On Thu, Jun 25, 2009 at 8:58 PM, <smd...@student.cs.york.ac.uk> wrote:
> 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.

ChangeProperty is not specific to quests as far as I know. It is meant
to change properties of any kind of property class (like pcproperties
or others).
So it should be ok to factor that out.

>
> 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.

Entities can be put in zero or more classes. For example a game could define
a class 'weapon' and attach that class to all weapon entities. It can
also define
a class 'metal' and attach that class to all metal entities. So a metal weapon
would have classes 'metal' and 'weapon'.

Many of the rewards can work on multiple entities at the same time if you give
them a class. For example, you can make a reward that operates on all weapons
by using the class version.

Greetings,

>
> Thank you for your time,
> Sam.
>
>
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