Dynamic Simple Quest Generation 1
I have three ideas I'm experimenting with to implement pseudo-random. This is the first.
Theory: A random trigger to set off an auction in the auction channel for a given item sets a property on an individual mob --npc--. Then, should a player have an item and turn that item in, it results in some random reward. Results: No rewards yet, but the basics work. Snippets: Code:
You can test this out on Malevolent's Lab, a publicly available server on the EQEmu Network. --MV |
heh you sure pushs emu to the limits nice!!
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This might be considered authentic verant. I turned in jboots and got a bronze claymore. Dah. :P
Rewards snippet -- replace the obvious below with this update. Also may need client_process.cpp Code:
if (tmp->IsNPC()) { Code:
if (this->MerchantType>0) |
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