Hi, I came across a quest (history log I guess) issue (an I wonder why other dO work, but this happens to not).
Npc has 2 quests, second can be taken after first completion. First one is completed (and it also says in npc window (Done)), but when I choos the second, it says that I must complete first one for this to be taken! I checked the q scripts, looked at other project q and all seems to be fine line to line in the Q files.. I would like to understand what causes the problem to be able to solve for the future if would came across similar..
For many reasons:
1) modernizing code base, increase maintainability and reduce effort for development of new feature: split code into business layers, for example data from datapack, npc/item templates, world objects; remove circular dependencies between layers; create API-like objects; remove duplicated code (copy-pasts); using external libraries to replace some part of the code
2) using modern tools like ORMs (EF core) with ability to use different DBMS (I already switched from MySQL to PostgreSQL) ; generators for in-game interfaces (L2 html's)
I'm thinking also about using Akka (agent) library in the future for world objects and their interaction.
3) optimizations: for example reducing memory usage and memory allocations with C# structs
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zilbe333
Hi, I came across a quest (history log I guess) issue (an I wonder why other dO work, but this happens to not).
Npc has 2 quests, second can be taken after first completion. First one is completed (and it also says in npc window (Done)), but when I choos the second, it says that I must complete first one for this to be taken!
I checked the q scripts, looked at other project q and all seems to be fine line to line in the Q files..
I would like to understand what causes the problem to be able to solve for the future if would came across similar..
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