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Re: NPC scripting language (again), was Re: CF: BUG: Morks Tower
- To: crossfire mailing list <crossfire (at) ifi.uio.no>
- Subject: Re: NPC scripting language (again), was Re: CF: BUG: Morks Tower
- From: Jan Echternach <>
- Date: Thu, 11 May 2000 16:47:49 +0200
- In-Reply-To: <>; from on Wed, May 10, 2000 at 09:37:49PM -0700
- Mail-Followup-To: crossfire mailing list <>
- References: <000701bfb75e$3e5aa540$> <> <> <> <> <> <> <>
- Reply-To: Jan Echternach <>
- Sender:
On Wed, May 10, 2000 at 09:37:49PM -0700, Mark Wedel wrote:
> Neither does using magic ears, which is currently done. Using magic ears also
> doesn't have any problem with map locality, as the ear is not going to move.
The problems with map locality are easily fixed. Either prevent
charming NPCs or add the map name to the @connected line. The latter
would even allow quests where you have to charm a monster and take it
to another map to let it do something there.
> Of course. However, I would much rather add the @pull_lever code than
> @connected code - the former doesn't have any problems and I think is the right
> way to go into the future.
I'd like to have both. @connected is needed for NPCs that have secret
knowledge about a button that the player can't see or doesn't know how
to push, without the disadvantage of magic ears of operating even if
the NPC has moved or has been killed.
> What has been a problem for crossfire in the past is an implementation that
> adds some desired functionality but not in the right way - something that fixes
> the immediate problem but down the road will have to get redone/pulled out.
I don't want @pull_lever to replace @connected.
--
Jan
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