Quote:
Originally Posted by Ikon
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I doubt thats the case - when it comes to programming things tend to be very modular - if you have an npc it likely inherited most of its behaviours from a basic npc class that all npcs use and then has additional behaviours specific to its npc type that it shares with all npcs of its type and then if its a special npc has its own special behaviours
you may be right but its more likely mq npcs have shared mq code that reference a table to select the correct item to deliver
Regardless of that just because code was implemented 6 years ago doesnt mean it shouldnt be modified or switched off if player behaviour diviates so much from live that circumstances require it to be
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They probably found a better solution, but these are the discussions I remember.
http://www.project1999.com/forums/sh...=multiquesting
http://www.project1999.com/forums/sh...=multiquesting
Seems like it was implemented quest by quest:
http://www.project1999.com/forums/sh...=multiquesting