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Old 10-23-2003, 09:05 PM   #1 (permalink)
 
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Default Flag Contributions To Quest System

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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Old 10-23-2003, 09:28 PM   #2 (permalink)
 
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damn that would be sweeeet
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Old 10-23-2003, 10:16 PM   #3 (permalink)
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Enum are memory hogs...
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Old 10-23-2003, 10:18 PM   #4 (permalink)
 
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Glad I got a gig of it.
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Old 10-23-2003, 11:22 PM   #5 (permalink)
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Originally Posted by Phantom
Enum are memory hogs...
Really? I thought since they were constants they'd use up less memory.

Phantom, any sites you could suggest that covers memory management and how to optimize memory usage when programming in c#?
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Old 10-23-2003, 11:28 PM   #6 (permalink)
 
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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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Old 10-24-2003, 12:13 AM   #7 (permalink)
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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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Old 10-24-2003, 12:20 PM   #8 (permalink)
 
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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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Old 10-24-2003, 12:28 PM   #9 (permalink)
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If they are objects why are you using enums.

I see three objects you could use, and one property.
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Old 10-24-2003, 12:43 PM   #10 (permalink)
 
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Originally Posted by Phantom
If they are objects why are you using enums.

I see three objects you could use, and one property.
Not usin' enums.. those are part of the documentation for the n00bs that will download my script without reading my directions, then PM me forty times asking me 'What does this number mean?' They're not in the code, they're in the documentation.. properties? Explain, which could be a property?

I was originally using them, but your comment about memory hogs opened my eyes.. :>
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Old 10-24-2003, 01:11 PM   #11 (permalink)
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Difficulty.Debug = 0; <--- Bool Property

Not sure about these.. Suppose could just be an int property.
Difficulty.Begginner = 1;
Difficulty.Intermediate = 2;
Difficulty.Experianced = 3; // SP?
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