Author Topic: CVS released game db  (Read 1147 times)

Aerig

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CVS released game db
« on: February 08, 2005, 04:24:54 pm »
Is there any chance that we could have more complete MySQL tables in the CVS release.

I know you dont want people to be able to read things like full quest definitions, which seems fair enough, but it would be a LOT easier for me to design quests if the tables were complete wrt to all non-secret data.

From what I can see, that means that all tables except characters , npc_triggers  and quests can be exported without restrictions in the state that they would be when a new live server is installed.

As far as the tables that can only be partially exported are concerned, I would guess that, if they are set up with the simplest quests at the start of the table (eg the magic shop gold ore quest - which is trivial to complete) and the more important quests later, then the tables could be partially exported to only include the info relevant to those quests and people like myself who want to design new quests would have relevant examples that they could look at ingame, instead of an example quest involving the rescue of Princess Leia from the Death Star (!?).

In that way, people running their own server and designing quests using it would have all the NPC\'s that are already in place, without any quest information beyond the basic quests.

Having the NPC\'s installed in the CVS tables would mean that new quests would not inadvertently place two NPC\'s in the same place and that, assuming the quest dewsigner knew what the quests were from playing the game, that they could place augmentary characters without problems.



NB for the purposes of quest design, an ingame command something like /teleport_to char would be very useful for testing quests.

Would also be very useful for GM\'s I suspect as would /teleport_to querent so that GM\'s go teleport directly to someone they were talking to on the help channel.


Androgos

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« Reply #1 on: February 08, 2005, 04:53:37 pm »
I think there is a fetching quest for The Merchant too.

The Save the princess is not even a good example, since the only thing you need to do is say \"done\" to The Merchant to get the quest completed

dimaq

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« Reply #2 on: February 08, 2005, 08:39:18 pm »
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... an example quest involving the rescue of Princess Leia from the Death Star (!?).


guess someone had watched too much... let\'s see non-medieval stuff *g*

Quote

NB for the purposes of quest design, an ingame command something like /teleport_to char would be very useful for testing quests.


easy, a mate of mine patched mb client that way - basically you have a list of all actors, you have their portal/map and coordinates, so just jump there, as /spawn does.

ps contact mailbox was full, so we figured devs were not interested and just followed diamond crystals across the map *g*

come to think of it, you don\'t even need that, if you patch your testing ps to ignore distance for commands like /target et.al.

Aerig

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« Reply #3 on: February 13, 2005, 07:24:24 pm »
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NB for the purposes of quest design, an ingame command something like /teleport_to char would be very useful for testing quests.


Lol, /teleport_to is an admin command so it would not allow normal players to cheat :D