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QuestClass - Hellmouth

Discussion on QuestClass - Hellmouth within the CO2 PServer Guides & Releases forum part of the CO2 Private Server category.

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QuestClass - Hellmouth

Enums:
Code:
    public enum Quest_State
    {
        NotAvailable = 0,
        NotStarted = 1,
        Begun = 2,
        Finished = 3
    }
    public enum Quest_Types
    {
        SingleQuest = 0,//Can be done one time.
        SpecialQuest = 1,//Having a time range.
        NormalQuest = 2,//Can be done multiple times.
        Dungeon = 3//Quests in dungeons.
    }
QuestClient:
Code:
    public class QuestClient
    {
        public Quest[] Quests;
        public int QuestsFinished
        {
            get
            {
                int count = 0;
                foreach (Quest quests in Quests)
                {
                    if (quests.State == Quest_State.Finished)
                        count++;
                }
                return count;
            }
        }
        public int QuestsStarted
        {
            get
            {
                int count = 0;
                foreach (Quest quests in Quests)
                {
                    if (quests.State == Quest_State.Begun)
                        count++;
                }
                return count;
            }
        }
    }
Quest Requirements:
Code:
    public class QuestRequirements
    {
        public byte Level;
        public ushort[] Stats;
        public byte[] JobRange;
        public byte Reborns;
    }
Quest
Code:
public class Quest
    {
        public Quest(string Name, Struct.ItemInfo[] Reward_Items, uint[] RewardMoney,
            Quest_Types Type, Client[] Clients, int[] TimeRange,
            Map[] QuestMaps, string[] HelpInfo, QuestRequirements Requirements)
        {
            this.Name = Name;
            this.Reward_Items = Reward_Items;
            this.RewardCPs = RewardMoney[0];
            this.RewardSilvers = RewardMoney[1];
            this.Type = Type;
            this.Clients = Clients;
            this.TimeRange = TimeRange;
            this.QuestMaps = QuestMaps;
            this.HelpInfo = HelpInfo;
            this.Requirements = Requirements;
        }

        public string Name;
        public Struct.ItemInfo[] Reward_Items;
        public uint RewardCPs;
        public uint RewardSilvers;
        public string[] HelpInfo;
        public Quest_State State;
        public Quest_Types Type;
        public Client[] Clients;
        public int[] TimeRange;
        public Map[] QuestMaps;
        public QuestRequirements Requirements;

        public void ShowHelp(Client Client, int Index)
        {
            Client.Send(Packets.Chat(HelpInfo[Index], "[Quest]", Client.Name, Struct.ChatType.Talk));
        }
        public void Reward()
        {
            Random r = new Random();
            for (int i = 0; i < Clients.Length; i++)
            {
                Clients[i].CP = RewardCPs;
                Clients[i].Money = RewardSilvers;
                int len = Reward_Items.Length;
                Struct.ItemInfo I = Reward_Items[r.Next(0, len)];
                Database.ItemCount++;
                I.UID = Database.ItemCount;
                Database.AddItem(I, Clients[i]);
                Packets.Send(Packets.ItemInfo(I, 1), Clients[i]);
                if (!Clients[i].Inventory.ContainsKey(I.UID))
                    Clients[i].Inventory.Add(I.UID, I);
            }
        }
        public bool CanJoin()
        {
            if (Clients[Clients.Length] == null)
                return true;

            return false;
        }
        public void Begin(Client Client)
        {
            if (State == Quest_State.Begun || State == Quest_State.Finished)
                return;

            Checking =  -1;
            bool Requirements = true;
            for (int i = 0; i < 7; i++)
            {
                if (Requirements)
                    Requirements = HaveRequirements(Client);
            }

            if (Client.Level == this.Requirements.Level ||
                Requirements ||
                DateTime.Now.Hour >= TimeRange[0] &&
                DateTime.Now.Minute >= TimeRange[1] &&
                DateTime.Now.Hour <= TimeRange[3] &&
                DateTime.Now.Minute <= TimeRange[4])
            {
                State = Quest_State.Begun;
                return;
            }

            State = Quest_State.NotAvailable;
        }
        int Checking = -1;
        bool HaveRequirements(Client Client)
        {
            Checking++;
            if (this.Requirements.JobRange != null && Checking == 1)
                if (Client.Job >= this.Requirements.JobRange[0] && Client.Job <= this.Requirements.JobRange[1])
                    return true;
                else
                    return false;
            Checking++;
            if (this.Requirements.Level > 0 && Checking == 2)
                if (Client.Level >= this.Requirements.Level)
                    return true;
                else
                    return false;
            Checking++;
            if (this.Requirements.Reborns >0 && Checking == 3)
                if (Client.Reborn >= this.Requirements.Reborns)
                    return true;
                else
                    return false;
            Checking++;
            if (this.Requirements.Stats != null && Checking == 4)
            {
                if (Client.Str >= this.Requirements.Stats[0] &&
                    Client.Agi >= this.Requirements.Stats[1] &&
                    Client.Vit >= this.Requirements.Stats[2] &&
                    Client.Spi >= this.Requirements.Stats[3])
                    return true;
                else
                    return false;
            }

            return true;
        }
    }
Then in Client.cs put this:
Code:
        public QuestClient QuestClient;
Example:
Code:
            Struct.ItemInfo RewardItem = new Struct.ItemInfo();
            RewardItem.ID = 410339;
            RewardItem.Locked = false;
            RewardItem.Suspicious = false;
            RewardItem.Plus = 0;
            RewardItem.Enchant = 0;
            RewardItem.Soc1 = 0;
            RewardItem.Soc2 = 0;
            RewardItem.Color = 0;
            RewardItem.Composition = 0;
            RewardItem.Amount = 0;
            RewardItem.Bless = 0;
            RewardItem.Free = false;
            if (Dictionary.ItemData.ContainsKey(RewardItem.ID))
            {
                RewardItem.Dura = Dictionary.ItemData[RewardItem.ID].MaxDura;
                RewardItem.MaxDura = Dictionary.ItemData[RewardItem.ID].MaxDura;
            }
            else
            {
                RewardItem.Dura = 20000;
                RewardItem.MaxDura = 20000;
            }
            QuestRequirements req = new QuestRequirements();
            req.Level = 120;
            req.Reborns = 2;
            Quest example = new Quest("The blue montain",
                new Struct.ItemInfo[] { RewardItem },
                new uint[] { 10000, 500000 },
                Quest_Types.SingleQuest,
                new Client[] { client },
                new int[] { 0, 0, 0, 0 },
                null,
                new string[] { "Walk to TwinCity.", "Walk to BirdIsland." },
                req);
You need to make a load/save system for quests by your self. This is just a base.
This is useful, when you're creating quests, because it gives a good strucutre over your quests and you can easy manage them. It will also make your source look less messy.
It should be pretty easy to grab and use.

Goodluck
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Old 04/27/2011, 14:47   #2
 
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Hmm,not bad.
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Old 04/27/2011, 18:03   #3
 
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yeah not bad... but if you do just used two counters for the quests (one for started quests and one for finished quests) would be better i guess... yo would get less of memory usage
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Old 04/27/2011, 21:17   #4
 
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Quote:
Originally Posted by 12tails View Post
yeah not bad... but if you do just used two counters for the quests (one for started quests and one for finished quests) would be better i guess... yo would get less of memory usage
I agree on that but its nicely coded
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