コード例 #1
0
    //Quick quest to find the mountain
    private Quest MountainQuest1()
    {
        //Objectives!
        QuestObjective goToMountain = new QuestObjective(1, false, "Find the Mountain", "NO", new List <double>()
        {
            0
        }, "OR", new List <object>()
        {
            GameAction.IN_AREA, "Moutain"
        }, true);

        //Create a reward
        GameReward reward1 = new GameReward(0, 25, 0, 2, 5); //5 hp pots

        //Lists for all the above
        List <QuestObjective> objectives = new List <QuestObjective>()
        {
            goToMountain
        };
        List <FallbackObjective> fallbacks = new List <FallbackObjective>()
        {
        };
        List <GameReward> rewards = new List <GameReward>()
        {
            reward1
        };

        //Create the quest
        return(new Quest(2, "Mountain Explorer", "Find the mountain", objectives, fallbacks, rewards, player, inventory, db, mc, em));
    }
コード例 #2
0
 public AchievementMilestone(int id, int state, int required, GameReward reward)
 {
     Required = required;
     Reward   = reward;
     State    = state;
     ID       = id;
 }
コード例 #3
0
    //Go to the forest once more and fight a zombified bear, your toughest opponent yet!
    private Quest ForestQuest3()
    {
        //Objectives
        QuestObjective goToForest = new QuestObjective(1, false, "Return to the forest", "NO", new List <double>()
        {
            0
        }, "OR", new List <object>()
        {
            GameAction.IN_AREA, "Forest"
        }, true);
        QuestObjective unlockGate = new QuestObjective(2, false, "Unlock the north gate", "NO", new List <double>()
        {
            1
        }, "OR", new List <object>()
        {
            GameAction.UNLOCKED, "North Forest Gate"
        }, true);
        QuestObjective exploreArea = new QuestObjective(3, false, "Explore the area", "NO", new List <double>()
        {
            2
        }, "OR", new List <object>()
        {
            GameAction.CUTSCENE_PLAYED, "ForestCutscene03"
        }, true);
        QuestObjective defeatBear = new QuestObjective(4, false, "Defeat the bear", "NO", new List <double>()
        {
            3
        }, "OR", new List <object>()
        {
            GameAction.IN_INVENTORY, 39, 1
        }, true);
        QuestObjective returnToOldMan = new QuestObjective(5, false, "Return to the old man", "SUCCESS", new List <double>()
        {
            4
        }, "OR", new List <object>()
        {
            GameAction.CUTSCENE_PLAYED, "TownCutscene04"
        }, true);

        //No fallback objectives

        //Reward the player with tons of XP
        GameReward reward1 = new GameReward(0, 200, 0, 0, 0);

        //Lists for all the above
        List <QuestObjective> objectives = new List <QuestObjective>()
        {
            goToForest, unlockGate, exploreArea, defeatBear, returnToOldMan
        };
        List <GameReward> rewards = new List <GameReward>()
        {
            reward1
        };

        //Create the quest
        return(new Quest(4, "Forest Explorer", "Find the secrets of the north forest", objectives, null, rewards, player, inventory, db, mc, em));
    }
コード例 #4
0
    //Return to the forest and acquire the contents of the chest behind the southern gate
    private Quest ForestQuest2()
    {
        //Objectives
        QuestObjective goToForest = new QuestObjective(1, false, "Return to the forest", "NO", new List <double>()
        {
            0
        }, "OR", new List <object>()
        {
            GameAction.IN_AREA, "Forest"
        }, true);
        QuestObjective unlockGate = new QuestObjective(2, false, "Unlock the south gate", "NO", new List <double>()
        {
            1
        }, "OR", new List <object>()
        {
            GameAction.UNLOCKED, "South Forest Gate"
        }, true);
        QuestObjective openChest = new QuestObjective(3, false, "Open the chest", "NO", new List <double>()
        {
            2
        }, "OR", new List <object>()
        {
            GameAction.CUTSCENE_PLAYED, "ForestCutscene02"
        }, true);
        QuestObjective defeatChest = new QuestObjective(3.1, true, "", "NO", new List <double>()
        {
            1
        }, "OR", new List <object>()
        {
            GameAction.IN_INVENTORY, 38, 1
        }, true);
        QuestObjective returnToOldMan = new QuestObjective(4, false, "Return to the old man", "SUCCESS", new List <double>()
        {
            3, 3.1
        }, "AND", new List <object>()
        {
            GameAction.CUTSCENE_PLAYED, "TownCutscene03"
        }, true);

        //No fallback objectives

        //Rewards
        GameReward reward1 = new GameReward(0, 40, 0, 17, 2); //40 xp

        //Lists for all the above
        List <QuestObjective> objectives = new List <QuestObjective>()
        {
            goToForest, unlockGate, openChest, defeatChest, returnToOldMan
        };
        List <GameReward> rewards = new List <GameReward>()
        {
            reward1
        };

        //Create the quest
        return(new Quest(3, "Chest Opener", "Collect the items in a chest in the south forest", objectives, null, rewards, player, inventory, db, mc, em));
    }
コード例 #5
0
    //First real quest. Get some grapes in the forest for the old man's Potion of Recall
    private Quest ForestQuest1()
    {
        //Objectives!
        QuestObjective goToForest = new QuestObjective(1, false, "Go to the forest", "NO", new List <double>()
        {
            0
        }, "OR", new List <object>()
        {
            GameAction.IN_AREA, "Forest"
        }, true);
        QuestObjective pickUpGrapes = new QuestObjective(2, false, "Collect some grapes", "NO", new List <double>()
        {
            1
        }, "OR", new List <object>()
        {
            GameAction.IN_INVENTORY, 35, 1
        }, true);
        QuestObjective talkToOldMan = new QuestObjective(3, false, "Return to the old man", "SUCCESS", new List <double>()
        {
            2
        }, "OR", new List <object>()
        {
            GameAction.CUTSCENE_PLAYED, "TownCutscene02"
        }, true);

        //Create a fallback objective
        FallbackObjective lostGrapes = new FallbackObjective(2, new List <double>()
        {
            3
        }, new List <object>()
        {
            GameAction.IN_INVENTORY, 35, 1
        }, false);

        //Create a reward
        GameReward reward1 = new GameReward(0, 25, 0, 17, 3); //3 bronze ore
        GameReward reward2 = new GameReward(0, 0, 0, 19, 3);  //3 leather scraps
        GameReward reward3 = new GameReward(0, 0, 0, 21, 1);  //1 thread

        //Lists for all the above
        List <QuestObjective> objectives = new List <QuestObjective>()
        {
            goToForest, pickUpGrapes, talkToOldMan
        };
        List <FallbackObjective> fallbacks = new List <FallbackObjective>()
        {
            lostGrapes
        };
        List <GameReward> rewards = new List <GameReward>()
        {
            reward1, reward2, reward3
        };

        //Create the quest
        return(new Quest(2, "Grape Collector", "Collect some grapes for a Potion of Recall", objectives, fallbacks, rewards, player, inventory, db, mc, em));
    }
コード例 #6
0
    private Quest MountainQuest3()
    {
        //Objectives!
        QuestObjective goToMountain = new QuestObjective(1, false, "Go to the Mountain", "NO", new List <double>()
        {
            0
        }, "OR", new List <object>()
        {
            GameAction.IN_AREA, "Moutain"
        }, true);
        QuestObjective pickUpCopper = new QuestObjective(2, false, "Collect some copper ore to make the key", "YES", new List <double>()
        {
            1
        }, "OR", new List <object>()
        {
            GameAction.IN_INVENTORY, 63, 2
        }, true);
        QuestObjective ret1 = new QuestObjective(3, false, "Give ore to the old man", "SUCESS", new List <double>()
        {
            3
        }, "OR", new List <object>()
        {
            GameAction.NPC_GIVE, 63, 2
        }, true);

        //Create a fallback objective
        FallbackObjective lostCopper = new FallbackObjective(2, new List <double>()
        {
            3
        }, new List <object>()
        {
            GameAction.IN_INVENTORY, 63, 2
        }, false);

        //Create a reward
        GameReward reward1 = new GameReward(0, 50, 25, 20, 3); //need to change this to a key to give the quest to get the runestone

        //Lists for all the above
        List <QuestObjective> objectives = new List <QuestObjective>()
        {
            goToMountain, pickUpCopper, ret1
        };
        List <FallbackObjective> fallbacks = new List <FallbackObjective>()
        {
            lostCopper
        };
        List <GameReward> rewards = new List <GameReward>()
        {
            reward1
        };

        //Create the quest
        return(new Quest(2, "Copper for key", "Collect some copper to make a new key", objectives, fallbacks, rewards, player, inventory, db, mc, em));
    }
コード例 #7
0
    //Quest to gather firewood for the forges
    private Quest MountainQuest2()
    {
        //Objectives!
        QuestObjective goToMountain = new QuestObjective(1, false, "Go to the Mountain", "NO", new List <double>()
        {
            0
        }, "OR", new List <object>()
        {
            GameAction.IN_AREA, "Moutain"
        }, true);
        QuestObjective pickUpMaple = new QuestObjective(2, false, "Collect some maple logs for the furnaces", "YES", new List <double>()
        {
            1
        }, "OR", new List <object>()
        {
            GameAction.IN_INVENTORY, 62, 3
        }, true);
        QuestObjective ret1 = new QuestObjective(3, false, "Give logs to the old man", "SUCESS", new List <double>()
        {
            3
        }, "OR", new List <object>()
        {
            GameAction.NPC_GIVE, 62, 3
        }, true);

        //Create a fallback objective
        FallbackObjective lostMaple = new FallbackObjective(2, new List <double>()
        {
            3
        }, new List <object>()
        {
            GameAction.IN_INVENTORY, 62, 3
        }, false);

        //Create a reward
        GameReward reward1 = new GameReward(0, 50, 25, 20, 3);  //3 runestone shards

        //Lists for all the above
        List <QuestObjective> objectives = new List <QuestObjective>()
        {
            goToMountain, pickUpMaple, ret1
        };
        List <FallbackObjective> fallbacks = new List <FallbackObjective>()
        {
            lostMaple
        };
        List <GameReward> rewards = new List <GameReward>()
        {
            reward1
        };

        //Create the quest
        return(new Quest(2, "Maple for Furnace", "Collect some maple logs for the Old Man", objectives, fallbacks, rewards, player, inventory, db, mc, em));
    }
コード例 #8
0
    protected override IEnumerator IEndGame()
    {
        GameWinLose.ActivateWinTextEvent();

        int reward = SpaceMissions.GetSpaceMissionData(SpaceMission).reward;

        GameReward.ShowRewardEvent(reward);
        StaticSettings.credits += reward;

        yield return(new WaitForSeconds(3));

        GameWinLose.DisactivateTextEvent();
        GameReward.HideRewardEvent();

        SceneController.LoadNextStoryScene();
    }
コード例 #9
0
    //Constructor: accepts arguments for the above variables
    public Achievement(int id, string name, string description, AchievementStat stat, int state, int requirement, GameReward reward, AchievementGroup group)
    {
        //Assign values
        ID          = id;
        Name        = name;
        Description = description;
        Stat        = stat;
        State       = state;
        Requirement = requirement;
        _reward     = reward;
        Group       = group;

        //Initialize
        Stat.AddDependency(this);
        Group.Add(this);
    }
コード例 #10
0
    private void DistributeRewards(GameReward reward)
    {
        var p              = GameObject.FindGameObjectWithTag("Player");
        var player         = p.GetComponent <PlayerController>();
        var inventory      = p.GetComponent <Inventory>();
        var messageOverlay = GameObject.FindGameObjectWithTag("MessageOverlay").GetComponent <MessageOverlayController>();

        StringBuilder sb       = new StringBuilder();
        bool          anyAdded = false;

        sb.Append("Received ");

        //XP
        if (reward.XPReward > 0)
        {
            anyAdded = true;
            player.AddXP(reward.XPReward);
            sb.Append(reward.XPReward + " XP");
        }
        //Gold
        if (reward.GoldReward > 0)
        {
            anyAdded = true;
            inventory.AddGold(reward.GoldReward);
            if (anyAdded)
            {
                sb.Append(" and ");
            }
            sb.Append(reward.GoldReward + " gold");
        }
        //Item
        if (reward.ItemRewardCount > 0)
        {
            anyAdded = true;
            inventory.AddItemToInventory(reward.ItemReward, reward.ItemRewardCount);
            if (anyAdded)
            {
                sb.Append(" and ");
            }
            string itemName = (Resources.Load(Item.Path[reward.ItemReward]) as GameObject).GetComponent <Item>().Name;
            sb.Append(reward.ItemRewardCount + " " + itemName);
        }
        //Stat points
        if (reward.StatPoints > 0)
        {
            anyAdded = true;
            player.Stats.AddStatPoints(reward.StatPoints);
            if (anyAdded)
            {
                sb.Append(" and ");
            }
            sb.Append(reward.StatPoints + " stat points");
        }
        //Skill points
        if (reward.SkillPoints > 0)
        {
            anyAdded = true;
            player.Stats.AddSkillPoints(reward.SkillPoints);
            if (anyAdded)
            {
                sb.Append(" and ");
            }
            sb.Append(reward.SkillPoints + " skill points");
        }

        //Format end of string
        if (anyAdded)
        {
            sb.Append("!");
        }
        else
        {
            sb.Append("nothing!");
        }

        //Print reward description to user
        messageOverlay.EnqueueMessage(sb.ToString());
    }
コード例 #11
0
    //-------------------------------------
    // STAGE 2: New forest zones
    //-------------------------------------

    //Go to graveyard
    private Quest Forest2Quest1()
    {
        //Objectives
        QuestObjective talkToOldFart = new QuestObjective(1, false, "Talk to old man", "NO", new List <double> {
            0
        }, "OR",
                                                          new List <object>()
        {
            GameAction.CUTSCENE_PLAYED, "TownCutscene05"
        }, true);
        QuestObjective goToForest2 = new QuestObjective(2, false, "Go to the new forest area", "NO", new List <double>()
        {
            1
        }, "OR",
                                                        new List <object>()
        {
            GameAction.IN_AREA, "Forest 2"
        }, true);
        QuestObjective exploreForest = new QuestObjective(2.1, false, "Find the graveyard", "NO", new List <double>()
        {
            2
        }, "OR",
                                                          new List <object>()
        {
            GameAction.CUTSCENE_PLAYED, "Forest2Cutscene01"
        }, true);
        QuestObjective findWayAround = new QuestObjective(3, false, "Find another way across the river", "NO", new List <double>()
        {
            2.1
        }, "OR",
                                                          new List <object>()
        {
            GameAction.CUTSCENE_PLAYED, "Forest2Cutscene02"
        }, true);
        QuestObjective getLogs1 = new QuestObjective(4.1, false, "Collect maple logs (1/4)", "NO", new List <double>()
        {
            3
        }, "OR",
                                                     new List <object>()
        {
            GameAction.IN_INVENTORY, 62, 1
        }, true);
        QuestObjective getLogs2 = new QuestObjective(4.2, false, "Collect maple logs (2/4)", "NO", new List <double>()
        {
            4.1
        }, "OR",
                                                     new List <object>()
        {
            GameAction.IN_INVENTORY, 62, 2
        }, true);
        QuestObjective getLogs3 = new QuestObjective(4.3, false, "Collect maple logs (3/4)", "NO", new List <double>()
        {
            4.2
        }, "OR",
                                                     new List <object>()
        {
            GameAction.IN_INVENTORY, 62, 3
        }, true);
        QuestObjective getLogs4 = new QuestObjective(4.4, false, "Collect maple logs (4/4)", "NO", new List <double>()
        {
            4.3
        }, "OR",
                                                     new List <object>()
        {
            GameAction.IN_INVENTORY, 62, 4
        }, true);
        QuestObjective fixBridgeStart = new QuestObjective(5, false, "Fix the bridge", "NO", new List <double>()
        {
            4.4
        }, "OR",
                                                           new List <object>()
        {
            GameAction.SPRITE_CHANGED, "Forest2WoodenBridge"
        }, true);
        QuestObjective fixBridge = new QuestObjective(5.1, true, "", "NO", new List <double>()
        {
            5
        }, "OR",
                                                      new List <object>()
        {
            GameAction.CUTSCENE_PLAYED, "Forest2Cutscene03"
        }, true);
        QuestObjective goToGraveyard = new QuestObjective(6, false, "Go to the graveyard", "NO", new List <double>()
        {
            5.1
        }, "OR",
                                                          new List <object>()
        {
            GameAction.CUTSCENE_PLAYED, "Forest2Cutscene04"
        }, true);

        //Fallback objectives for the maple logs
        FallbackObjective fo1 = new FallbackObjective(4.1, new List <double>()
        {
            4.2
        }, new List <object>()
        {
            GameAction.IN_INVENTORY, 62, 1
        }, false);
        FallbackObjective fo2 = new FallbackObjective(4.2, new List <double>()
        {
            4.3
        }, new List <object>()
        {
            GameAction.IN_INVENTORY, 62, 2
        }, false);
        FallbackObjective fo3 = new FallbackObjective(4.3, new List <double>()
        {
            4.4
        }, new List <object>()
        {
            GameAction.IN_INVENTORY, 62, 3
        }, false);
        FallbackObjective fo4 = new FallbackObjective(4.4, new List <double>()
        {
            5
        }, new List <object>()
        {
            GameAction.IN_INVENTORY, 62, 4
        }, false);

        //Basic XP reward
        GameReward reward1 = new GameReward(0, 50, 0);

        //Lists for the above
        List <QuestObjective> objectives = new List <QuestObjective>()
        {
            talkToOldFart, goToForest2, exploreForest, findWayAround,
            getLogs1, getLogs2, getLogs3, getLogs4, fixBridgeStart, fixBridge, goToGraveyard
        };
        List <FallbackObjective> fallbacks = new List <FallbackObjective>()
        {
            fo1, fo2, fo3, fo4
        };
        List <GameReward> rewards = new List <GameReward>()
        {
            reward1
        };

        //Create the quest
        return(new Quest(10, "Deep Forest", "Explore the forest", objectives, fallbacks, rewards, player, inventory, db, mc, em));
    }
コード例 #12
0
    //Collect up to five potions for gold
    private Quest ForestQuestRepeatable1()
    {
        //Objectives
        QuestObjective collectPotion = new QuestObjective(1, false, "Find potions for the old man", "SUCCESS", new List <double>()
        {
            0
        }, "OR", new List <object>()
        {
            GameAction.NPC_RECEIVE, 7, 1
        }, true);
        QuestObjective got1 = new QuestObjective(1.1, false, "Collect a health potion (0/5)", "NO", new List <double>()
        {
            0
        }, "OR", new List <object>()
        {
            GameAction.IN_INVENTORY, 2, 1
        }, true);
        QuestObjective ret1 = new QuestObjective(1.2, false, "Return to the old man (0/5)", "NO", new List <double>()
        {
            1.1
        }, "OR", new List <object>()
        {
            GameAction.NPC_GIVE, 2, 1
        }, true);
        QuestObjective got2 = new QuestObjective(1.3, false, "Collect a health potion (1/5)", "NO", new List <double>()
        {
            1.2
        }, "OR", new List <object>()
        {
            GameAction.IN_INVENTORY, 2, 1
        }, true);
        QuestObjective ret2 = new QuestObjective(1.4, false, "Return to the old man (1/5)", "NO", new List <double>()
        {
            1.3
        }, "OR", new List <object>()
        {
            GameAction.NPC_GIVE, 2, 1
        }, true);
        QuestObjective got3 = new QuestObjective(1.5, false, "Collect a health potion (2/5)", "NO", new List <double>()
        {
            1.4
        }, "OR", new List <object>()
        {
            GameAction.IN_INVENTORY, 2, 1
        }, true);
        QuestObjective ret3 = new QuestObjective(1.6, false, "Return to the old man (2/5)", "NO", new List <double>()
        {
            1.5
        }, "OR", new List <object>()
        {
            GameAction.NPC_GIVE, 2, 1
        }, true);
        QuestObjective got4 = new QuestObjective(1.7, false, "Collect a health potion (3/5)", "NO", new List <double>()
        {
            1.6
        }, "OR", new List <object>()
        {
            GameAction.IN_INVENTORY, 2, 1
        }, true);
        QuestObjective ret4 = new QuestObjective(1.8, false, "Return to the old man (3/5)", "NO", new List <double>()
        {
            1.7
        }, "OR", new List <object>()
        {
            GameAction.NPC_GIVE, 2, 1
        }, true);
        QuestObjective got5 = new QuestObjective(1.9, false, "Collect a health potion (4/5)", "NO", new List <double>()
        {
            1.8
        }, "OR", new List <object>()
        {
            GameAction.IN_INVENTORY, 2, 1
        }, true);
        QuestObjective ret5 = new QuestObjective(1.99, false, "Return to the old man (4/5)", "NO", new List <double>()
        {
            1.9
        }, "OR", new List <object>()
        {
            GameAction.NPC_GIVE, 2, 1
        }, true);

        //Fallback objectives
        FallbackObjective fo1 = new FallbackObjective(1.1, new List <double>()
        {
            1.2
        }, new List <object>()
        {
            GameAction.IN_INVENTORY, 2, 1
        }, false);
        FallbackObjective fo2 = new FallbackObjective(1.3, new List <double>()
        {
            1.4
        }, new List <object>()
        {
            GameAction.IN_INVENTORY, 2, 1
        }, false);
        FallbackObjective fo3 = new FallbackObjective(1.5, new List <double>()
        {
            1.6
        }, new List <object>()
        {
            GameAction.IN_INVENTORY, 2, 1
        }, false);
        FallbackObjective fo4 = new FallbackObjective(1.7, new List <double>()
        {
            1.8
        }, new List <object>()
        {
            GameAction.IN_INVENTORY, 2, 1
        }, false);
        FallbackObjective fo5 = new FallbackObjective(1.9, new List <double>()
        {
            1.99
        }, new List <object>()
        {
            GameAction.IN_INVENTORY, 2, 1
        }, false);

        //The player will be rewarded throughout dialog, but throw in some XP
        GameReward reward1 = new GameReward(0, 50, 0, 0, 0);

        //Add the above to lists
        List <QuestObjective> objectives = new List <QuestObjective>()
        {
            collectPotion, got1, ret1, got2, ret2, got3, ret3, got4, ret4, got5, ret5
        };
        List <FallbackObjective> fallbackObjectives = new List <FallbackObjective>()
        {
            fo1, fo2, fo3, fo4, fo5
        };
        List <GameReward> rewards = new List <GameReward>()
        {
            reward1
        };

        //Create quest
        return(new Quest(5, "Potion Crafter", "Craft some potions for the old man", objectives, fallbackObjectives, rewards, player, inventory, db, mc, em));
    }
コード例 #13
0
    //Creates a sample quest. This demonstrates the basic features of quest creation. It's kinda clunky, but it's a good first prototype
    private Quest CreateSampleQuest()
    {
        //First create the objectives
        //Stage 1 - go to the forest
        QuestObjective stage1 = new QuestObjective(1, false, "Go to the forest", "NO", new List <double>()
        {
            0
        }, "OR", new List <object>()
        {
            GameAction.IN_AREA, "Forest"
        }, true);
        //Stage 2 - pick up one plant
        QuestObjective stage2 = new QuestObjective(2, false, "Pick up a leather scrap", "NO", new List <double>()
        {
            1
        }, "OR", new List <object>()
        {
            GameAction.IN_INVENTORY, 19, 1
        }, true);
        //Stage 3 - pick up one "pickup"
        QuestObjective stage3 = new QuestObjective(3, false, "Pick up an oak log", "NO", new List <double>()
        {
            1
        }, "OR", new List <object>()
        {
            GameAction.IN_INVENTORY, 16, 1
        }, true);
        //Stage 4 - speak to old man
        QuestObjective stage4 = new QuestObjective(4, false, "Return to the old man", "SUCCESS", new List <double>()
        {
            2, 3
        }, "AND", new List <object>()
        {
            GameAction.TALK_TO, "Old Man"
        }, true);

        //Add them to a list of objectives
        List <QuestObjective> objectives = new List <QuestObjective>()
        {
            stage1, stage2, stage3, stage4
        };

        //Create a fallback objective
        FallbackObjective fb1 = new FallbackObjective(2, new List <double>()
        {
            4
        }, new List <object>()
        {
            GameAction.IN_INVENTORY, 19, 1
        }, false);
        FallbackObjective fb2 = new FallbackObjective(3, new List <double>()
        {
            4
        }, new List <object>()
        {
            GameAction.IN_INVENTORY, 16, 1
        }, false);

        //Add them to a list of fallback objectives
        List <FallbackObjective> fallbackObjectives = new List <FallbackObjective>()
        {
            fb1, fb2
        };

        //Create a reward
        GameReward reward = new GameReward(0.0, 5, 10, 0, 0);

        //Add the rewards to a list of rewards
        List <GameReward> rewards = new List <GameReward>()
        {
            reward
        };

        //Create the quest
        Quest sampleQuest = new Quest(1, "Intro Quest", "Pick up items! Yay!", objectives, fallbackObjectives, rewards, player, inventory, db, mc, em);

        //Debug.Log("Created quest \"" + sampleQuest.Name + "\", description: " + sampleQuest.Description);
        return(sampleQuest);
    }