Hi there! I wanted to ask if there's a way to create a quest board in the ORK Framework where players can view available quests, see descriptions, and accept them. I was thinking about treating quests like contracts and using items to represent them. For instance, I considered using the shop system to allow players to "buy" quest contracts for 0 gold as a way to accept them. However, this approach doesn't seem to work very well.

Is there an easier or more effective way to achieve this? If not, I’m happy to build it myself, but I wanted to check if there’s a built-in solution or a better method I might have overlooked.

Thanks in advance!
  • edited January 22
    You can select quests as selected data - the Select Quest node can either select quests already added to the player or available quests (i.e. not added and valid conditions). A Selected Data Choice node can afterwards be used to select a quest, and a Quest Choice node to show a detailed dialogue for the selected quest.

    What's not working well when using a shop to buy quests?
    Post edited by gamingislove on
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  • The main issue is that I can't close the shop after a purchase, which creates conflicts with other processes that need to start. Is there a way to detect when the shop has closed or trigger a schematic when it does? If so, I might be able to hook into that.
  • If the shop is opened via a schematic (Open Shop node), it offers different next slots depending on if something was bought nor not.
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