-
Notifications
You must be signed in to change notification settings - Fork 2
Open
Description
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.
Reactions are currently unavailable
Metadata
Metadata
Assignees
Labels
No labels