Flags = questWork.Flags;
Variables = [..questWork.Variables.ToArray()];
IsHidden = questWork.IsHidden;
+ ClassJob = (EClassJob)questWork.AcceptClassJob;
var qw = questWork.Variables;
string vars = "";
// The order in which enemies are killed doesn't seem to matter.
// If multiple waves spawn, this continues to count up (e.g. 1 enemy from wave 1, 2 enemies from wave 2, 1 from wave 3) would count to 3 then 0
_asString = $"QW: {vars.Trim()}";
-
- //if (questWork.AcceptClassJob != 0)
- // _asString += $", {(EClassJob)questWork.AcceptClassJob}";
}
public QuestProgressInfo(LeveWork leveWork)
Flags = leveWork.Flags;
Variables = [0, 0, 0, 0, 0, 0];
IsHidden = leveWork.IsHidden;
+ ClassJob = (EClassJob)leveWork.ClearClass;
- _asString = $"Seed: {leveWork.LeveSeed}, Flags: {Flags:X}, Class: {(EClassJob)leveWork.ClearClass}";
+ _asString = $"Seed: {leveWork.LeveSeed}, Flags: {Flags:X}";
}
public ElementId Id { get; }
public ushort Flags { get; init; }
public List<byte> Variables { get; }
public bool IsHidden { get; }
+ public EClassJob ClassJob { get; }
public override string ToString() => _asString;
}