Comments (7)
From [email protected] on June 21, 2009 01:41:12
For information, i've already done that. In fact, the dialog is already here (click
on the absent job button spot will make the blank windows appears) and part of the
code is already written (search for "jobs" in the code).
Chokboyz
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From [email protected] on June 24, 2009 12:16:28
Yes, I was aware of the already present code and dialog for this.
But what exactly is it that you've done?
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From [email protected] on June 24, 2009 20:06:03
Yes, I was aware of the already present code and dialog for this.
But what exactly is it that you've done?
Nothing really significant : put the Job button back (from Exile III), made some
title ("Your current jobs" for now) appears and tested some string writing/scroll
bar handling succesfully.
What remains to do is to decide how this dialog will be used and using what method
(scenario string list, dedicated array, ...) ;)
Chokboyz
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From [email protected] on June 24, 2009 20:30:46
Uh... wait a minute. Clicking the Job button isn't supposed to bring up the Job
dialog. The Job dialog is more of a "job shop". Clicking the Job button should do
something similar to clicking the Spec item: that is, put a list of your current jobs
in the inventory area, possibly with an Info button.
Or am I misunderstanding what you've done?
Anyway, for jobs I think we may need to have a list of possible jobs (much as we have
a list of possible monsters or items) and "job shops" will display randomly selected
jobs from a subset of that list. Some jobs should be specified to appear only once, I
think, while others may be accepted and then appear later after it has been completed.
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From [email protected] on June 25, 2009 13:16:37
Clicking the Job button should do
something similar to clicking the Spec item: that is, put a list of your current
jobs
in the inventory area, possibly with an Info button.
That's what i did, sorry for being unclear.Anyway, for jobs I think we may need to have a list of possible jobs (much as we
have
a list of possible monsters or items) and "job shops" will display randomly selected
jobs from a subset of that list. Some jobs should be specified to appear only once,
I
think, while others may be accepted and then appear later after it has been
completed.
Should works, but shouldn't we give the designer more control over what job to give
or, even, allow them to create specific jobs ? (rereading your post, it seems that's
what you suggest, isn't it ? :) )
Anyway, that means we should create a new job_type structure (and modify the
scenario structure) ?
Chokboyz
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From [email protected] on June 25, 2009 16:15:35
Yes, I'll create a cJob class and add a std::vector to the scenario structure
to hold them, when I get around to it.
In the meantime we can discuss what needs to be in this class. We would mainly need
to consider the payment the player receives for doing the job, possibly the
personality or creature who wants the job done, the job shop it came from (so they
can stop giving you jobs if you're untimely), and what needs to be done to fulfill
the job. Some jobs in Exile 3, for example, required you to kill a specific type of
monster. Others were simple delivery missions.
I'm envisioning making jobs flexible enough that they can either be placed in a job
shop or given to the player as a quest. There would be no difference between a job
and a quest.
If we introduced a more flexible shop system, we would be able to apply that to jobs
as well.
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Quest system and job bank implemented; the former is tested, the latter less so.
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