Closed spyjack closed 1 year ago
Closing because the issues list was not really intended for feature requests. Sorry to close this discussion - I do WANT to fulfill all (most?) requests, but it is a matter of prioritization. Constantly being reminded of all the pending requests when checking issues is stressful. I will keep the request in mind. On GitHub maybe the Ideas section of Discussions would be the best place.
Currently, most items can give rewards when consumed or used, like guns or food which can be incredibly useful, and I've used it to make special keys that unlock passageways when 'eaten' and odd items like crystal balls that show other players, but you could have so much more if items could be blocked from being used via conditions.
[Suggestion]
My proposed addition is that ALL useable items: guns, consumables, melee weapons, clothes, etc, can be given
Quest_Conditions X
or something similiar in their.dats
. This would make it that when the player presses the use button, the game would check the quest conditions, and if all pass, then it would be used as normal, otherwise it simply wouldn't let you use it. All items could still be equipped as in, held in your hands.[Community Usage Examples]
[Personal Usage Examples]
Tales of Terror has 6 classes players can choose from, and uses a lot of quest flags, so this would give me a ton of options for content and anti-exploiting such as:
The mileage on this would be insane and opens a TON of options for complex quests and world/loot progression, thanks for your time and consideration.