Notes!
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NOTES.md
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# Notes
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The problem I'm facing right now is I really need to figure out how Quest
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Objectives will work.
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Primarily there are a few different objective types;
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- "Code" controlled
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Covers anything that can be triggered by the code itself, usually using the
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event system. Here are a few examples;
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- "Go talk to this person"
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- "Go fight this boss"
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- "Activate this switch"
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- "Check" controlled
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Basically these are objectives that can be completed and potentially
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uncompleted again if the circumstances deem it so.
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Consider;
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"Go find 3 potions", could happen automatically, but if the player were to
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then consume any one of those three potions, then the objective would
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un-complete.
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I think in this scenario the actual turn-in is either going to be an active
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checker that turns the quest in automatically, e.g. consider the "find 3
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potions" scenario I put above;
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You would get the quest, go find 3 potions, and the instant the third
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potion was collected, the game would trigger a cutscene and the quest would
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be complete as part of that.
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Alternatively the player could have to collect 3 potions and then turn in
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with an NPC, who would check when interacted whether those items were in
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the players' inventory or not. This is particularly so for key-items which
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in theory cannot be uncollected, but would still require this "collect and
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then turn in" approach.
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Thinking about it further I think these check controlled objectives really
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are the same as code controlled, I would just need some other kind of code
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to be doing the actual checking.
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Next Steps;
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- Create looping event type(s)
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Loop Event
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Allow go to Event can go back to parent and re-start it
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Restart Event
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- Create an ever-present event type
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This is an event type that will process "constantly" (realistically I think
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this is an event type called "AutoStartEvent", with options to loop)
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- Create more conditions for checking if player(s) have items, take items, and
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more.
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COOKING
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Next I need to create some events to send you to a cooking mini-game. Cooking
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mini games will just be a different kind of game scene that can't be exited.
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