>   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?

Maybe make a specific quest item - key with a unique slaying
field, for instance. Or maybe just get 10 potatoes, not
quest-specific items, depending on quest.

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

Well, i don't mention removing random items themselves.
Case scenario: player gets to treasure room or a ruined
castle, opens chests, find nice treasures.

Then later s-he talks to a npc: 'i'm the former servant of the
now dead king of that castle, could you recover my master's
mirror for me? i'd like to keep it as a souvenir' [insert
usual spam / reward line here :p]. Player redoes map, then in
one of the chests finds treasures and that mirror - but can't
find it without having talked to the npc.

Of course you could imagine quests where you start by finding
an item => don't redrop item if quest already started. Thus
need to check inventory / do quest thing.

>   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.

My changes apply also to magic ears. Thus you can hook a magic
ear to the door, and a marker with a quest thingy. But it
could certainly be simplified, true.

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

Well, some parts could now be done with plugin. But I think
it'll be better to do everything in the server itself.
I'll write a draft document with wanted functions & such, to
think about all issues :)

>   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.

*nod* Just a matter of linking reward item to the quest one
way or the other, and there you go - but still can use Python
like Occidental ring thingy, for instance.

>   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.

Yeah, if doing large quest system, makes sense to do all in
server. Also makes plugin not required, always better.

>   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.

*nod*

Ryo

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