Nicolas Weeger wrote: > Hello. > Quests are subdivided in "tasks". You don't need to complete all tasks > to complete the quest. So for instance if you ask an ncp you'll get to > know the shortcut to the big manor with the villain you're supposed to > kill, but you don't require it. It'd probably be nice if that is somehow setable (eg, you need to do tasks 1,5,6, but 2 and 3 are optional). Not positive how hard that would be to set up. > > Quests/tasks should be able to interact/start/end when player: > * takes an item > * talks to a npc/... > * goes to a specific place > * activates an altar I'd like that be be more general - activates any connected object, just not an altar. Might not make sense to tie some actions, but I think the ability would make it more flexible. > Quests rewards: > * items > * skill > * experience (either some levels, some rough exp, a percentage of exp > needed to level, ...) If this is a level or percentage of a level, then I think some form of cap is needed. Eg, you don't want high level characters doing easy quests as a way to get a level in something. > * when the quest is completed, keep tasks for later referral. Or maybe > remove some? probably want to record quests that where completed, not sure if we care about unfinished tasks. > > Performance issues: many inventory checks required. Move quests items in > a specific sublist at load time? Some checks, but it seems not very often. Monsters being killed doesn't happen that often, so checking their contents at that time isn't that big a deal. All the rest are relatively infrequent (player talking, altar, etc). So I don't think performance wise, it shoudl be much an issue.