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Re: More flexible "key" type areas.

Posted: Thu Oct 03, 2013 7:41 am
by Zukero
Just an update, this feature was merged by Oskar this morning in the official AT code !
I am proud to now be a contributor to AT !

Many things changed since the explanations I gave, thanks to Oskar's feedback. Most notably the format, as the area name is now useless (and can be used as a meaningful comment/description of the area), and the requirement is defined using three properties : "requireType", "requireId", and "requireValue".

"requireType" field is one of the following :
questProgress
questLatestProgress
inventoryRemove
inventoryKeep
wear
skillLevel
killedMonster
timerElapsed
usedItem
spentGold
consumedBonemeals

So far there is no way to require for examples BMP consumption to be less than requireValue, but requirement negation will be implemented soon !

Re: More flexible "key" type areas.

Posted: Fri Oct 04, 2013 1:11 am
by PK17
Amazing Zuk, you are becoming a very valuable resource to this game, keep up the excellent work.

Re: More flexible "key" type areas.

Posted: Fri Oct 04, 2013 7:11 pm
by Ian
It's great to hear your code is released officially now! :D Thanks again!

Re: More flexible "key" type areas.

Posted: Sat Oct 05, 2013 4:53 am
by Pyrizzle
So many fantastic ideas for this!!! Great work Zukero!!!

Re: More flexible "key" type areas.

Posted: Sat Nov 16, 2013 8:43 pm
by nyktos
beautiful work Zukero, again...

:D

the complexity this will add is invaluable