AspireMint reports: Add 3 slots for rewards (same ... #6225
Labels
No Label
1. kind/balancing
1. kind/breaking
1. kind/bug
1. kind/construction
1. kind/documentation
1. kind/enhancement
1. kind/griefing
1. kind/invalid
1. kind/meme
1. kind/node limit
1. kind/other
1. kind/protocol
2. prio/controversial
2. prio/critical
2. prio/elevated
2. prio/good first issue
2. prio/interesting
2. prio/low
3. source/art
3. source/client
3. source/engine
3. source/ingame
3. source/integration
3. source/lag
3. source/license
3. source/mod upstream
3. source/unknown
3. source/website
4. step/approved
4. step/at work
4. step/blocked
4. step/discussion
4. step/help wanted
4. step/needs confirmation
4. step/partially fixed
4. step/question
4. step/ready to deploy
4. step/ready to QA test
4. step/want approval
5. result/cannot reproduce
5. result/duplicate
5. result/fixed
5. result/maybe
5. result/wontfix
ugh/petz
ugh/QA main
ugh/QA NOK
ugh/QA OK
No Milestone
No project
No Assignees
8 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: your-land/bugtracker#6225
Loading…
Reference in New Issue
No description provided.
Delete Branch "%!s(<nil>)"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
AspireMint reports a bug:
Player position:
Player look:
Player information:
Player meta:
Log identifier
Profiler save:
Status:
Teleport command:
Compass command:
Just adding 3 or 6, or 10 new slots won't fix the problem.
There could be an infinite "reward storage" type of thing, that just adds your quest rewards to the list, and you can open any specific reward set at any time and claim it (take only of course). It could be done in the inventory as "reward journal", or as a special "reward claim chest" service, if we don't want players to have access to it at all times.
Maybe this reward storage could be in form similar to an ender chest
I've started a reward_inv mod and whosit has written something similar - except just with one slot.
My mod still needs a bit of work. After that NPC can use it as well.
Alternative solution: whoever has got no free space in the inventory, just misses the rewards altogether.
The instruction "have X free spaces in the inventory" should be very simple to understand. If, after repeating that 10 times, there are players who still have no free space in the inventory... I no longer empathise with them.
Problem with that approach is, the NPC won't let you get the rewards if someone that doesn't have 3 slots free is nearby. So if that approach is to be taken, the code would need to be adjusted to remove that safeguard.
Plus there's people who suddenly have to go afk without being able to check for 3 free spaces - what about that scenario?
It works if you have single repeating quest with same number of rewards. If people don't know how many rewards quest will have or when it ends - it means they just randomly lose rewards. Can't learn all quests on a server before finishing them at least once 🐬
We can't demand people know before it happens how much space in the inventory is necessary. I'd rather support some approach where the reward is placed in some reward inventory ON THE NPC, that only the player who completed the quest, but didn't take the reward can access. Then the player could return later and grab the reward
Yes, this principle has already proven itself well in the still ongoing quest "Be a Friend of the Bailiffs' Dogs". There was no prize at the beginning and it can be picked up in the meantime, which is already done by most of the new friends of the Bailiffs' dogs.