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| General Discussion General discussion for the RunUO community, all off-topic posts will be deleted. This forum is NOT FOR SUPPORT! |
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#1 (permalink) | |
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Join Date: Jun 2003
Location: Stillwater, Oklahoma
Age: 22
Posts: 288
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If you'd like something to be included in my quest system, post it here. Also, any of you are more than welcome to post flags for quests / stories / multis
Flags should be posted using the following enumerators.. [code:1] [Enumeration for QuestType] QuestType.ThievesQuest = 0; QuestType.WarriorsQuest = 1; QuestType.MerchantsQuest = 2; QuestType.AssassinsQuest = 3; QuestType.MessangersQuest = 4; QuestType.SmugglersQuest = 5; [End Enumeration] [Enumeration for RewardType] RewardType.DarkMage = 0; RewardType.LightMage = 1; RewardType.DarkKnight = 2; RewardType.LightKnight = 3; RewardType.Merchant = 4; RewardType.Assassin = 5; RewardType.Thief = 6; [End Enumeration] [Enumeration for Difficulty] Difficulty.Debug = 0; // Unused in production quests Difficulty.Begginner = 1; Difficulty.Intermediate = 2; Difficulty.Experianced = 3; // SP? [End Enumeration] [Enumaration for QuestSpawn] QuestSpawn.Warrior = 0; QuestSpawn.Mage = 1; QuestSpawn.Thief = 2; QuestSpawn.Healer = 4; QuestSpawn.Smuggler = 5; QuestSpawn.Shopkeeper = 6; [End Enumeration] [/code:1] Enumeration for attitude is 0 for friendly, 1 for neutral, 2 for hostile. Those enumerators are straight out of the code.. to post a flag do so as follows... [code:1]<QuestType>, <RewardType>, <Difficulty>, <StoryPiece>, <QuestSpawn>[/code:1] For example, a warriors' quest involving an invasion in a town, with a high difficulty, a reward tailored for light (Good) knights, and a spawn of three enemy warriors would look as follows.. [code:1]1, 1, 3, "the <QuestRace> bandits have overrun <QuestTown>, and are pillaging it, you must meet our warriors in <QuestTown> to ward off the attack", 0, 2, 0, 2, 0, 2[/code:1] I just think it'll be interesting to see what you come up with.. I'm doing my best to bring this system into existance, and make it as versatile as simply adding a flag such as the above to an XML file.. and ideas are always welcome. Post comments, thoughts, suggestions, despite how vague my post has been..
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#2 (permalink) |
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damn that would be sweeeet
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Admin of Profania - English Admin of Acropolis - Dark Shard UODesign - Cartography at it's best! |
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#4 (permalink) |
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Glad I got a gig of it.
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Admin of Profania - English Admin of Acropolis - Dark Shard UODesign - Cartography at it's best! |
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#5 (permalink) | |
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Forum Expert
Join Date: Oct 2002
Location: Naples,FL
Age: 32
Posts: 1,552
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Phantom, any sites you could suggest that covers memory management and how to optimize memory usage when programming in c#? |
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#6 (permalink) | |
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Join Date: Jun 2003
Location: Stillwater, Oklahoma
Age: 22
Posts: 288
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I always thought that enumerations only slowed compiling, but only slightly.. like a millisecond or so per enumeration. I was under the impression that they were compiled as whatever the number is, and the enumeration was used only in the.. ah hah.. I got it! So, the software chews up memory by maintaining the enumeration value, in case it is used in commands or other processes, so it isn't just read as '##' it is ready ass the full enum value, right? Okay, good to know.. but you should also know those enumerations aren't in the actual code, they're comments in the code detailing how to add new flags to the XML file.. that's why it says..
[code:1] [Enumeration for Blah] ... [End Enumeration] [/code:1] ..instead of.. [code:1] public enum Blah { } [/code:1] :>
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#7 (permalink) |
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Account Terminated
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Zippy told me that if I used any enum in the factions I should be shot.
Starting to look at everything I thought was cool again in more critical eyes. C# is an OOP Lang races ( I would make an object for instance instead od an enum ) reward type could even be an object. Plus for those 4 enums I would use an anything but 4 enums lol |
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#8 (permalink) | |
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Join Date: Jun 2003
Location: Stillwater, Oklahoma
Age: 22
Posts: 288
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Well, the reward type is a class, it collects the difficulty and awards an item upon quest completion that fits the cumulative level of difficulty involved in the quest. It's only pertainant in the primary quest piece, as the first one is the one that builds from the others. Quite a nice little system I've got going, and I've eliminated enums all around, the only one I use is null.. :>
As it stands, everything is saved to XML, and the gump has a few options that are also saved via XML (Maybe, it's a waste unless you're the anal retentive type who has something against having your settings lost each time..) so lets just hope the damn XML compiles easily enough, with as few errors as I can muster.. I don't work with XML serialization that often, so it's one of the few times I'll be using someone else's scripts.. namely Account.cs and AccountHandler.cs.. anyhow.. [code:1] Approximately 27% Completed 20% for Gumps 10% for IQuestNPC 10% for IQuestRegion 10% for IQuestItem 20% for XML Save / Load 10% for Storyline Generation 20% for Random Quest Generation Also, an Extra 5% for a ReadMe :> [/code:1]
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#10 (permalink) | ||
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Join Date: Jun 2003
Location: Stillwater, Oklahoma
Age: 22
Posts: 288
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I was originally using them, but your comment about memory hogs opened my eyes.. :>
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