18 | | 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 game world. 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 object to react to a status change of a Quest. |
19 | | 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). |
| 18 | The Questsystem 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)), the QuestEffect and QuestListener entities which are the only tools for quests to have any influence on the game world. By enabling quests to have QuestEffects they 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 object to react to a status change of a Quest. 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). |