Closed zachtaylor closed 11 years ago
Story number taken over for merge with #35. Original story description below
When Trainers are defeated, they should have a reward, it could be cash, badge, item, etc.
Rewards will need to be constructed with a PokemonTrainer (player yields empty reward)
Rewards have to be their own concept, and cannot use Action framework
Rewards could use Action framework
-- Any actions after the "fight" action could be made into the reward
-- The reward would be built at the same time trainer is generated, and have to be stored
-- Blocks the ability to have NPCs do things if you lose, or do things regardless
-- Makes battle dependent on maps
Rewards use their own framework
-- Query is done using the trainer ID after the battle
-- Seperate reward tables required
-- Ability to add "Penalty" actions at some point
-- Battle is independent of maps
done yeahh
The action framework should be factored out of maps package, to be used system wide as command pattern Generated battles should be implemented as XML files that are pointed to by ActionType battle or something These Trainer XML files will be a different format than Player XML files -- Trainers should have an ActionSet to execute when a player beats them -- They have no personal data, cause trainers aren't people, they are AI