Nicolas Weeger wrote:
 n items in your inventory? <snip>

Imagine a quest like "cook NPC: I'm missing 10 potatoes for my
party tonight, please help me!" => player has the quest
"collect 10 potatoes". When s-he gets 10 potatoes, it could be
nice to put a reminder "oh, you found 10 potatoes, you can
give'em to the poor cook". So need to activate quests items
when player picks the last of 10 items.

 Ok - that makes sense.


I was thinking "when player opens the chest, if doing the
quest, find the right item and other random items. If not
doing the quest, just the random items".

Do you then have a requirement that the item in question be unique in name or something? Do you somehow tie the quest to specific quests?

What I'm geting at is that you don't want to disable the player from finding whatever that item is in other chests.



Already done. I extended the match function, you can do
(imagine a NPC farmer, after the cook asked you to find 10
potatoes):
match @potatoe
quest potatoe_quest start
You're seeking potatoes? If you  help me find my missing cow,
I'll give you some".

 but being able to connect it to other connected objects has additional value.

For example, pulling different levers could perhaps change your quest state. Or any other numerous connected objects - sacrificing something at an altar might not only open the door, but also change quest state, etc.



1) Give object.  Some quests (scorn nobility) quest does

this, but can
potentially run out of objects - if done via quests, don't

have that problem.

Can generate random item, too - simple to do with plugin or
whatever.

I thought you said you didn't want the quest stuff to be in the plugin? this seems to state otherwise.

I also think the trying to generate custom items via plugin could be a pain (eg, a bunch of script lines to set specific values on the object), unless that custom item is stored in the quest objects inventory or something. And if we're going to do that, why get the plugin involved - let the quest controller do the right thing.



 Also, should have special code to give invisible objects -

if player doesn't
have it, it gives them.  Thus, quests could give out skills

and spells.
Potentially, there should be some fallback (player already

has meteor swarm,
give them 10 potions instead or something).


Can be done through plugin, again. Code to check for all that
exists iirc.

Same point above applies however. I'd also think from a map maker perspective, it would certainly be nicer if I'm not required to know/use the plugin code to do simple quests.

Now, the alternative object logic should perhaps be in the plugin, but I think the basic item creation should be in the server code.

What the server does would largely be based on the object in question, but I think it'd be pretty easy to work out a system.

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