The first tab of the each Villager's GUI is the trading tab, the second tab of the Villager's GUI is quests.
Each Minecraft day, each Villager generates a random quest and, if he has more than a score, expires his oldest quest.
In order to get positive quest gossip, and a discount, the player selects a quest, commits to that quest, and then, after doing the task, interacts with the villager before the quest expires.
If a quest which the player has committed to expires before the player fulfils it, the player gets negative quest gossip and higher prices.
Each quest is randomly generated, and could be "Sneak 3 meters" or "Catch 2 Fish" etc. Almost any thing on the Statistics page is fair game, except blacklisted tasks. No murder, etc.
When a player commits to a doing a quest for a villager, that villager examines that player's statistics, recording how many times the player has done that task previously.
Each time the player interacts with a Villager, opening up it's GUI, that Villager checks if there are any outstanding quests which that player has committed to, and checks the player's statistics to see if he has done the task enough extra times.
Fulfilling quests gives points to the villager and the player.Committing to do a quest requires supplying a level's worth of experience points as a security deposit. The player does not get the deposited experience points back if a quest he committed to expires, and does get them back (along with any rewarded XP) if he fulfills the quest.
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