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- /*In sc_sys.cpp*/
- static char *first_quest_filename;
- static char *second_quest_filename;
- static char *third_quest_filename;
- static char *fourth_quest_filename;
- static char *fifth_quest_filename;
- static char *first_quest_passname;
- static char *second_quest_passname;
- static char *third_quest_passname;
- static char *fourth_quest_passname;
- static char *fifth_quest_passname;
- #define MAX_QUEST_ADVANCE_TYPES 10
- int advance_quest[MAX_QUEST_ADVANCE_TYPES];
- enum { qFirst, qFirstNoDeath, qSecond, qSecondNoDeath, qThird, qThirdNoDeath, qFourth, qFourthNoDeath, qFifth, qFifthNoDeath };
- void getQuestnames()
- {
- //filenames
- strcpy(first_quest_filename,get_config_string(cfg_sect,first_name,"1st.qst"));
- strcpy(second_quest_filename,get_config_string(cfg_sect,second_name,"2nd.qst"));
- strcpy(third_quest_filename,get_config_string(cfg_sect,third_name,"3rd.qst"));
- strcpy(fourth_quest_filename,get_config_string(cfg_sect,fourth_name,"4th.qst"));
- strcpy(fifth_quest_filename,get_config_string(cfg_sect,fifth_name,"5th.qst"));
- //save names
- strcpy(second_quest_passname,get_config_string(cfg_sect,second_pass,"ZELDA"));
- strcpy(third_quest_passname,get_config_string(cfg_sect,third_pass,"ALPHA"));
- strcpy(fourth_quest_passname,get_config_string(cfg_sect,fourth_pass,"GANON"));
- strcpy(fifth_quest_passname,get_config_string(cfg_sect,fifth_pass,"JEAN"));
- //quest advancement
- advance_quest[qFirst] = get_config_int(cfg_sect,"beat_first",2);
- advance_quest[qFirstNoDeath] = get_config_int(cfg_sect,"beat_first_nodeath",2);
- advance_quest[qSecond] = get_config_int(cfg_sect,"beat_second",3);
- advance_quest[qSecondNoDeath] = get_config_int(cfg_sect,"beat_second_nodeath",3);
- advance_quest[qThird] = get_config_int(cfg_sect,"beat_third",4);
- advance_quest[qThirdNoDeath] = get_config_int(cfg_sect,"beat_third_nodeath",4);
- advance_quest[qFourth] = get_config_int(cfg_sect,"beat_fourth",5);
- advance_quest[qFourthNoDeath] = get_config_int(cfg_sect,"beat_fourth_nodeath",5);
- advance_quest[qFifth] = get_config_int(cfg_sect,"beat_fifth",5);
- advance_quest[qFifthNoDeath] = get_config_int(cfg_sect,"beat_fifth_nodeath",5);
- }
- //Enemy Class Names
- void getEnemyTypes()
- {
- }
- //item class names
- void getitemTypes()
- {
- }
- //config strings
- first_name = 1st.qst
- second_name = 2nd.qst
- third_name = 3rd.qst
- fourth_name = 4th.qst
- fifth_name = 5th.qst
- second_pass = ZELDA
- third_pass = ALPHA
- fourth_pass = GANON
- fifth_pass = JEAN
- //config ints
- //quests to move on to when you beat another quest
- beat_first = 2
- beat_first_nodeath = 2
- beat_second = 3
- beat_second_nodeath = 3
- beat_third = 5
- beat_third_nodeath = 4
- beat_fourth = 3
- beat_fourth_nodeath = 5
- beat_fifth = 0
- beat_fifth_nodeath = 0
- /*
- 4matsyToday at 9:36 PM
- You go from 2nd to 4th if you find all 16 heart containers and finish. Otherwise you get sent to 3rd when you beat 2nd.
- It's because 3rd is so combat-heavy, and 4th is more puzzle-heavy and actually easier combat-wise, except for the new buffed up dungeon enemies that start appearing once level 6 hits.(edited)
- I think beating either 3rd or 4th with 0 games brings you to 5th.
- Or at least, that was the plan, and it currently brings you to 5th regardless of how many times you died.
- I don't remember.
- */
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