightened, he doesn't open the door anymore,
and the player must take alternative #3.
A real script would be better, of course. ;-)
--
Jan
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