27 | | The project essentially consists of the Quest entity which is the quest itself (and sub- or helper-entities, such as QuestHint (hints for quest) or QuestDescription (descriptions for quests and hints, to separate content from function)) and the QuestEffect entity which is is the only tool for quests to have an influence on the world. By enabling quests to have QuestEffects their are able to (for example) fail or complete other quests, activate hints give rewards or even trigger quests. |
28 | | The QuestEffectBeacon is the physical entity which finally makes quests available fot the player in the game, by being able to activate a QuestEffect on a player (under some conditions). |
| 27 | The project essentially consists of the Quest entity which is the quest itself (and sub- or helper-entities, such as QuestHint (hints for quests) or QuestDescription (descriptions for quests and hints, to separate content from function)) and the QuestEffect and QuestListener entities which are the only tools for quests to have any influence on the gameworld. By enabling quests to have QuestEffects their are able to (for example) fail or complete other quests, activate hints give rewards or even add a quest to a player. QuestListeners on the other hand can be used by any objetc to react to a status change of a Quest. |
| 28 | The QuestEffectBeacon is the physical entity which finally makes quests available for the player in the game, by being able to invoke a QuestEffect on a player (under some conditions). |