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savedata.js

Peter Gill edited this page Aug 24, 2019 · 3 revisions

Savedata consists of two global varaibles (Player and User), which are both objects saved in localStorage.

Player stores data about a specific class such as level and inventory while User stores data about all three classes such as archaeology and acihevements.

quests

Player.quests contains all saved information about quests.

quests: {
	activeQuestArray: [],
	possibleQuestArray: [],
	completedQuestArray: [],
	canBeFinishedArray: [],

	npcProgress: {
		eaglecrestLoggingCamp: [],
		tavern: [],
		fishing: [],
	},
	questProgress: {},
	questLastFinished: {
		eaglecrestLoggingCamp: [],
		tavern: [],
		fishing: [],
	},

	randomDailyQuests: {},
}
  • activeQuestArray, possibleQuestArray, completedQuestArray and canBeFinishedArray are all arrays of strings containing the names of all quests which have a status of active, possible, completed or canBeFinished respectively.

  • npcProgress is an object containing an array of integers for each quest area. The number of NPCs the player has spoken to for that quest is saved as an integer in the quest area array with the same id as the quest id.

  • questProgress is an object containing any other miscellaneous information that is needed to save the players progress in a quest. The key names and values can be set to anything.

  • questLastFinished is an object containing an array of strings for each quest area. The last time a quest was finished is saved as a string in the format yyyymmdd in the quest area array with the same id as the quest id.

  • randomDailyQuests is an object where each key is the name of a random group and the value is a string set to the name of the randomly selected daily quest from that group.

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