tinygiant98 / quest

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Opportunity for Integration and Expansion re Reputations #5

Open j-nz opened 3 years ago

j-nz commented 3 years ago

Looking at the following func I got a few ideas:

void CreateModuleQuestTables(int bReset = FALSE)
{
    // Define the tables
    string sQuests = "CREATE TABLE IF NOT EXISTS quest_quests (" +
                        "id INTEGER PRIMARY KEY AUTOINCREMENT, " +
                        "sTag TEXT NOT NULL default '~' UNIQUE ON CONFLICT IGNORE, " +
                        "nActive TEXT NOT NULL default '1', " +
                        "sJournalTitle TEXT default NULL, " +
                        "nRepetitions TEXT default '1', " +
                        "sScriptOnAccept TEXT default NULL, " +
                        "sScriptOnAdvance TEXT default NULL, " +
                        "sScriptOnComplete TEXT default NULL, " + 
                        "sScriptOnFail TEXT default NULL, " +
                        "sTimeLimit TEXT default NULL, " +
                        "sCooldown TEXT default NULL, " +
                        "nJournalHandler TEXT default '1', " +
                        "nRemoveJournalOnComplete TEXT default '0', " +
                        "nAllowPrecollectedItems TEXT default '1', " +
                        "nRemoveQuestOnCompleted TEXT default '0', " +
                        "nQuestVersion TEXT default '0', " +
                        "nQuestVersionAction TEXT default '0');";

sCooldown, sAllowPrecollectedItems, and sRepetitions got me thinking about the way that Daily Quests are handled in World of Warcraft. I am going to look at using these to give say 20 points of a reputation as a reward and make characters level their reputation in order to access some merchants.

tinygiant98 commented 3 years ago

Reputation is already set as possible reward type. Look for SetQuestStepRewardReputation() to apply a reputation reward to a quest step.

On Thu, Mar 25, 2021, 21:26 Trials of Newcastle @.***> wrote:

Looking at the following func I got a few ideas:

void CreateModuleQuestTables(int bReset = FALSE) { // Define the tables string sQuests = "CREATE TABLE IF NOT EXISTS quest_quests (" + "id INTEGER PRIMARY KEY AUTOINCREMENT, " + "sTag TEXT NOT NULL default '~' UNIQUE ON CONFLICT IGNORE, " + "nActive TEXT NOT NULL default '1', " + "sJournalTitle TEXT default NULL, " + "nRepetitions TEXT default '1', " + "sScriptOnAccept TEXT default NULL, " + "sScriptOnAdvance TEXT default NULL, " + "sScriptOnComplete TEXT default NULL, " + "sScriptOnFail TEXT default NULL, " + "sTimeLimit TEXT default NULL, " + "sCooldown TEXT default NULL, " + "nJournalHandler TEXT default '1', " + "nRemoveJournalOnComplete TEXT default '0', " + "nAllowPrecollectedItems TEXT default '1', " + "nRemoveQuestOnCompleted TEXT default '0', " + "nQuestVersion TEXT default '0', " + "nQuestVersionAction TEXT default '0');";

sCooldown, sAllowPrecollectedItems, and sRepetitions got me thinking about the way that Daily Quests are handled in World of Warcraft. I am going to look at using these to give say 20 points of a reputation as a reward and make characters level their reputation in order to access some merchants.

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