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