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Quest Item paradigm improvement #134

@ocelot134269

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@ocelot134269

At the moment for gathering quests, as part of building we have to:

  1. Set quest items to NoBulk, NoWeight oflag (if there's a large number of them needed for a gathering quest)
  2. Set them to lore and limit their allowed amount defined by how many of them the player needs for the gathering quest

Needless to say, this is a huge pain in the ass. Making them lore is pretty stupid, but it's the only workaround we have right now to prevent possible quest obj farming abuse for repeatable quests. We could use the NoDrop oflag too, probably, but that's also stupid. Point is, we want people to actually DO the quests, not just get a bunch of quest items and hoard them and then just go complete the repeatable quest when they're again able to do it.

I think we need a way to do the following things:

  1. Quest objects (for gathering quests for the most part) will not be dropped by a mob unless the killing player has the quest.
  2. Quest objects do not have any bulk or weight by default (perhaps an override oflag could be used in specific instances if we really wanted them to for some reason, but by default should be NoBulk/NoWeight)
  3. When player with quest kills a mob that drops the quest item, the quest item doesn't drop in the room, but instead goes directly into their inventory and can't leave their inventory in any way without completing the quest, or perhaps by using the item under some circumstances..(i.e. some quest giver gives you a potion of r-m to use to complete his task, which would be a given initial quest item)

I think there should perhaps be a separate "quest item inventory" on players that is independent of their actual inventory. Nothing can add items to it or remove anything from it unless under specific circumstances. Only getting quests (adds them to quest inventory), killing quest item carrying mobs (quest item drops and goes directly into this inventory), using a quest item (potion example above), or completing a quest (removes required items from the quest inventory)...there prob are other circumstances I haven't thought of.

I think this modification also is likely necessary to properly do the sharing of quests between players as well - at least as far as getting quest items together in a shared quest would go, but that is another topic entirely.

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