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<?xml-stylesheet type="text/xsl" href="http://forums.xna.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>Samples, Starter Kits, Tutorials</title><link>http://forums.xna.com/forums/59.aspx</link><description /><dc:language>en</dc:language><generator>CommunityServer 2007.1 (Build: 0.0)</generator><item><title>Re: RPG Toolkit How To:</title><link>http://forums.xna.com/forums/thread/237261.aspx</link><pubDate>Mon, 12 Oct 2009 11:25:54 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:237261</guid><dc:creator>Constant Change Media</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/237261.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=59&amp;PostID=237261</wfw:commentRss><description>&lt;BLOCKQUOTE&gt;&lt;div&gt;&lt;img src="http://forums.xna.com//Themes/default/images/icon-quote.gif"&gt; &lt;strong&gt;Slickman:&lt;/strong&gt;&lt;/div&gt;&lt;div&gt;&lt;BLOCKQUOTE&gt;&lt;div&gt;&lt;img src="http://forums.xna.com//Themes/default/images/icon-quote.gif"&gt; &lt;strong&gt;Andrew Stratton:&lt;/strong&gt;&lt;/div&gt;&lt;div&gt;Good tutorial - it really helped me in my current plan to extend the quest mechanism - the first task being to add a hidden attribute.
&lt;br /&gt;
&lt;br /&gt;
However - I came across a couple of comments, that I thought might be useful.
&lt;br /&gt;
&lt;br /&gt;
The first is not a problem - but you can make an attribute optional by putting &amp;#39;[ContentSerializer(Optional = true)]&amp;#39; between the definition of the attribute type and the definition of the get/setters. Have a look at Quest.cs -&amp;gt; GearRewardContentNames for an example.
&lt;br /&gt;
&lt;br /&gt;
The second comment is that you may have to watch out for custom Clone methods. In the case of Quest - this may need to have the attribute copy added to it as well - in my case, I need to look at the quest details in the QuestLogScreen.cs, so I had to enhance the Quest.Clone to copy across the hidden attribute.
&lt;br /&gt;
&lt;br /&gt;
If anyone is interested, I will post a new thread on my plan and progress on enhancing the Quest functionality.
&lt;br /&gt;
&lt;br /&gt;
Cheers
&lt;br /&gt;
&amp;nbsp;&amp;nbsp;Andy Stratton&lt;/div&gt;&lt;/BLOCKQUOTE&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;I was wondering how to make it optional. It was kind of a pain to go back and alter those xml files. :) &lt;/p&gt;
&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;/div&gt;&lt;/BLOCKQUOTE&gt;&lt;br /&gt;
&lt;br /&gt;
Can you guys please explain this more explicitly - ie what files and what code are you changing here.&amp;nbsp;</description></item><item><title>Re: RPG Toolkit How To:</title><link>http://forums.xna.com/forums/thread/237199.aspx</link><pubDate>Mon, 12 Oct 2009 04:25:33 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:237199</guid><dc:creator>Constant Change Media</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/237199.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=59&amp;PostID=237199</wfw:commentRss><description>Yes Andrew, please post a thread on your plan/progress for enhancing quest functionality (if you havent already)&lt;br /&gt;
&lt;br /&gt;
Thanks&lt;br /&gt;
&lt;br /&gt;
I am not sure if the comments you made above were actually required to make this mod work.&lt;br /&gt;
&lt;br /&gt;
I am still getting &lt;br /&gt;
&lt;br /&gt;
Error&amp;nbsp;&amp;nbsp; &amp;nbsp;1&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;#39;RolePlayingGameData.GearDrop&amp;#39; does not contain a definition for &amp;#39;QuestName&amp;#39; and no extension method &amp;#39;QuestName&amp;#39; accepting a first argument of type &amp;#39;RolePlayingGameData.GearDrop&amp;#39; could be found (are you missing a using directive or an assembly reference?)&amp;nbsp;&amp;nbsp; &amp;nbsp;C:\path\RolePlayingGameWindows1\RolePlayingGameProcessors\Gear\GearDropWriter.cs&amp;nbsp;&amp;nbsp; &amp;nbsp;37&amp;nbsp;&amp;nbsp; &amp;nbsp;32&amp;nbsp;&amp;nbsp; &amp;nbsp;RolePlayingGameProcessors&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Error&amp;nbsp;&amp;nbsp; &amp;nbsp;2&amp;nbsp;&amp;nbsp; &amp;nbsp;No overload for method &amp;#39;CalculateGearDrop&amp;#39; takes &amp;#39;2&amp;#39; arguments&amp;nbsp;&amp;nbsp; &amp;nbsp;C:\path\RolePlayingGameWindows1\RolePlayingGameWindows\Combat\CombatEngine.cs&amp;nbsp;&amp;nbsp; &amp;nbsp;1633&amp;nbsp;&amp;nbsp; &amp;nbsp;29&amp;nbsp;&amp;nbsp; &amp;nbsp;RolePlayingGameWindows&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
and&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Error&amp;nbsp;&amp;nbsp; &amp;nbsp;3&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;#39;RolePlayingGameData.Quest&amp;#39; does not contain a definition for &amp;#39;AreGearRequirementsMet&amp;#39; and no extension method &amp;#39;AreGearRequirementsMet&amp;#39; accepting a first argument of type &amp;#39;RolePlayingGameData.Quest&amp;#39; could be found (are you missing a using directive or an assembly reference?)&amp;nbsp;&amp;nbsp; &amp;nbsp;C:\path\RolePlayingGameWindows1\RolePlayingGameDataWindows\Characters\Monster.cs&amp;nbsp;&amp;nbsp; &amp;nbsp;109&amp;nbsp;&amp;nbsp; &amp;nbsp;31&amp;nbsp;&amp;nbsp; &amp;nbsp;RolePlayingGameDataWindows&lt;br /&gt;
&lt;br /&gt;</description></item><item><title>Re: RPG Toolkit How To:</title><link>http://forums.xna.com/forums/thread/85223.aspx</link><pubDate>Mon, 25 Aug 2008 03:44:33 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:85223</guid><dc:creator>bixel</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/85223.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=59&amp;PostID=85223</wfw:commentRss><description>so Andrew; should the code look like?
&lt;p&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; private string questName;&lt;br /&gt;
&lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; /// &amp;lt;summary&amp;gt; &lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; /// The content name of the inventory. &lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; /// &amp;lt;/summary&amp;gt; &lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; [ContentSerializer(Optional = true)] &lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; public string QuestName&lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; {&lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; get { return questName; }&lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; set { questName = value; }&lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; } &lt;/p&gt;
&lt;p&gt;I take it  [ContentSerializer(Optional = true)] allows the xml file to have or not have the content without causing a crash?&lt;/p&gt;
&lt;br /&gt;</description></item><item><title>Re: RPG Toolkit How To:</title><link>http://forums.xna.com/forums/thread/80531.aspx</link><pubDate>Wed, 06 Aug 2008 23:11:03 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:80531</guid><dc:creator>DeadlyInstinct</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/80531.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=59&amp;PostID=80531</wfw:commentRss><description>it was all fine xD
&lt;p&gt;i just hat to retype &amp;quot;arerequirements&amp;quot; and restart the program&lt;/p&gt;
&lt;p&gt;now it works all perfect&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;now i can start making quests ;)&lt;/p&gt;
&lt;p&gt;&amp;nbsp;thx a lot&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;i&amp;#39;ll write you into credits if u want&lt;/p&gt;</description></item><item><title>Re: RPG Toolkit How To:</title><link>http://forums.xna.com/forums/thread/80474.aspx</link><pubDate>Wed, 06 Aug 2008 19:57:15 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:80474</guid><dc:creator>CDarklock</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/80474.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=59&amp;PostID=80474</wfw:commentRss><description>&lt;p&gt;&lt;BLOCKQUOTE&gt;&lt;div&gt;&lt;img src="http://forums.xna.com//Themes/default/images/icon-quote.gif"&gt; &lt;strong&gt;DeadlyInstinct:&lt;/strong&gt;&lt;/div&gt;&lt;div&gt;RolePlayingGameData.Quest includes no definition for &amp;quot;AreRequirementsMet&amp;quot;.&amp;nbsp;&lt;/div&gt;&lt;/BLOCKQUOTE&gt;&lt;/p&gt;
&lt;p&gt;Something is wrong with your copy of the code. Line 161 of Quest.cs quite clearly says &amp;quot;public bool AreRequirementsMet&amp;quot;. Go to Quest.cs and search for it. If you can&amp;#39;t find it, you may just want to start over with a new project. &lt;/p&gt;</description></item><item><title>Re: RPG Toolkit How To:</title><link>http://forums.xna.com/forums/thread/80460.aspx</link><pubDate>Wed, 06 Aug 2008 19:29:53 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:80460</guid><dc:creator>DeadlyInstinct</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/80460.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=59&amp;PostID=80460</wfw:commentRss><description>ye u were right, i meant that.
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;but it still get this error and&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;(sry i dont know exactly the english sentence for that error - cause i have the german editor :) )&lt;/p&gt;
&lt;p&gt;RolePlayingGameData.Quest includes no definition for &amp;quot;AreRequirementsMet&amp;quot;.&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; in Monster.cs&lt;/p&gt;
&lt;br /&gt;</description></item><item><title>Re: RPG Toolkit How To:</title><link>http://forums.xna.com/forums/thread/80443.aspx</link><pubDate>Wed, 06 Aug 2008 18:31:22 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:80443</guid><dc:creator>CDarklock</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/80443.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=59&amp;PostID=80443</wfw:commentRss><description>&lt;p&gt;&lt;BLOCKQUOTE&gt;&lt;div&gt;&lt;img src="http://forums.xna.com//Themes/default/images/icon-quote.gif"&gt; &lt;strong&gt;DeadlyInstinct:&lt;/strong&gt;&lt;/div&gt;&lt;div&gt;i get an error when i add: session.quest&lt;/div&gt;&lt;/BLOCKQUOTE&gt;&lt;/p&gt;
&lt;p&gt;We need to know the exact error you&amp;#39;re getting. Visual Studio has never issued the error message &amp;quot;2 is too much&amp;quot;. I can assume that you mean it&amp;#39;s saying there is no overload for CalculateGearDrop that takes two arguments, which means you haven&amp;#39;t changed the declaration of CalculateGearDrop in Monster.cs as directed in the tutorial. Carefully check your work; make sure you&amp;#39;ve done EVERYTHING as directed in the tutorial. If you skip any of the steps, it won&amp;#39;t work.&lt;/p&gt;</description></item><item><title>Re: RPG Toolkit How To:</title><link>http://forums.xna.com/forums/thread/80407.aspx</link><pubDate>Wed, 06 Aug 2008 17:04:19 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:80407</guid><dc:creator>DeadlyInstinct</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/80407.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=59&amp;PostID=80407</wfw:commentRss><description>does some1 know the answer pls :) &lt;br /&gt;</description></item><item><title>Re: RPG Toolkit How To:</title><link>http://forums.xna.com/forums/thread/80183.aspx</link><pubDate>Tue, 05 Aug 2008 22:02:35 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:80183</guid><dc:creator>DeadlyInstinct</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/80183.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=59&amp;PostID=80183</wfw:commentRss><description>i get an error when i add: session.quest at&lt;br /&gt;
&lt;p&gt;&lt;font style="font-size:11px;"&gt;monster.CalculateGearDrop(Session.Random,&amp;nbsp;Session.Quest)&lt;/font&gt;&lt;/p&gt;
it says 2 is too much&lt;br /&gt;</description></item><item><title>Re: RPG Toolkit How To:</title><link>http://forums.xna.com/forums/thread/80175.aspx</link><pubDate>Tue, 05 Aug 2008 21:33:24 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:80175</guid><dc:creator>DeadlyInstinct</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/80175.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=59&amp;PostID=80175</wfw:commentRss><description>hey
&lt;p&gt;thanks a lot for that tutorial, that was exactly what im looking for!! thx&lt;/p&gt;
&lt;br /&gt;</description></item><item><title>Re: RPG Toolkit How To:</title><link>http://forums.xna.com/forums/thread/79810.aspx</link><pubDate>Mon, 04 Aug 2008 19:49:57 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:79810</guid><dc:creator>Jim Perry</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/79810.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=59&amp;PostID=79810</wfw:commentRss><description>We really can&amp;#39;t help you if you don&amp;#39;t give us more information, like what error you&amp;#39;re getting.&lt;br /&gt;</description></item><item><title>Re: RPG Toolkit How To:</title><link>http://forums.xna.com/forums/thread/79808.aspx</link><pubDate>Mon, 04 Aug 2008 19:47:44 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:79808</guid><dc:creator>Blind Bartemis</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/79808.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=59&amp;PostID=79808</wfw:commentRss><description>i like the tutorial but every time i do it i get an error,i am trying a different more faster and easier route to completeing the end result</description></item><item><title>Re: RPG Toolkit How To:</title><link>http://forums.xna.com/forums/thread/73893.aspx</link><pubDate>Thu, 10 Jul 2008 23:02:29 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:73893</guid><dc:creator>Slickman</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/73893.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=59&amp;PostID=73893</wfw:commentRss><description>&lt;BLOCKQUOTE&gt;&lt;div&gt;&lt;img src="http://forums.xna.com//Themes/default/images/icon-quote.gif"&gt; &lt;strong&gt;Andrew Stratton:&lt;/strong&gt;&lt;/div&gt;&lt;div&gt;Good tutorial - it really helped me in my current plan to extend the quest mechanism - the first task being to add a hidden attribute.
&lt;br /&gt;
&lt;br /&gt;
However - I came across a couple of comments, that I thought might be useful.
&lt;br /&gt;
&lt;br /&gt;
The first is not a problem - but you can make an attribute optional by putting &amp;#39;[ContentSerializer(Optional = true)]&amp;#39; between the definition of the attribute type and the definition of the get/setters. Have a look at Quest.cs -&amp;gt; GearRewardContentNames for an example.
&lt;br /&gt;
&lt;br /&gt;
The second comment is that you may have to watch out for custom Clone methods. In the case of Quest - this may need to have the attribute copy added to it as well - in my case, I need to look at the quest details in the QuestLogScreen.cs, so I had to enhance the Quest.Clone to copy across the hidden attribute.
&lt;br /&gt;
&lt;br /&gt;
If anyone is interested, I will post a new thread on my plan and progress on enhancing the Quest functionality.
&lt;br /&gt;
&lt;br /&gt;
Cheers
&lt;br /&gt;
&amp;nbsp;&amp;nbsp;Andy Stratton&lt;/div&gt;&lt;/BLOCKQUOTE&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;I was wondering how to make it optional. It was kind of a pain to go back and alter those xml files. :) &lt;/p&gt;
&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;</description></item><item><title>Re: RPG Toolkit How To:</title><link>http://forums.xna.com/forums/thread/73892.aspx</link><pubDate>Thu, 10 Jul 2008 23:01:04 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:73892</guid><dc:creator>Slickman</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/73892.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=59&amp;PostID=73892</wfw:commentRss><description>&lt;BLOCKQUOTE&gt;&lt;div&gt;&lt;img src="http://forums.xna.com//Themes/default/images/icon-quote.gif"&gt; &lt;strong&gt;FatalFrenchy:&lt;/strong&gt;&lt;/div&gt;&lt;div&gt;
&lt;p&gt;&lt;font face="Tahoma"&gt;Hi great post, I like the direction you are taking the starter kit in.&lt;/font&gt;&lt;/p&gt;
&lt;p&gt;&lt;font face="Tahoma"&gt;However, shouldn&amp;#39;t the check for AreGearRequirementsMet on the Quest object be done within the if (q.name == gearDrop.QuestName) block? &lt;/font&gt;&lt;/p&gt;
&lt;p&gt;&lt;font face="Tahoma"&gt;Otherwise you could be checking the gear requirements&amp;nbsp;on a different quest ?&lt;/font&gt;&lt;/p&gt;
&lt;/div&gt;&lt;/BLOCKQUOTE&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;You are correct. I made the change above. The editing of code boxes seems all messed up but I did my best.&lt;/p&gt;</description></item><item><title>Re: RPG Toolkit How To:</title><link>http://forums.xna.com/forums/thread/73859.aspx</link><pubDate>Thu, 10 Jul 2008 20:20:03 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:73859</guid><dc:creator>Andrew Stratton</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/73859.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=59&amp;PostID=73859</wfw:commentRss><description>Good tutorial - it really helped me in my current plan to extend the quest mechanism - the first task being to add a hidden attribute.
&lt;br /&gt;
&lt;br /&gt;
However - I came across a couple of comments, that I thought might be useful.
&lt;br /&gt;
&lt;br /&gt;
The first is not a problem - but you can make an attribute optional by putting &amp;#39;[ContentSerializer(Optional = true)]&amp;#39; between the definition of the attribute type and the definition of the get/setters. Have a look at Quest.cs -&amp;gt; GearRewardContentNames for an example.
&lt;br /&gt;
&lt;br /&gt;
The second comment is that you may have to watch out for custom Clone methods. In the case of Quest - this may need to have the attribute copy added to it as well - in my case, I need to look at the quest details in the QuestLogScreen.cs, so I had to enhance the Quest.Clone to copy across the hidden attribute.
&lt;br /&gt;
&lt;br /&gt;
If anyone is interested, I will post a new thread on my plan and progress on enhancing the Quest functionality.
&lt;br /&gt;
&lt;br /&gt;
Cheers
&lt;br /&gt;&amp;nbsp;&amp;nbsp;Andy Stratton</description></item></channel></rss>