Just use a single quest array… Store information as such. client.questarray = questname,eventstage,…,…,Chicken Fucker,4; and append it as needed. It’s honestly not all that complicated and, if I’m understanding you correctly, works just as you need it to.
Edit: The only issue I see with this is the fact that there is a character limit of 256. So, to get around that, I’d break the string up into sections of two and have a this.variable that contains what indexes are what quests when reading from it. So, say you have client.questarray = 13,2,4,6; By reading that in pairs of two, you can see that for quest number 13, the player is at stage 2. So on, and so forth.
right, and that’s why I recommended flags. They’re stored on the player and act as a binary function of on/off (1/0). I understand how bitflags work but I’m not really sure how you would go about simulating them. There HAS to be a way though, even if it takes a lot of math.
Gratz, here in Quebec back when I was at school we were never taught about logarithms… I know of that concept since last year. While I was looking for other ways to understand numerology and numbers, through my psychosis.
We have pretty bad math courses and many people complain they’re too advanced. I don’t think those who decide what we should learn understand that whatever content we’ll be taught students will think are too advanced. Because most people don’t use advanced maths anyway after school, even though more should.
Well I don’t think we were… they didn’t appear in exams nor in the books. I slept during lessons back in the days because I’d play Graal until early morning (or draw, or chat… but mostly Graal I think).