Closed plexsoup closed 1 year ago
quest givers are only initialized by city_map.
But I prefer to have them in the building_maps.
So I need to relocate the initialize_questgivers() routine into BuildingTemplate.gd
Alternatively, remove the initialize function from the parent, have the quest givers wait a moment for all scenes/nodes to initialize, then they can ask the city_map for a random quest objective location.
I've modified quest givers so they can be instanced on maps without being deep duplicates. If we instance a generic quest giver, we need to add two child nodes, one called rewards and another called requirements. Inside those nodes there should be one or more Collectible Items (eg: MiscClue, PaperClue, TalkClue, MemoryClue, Bandage, CircumstantialClue)
Clues can serve as requirements or rewards. (QuestGivers are effectively the same as locked boxes, offering up more keys as rewards.)
A configuration warning is on the tool script, since we'll likely forget.
seems alright
I'm sure it could be improved.
Why do some quest givers furnish a random location and others don't?
Is there a way they could have a few rounds of dialog instead of just one?
Can we make them spawn loot after receipt of their quest requirement item?