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Add type system to make questrewards depending on required items

Suggestion by:
DarkPaapi โ€”
Other thing what I wander about is it possible the reward item is depending on the required item. For example NPC asking for a metal ingot and the reward is the matching material. Just asking because I want to expend the utility of the blacksmith, so for a fee he/she can make and repair tools etc. Don't really want to clutter the drop-down hundreds of quests for single items ๐Ÿ˜„

VSQuest/VSVillage Kills not counting toward progress

I'm using VSVillage and attempting to do the Mayor quest where he tasks you with providing food, jobs, houses, and killing drifters. I can complete all of the other items, but no matter how many drifters I kill, or seemingly of what type, I'm still at 0/30 kills
Unfortunately, as far as I can tell, there's no error or warning in the logs regarding it.

Random variability in quest configuration

I think it would help if there was an option to configure range of any number in quest configuration. The final value would be chosen pseudorandomly.
Examples of what I mean:
Quest shows again 3 to 6 days after completion.
Quest reward is 2 - 5 rusty gears.
Quest objective is to bring 100 - 10 000 black steel ingots.

Another higher level would be to randomly choose one of multiple values.
Kill 10 wolves or drifters => Only wolves would be chosen, so the quest would be about killing 10 wolves.
Receive reward of 20 oak or birch planks => 20 oak planks would be received.
This could be picked when the quest is generated.

Add commands for easier debugging

It would be nice to have some commands for easier debugging of quests like:

  • accept questid: accepts a quest
  • check questid: checks if a quest can be completed
  • comple questid: completes quest and gives back rewards

Predecessor quest completion not making quest available.

I'm having a bit of trouble with the predecessor setting on the quest.json. When I complete the acorninnwelcome quest I have written it does not make any of the quests with it as their predecessor available.

This is what the welcome quest looks like in my code.

  {
    "id": "vsquestexample:quest-acorninnwelcome",
    "cooldown": 999999,
    "perPlayer": true,
    "gatherObjectives": [
      {
        "validCodes": ["storagevesselcolored-burnt-blurple"],
        "demand": 1
      }
    ],
    "itemRewards": [
      {
        "itemCode": "game:bed-hay-head-north",
        "amount": 1
      },
      {
        "itemCode": "game:linensack",
        "amount": 4
      },
      {
        "itemCode": "game:knife-copper",
        "amount": 1
      },
      {
        "itemCode": "game:axe-copper",
        "amount": 1
      },
      {
        "itemCode": "bread-spelt-perfect",
        "amount": 32
      },
      {
        "itemCode": "glazedbowl-burnt-clear-blue-plain",
        "amount": 1
      },
      {
        "itemCode": "glazedoillamp-clear-blue-up",
        "amount": 1
      }
    ]
  }

This is what one of the quests that has it as a predecessor looks like.

  {
    "id": "vsquestexample:quest-acorninnfirewood",
    "predecessor": "vsquestexample:quest-acorninnwelcome",
    "cooldown": 20,
    "perPlayer": true,
    "gatherObjectives": [
      {
        "validCodes": ["firewood"],
        "demand": 32
      }
    ],
    "itemRewards": [
      {
        "itemCode": "game:gear-rusty",
        "amount": 1
      }
    ]
  }

They are all included in the quests array for my quest giver entity. Not sure what I'm missing here.

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