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Re: NPC scripting language (again), was Re: CF: BUG: Morks Tower



Jan Echternach wrote:

> >  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.

 From a playing point perspective, I think the above consideration should be
used in pretty much no maps.

 If there is an invisible/secret button and the players cause the monster to
move off it, tough luck.

 As I look around real life, there is nothing I can think of that requires a
presence specifically by me - any security measures of any type can be done by
anyone, provided they have the proper information (combination to the safe, pin
for atm, or keys to the door).

 If there are secret compartments/buttons, I would say the game should be
expanded so that by default players don't notice them, but with the right skills
they do.

 I guess this is mostly a matter of opinion - to me, the only use for a
@connected is to have the only mechanism to trigger something a conversation
with the npc (or more precisely, knowing the magic trigger word) - I would like
to get away from those one method things.

 Even if that is the way someone wants to design a map, they could get the same
effect with either the @pull_level or @give.  If the monster is high enough
level (which is relative - for mork & gork, the monster probably doesn't need to
be a very high level as most people doing the quest are low level), conversation
will still be the only viable way.

 I actually like this better in that players can examine the space the monster
is on and see that he is standing on a lever (or has a key in his inventory) and
say 'ah - I need to deal with this creature in some way'.
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