Hey Everyone,
I'm factoring out the change property reward at the moment, and each of
the properties is stored internally as a QuestParameter. Is this another
example of a reward that is too tightly bound to Quests to factor out or
can anyone suggest another class that I could store the parameters in that
would have a similar effect.

Also I have noticed a number of rewards have both a regular implementation
and a class implementation. For example the change property reward has
both celChangePropertyReward and celClassChangePropertyReward. Could
someone please give me an overview as to the purpose of these class
implementations. I think I intuitively understand but I don't want to make
any assumptions I later regret.

Thank you for your time,
Sam.


------------------------------------------------------------------------------
_______________________________________________
Cel-main mailing list
Cel-main@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/cel-main

Reply via email to