Decide which quests start over and which stay finished after a prestige reset
After a reset, one player has the same quest twice and a reward they never collected is gone, another sees a bar that runs backwards. Here is a clean split between counters for this round and for all time, and a safe moment to restart repeatable quests.
Why this works
Whether a quest is finished is a fact about the past, while the counter is a fact about the present, and a reset only wipes the present. Keeping the two apart means the reset can never take back something earned or lose a reward that was waiting.
When not to use it
Skip it in a game with no restart at all, where one counter is enough. Also skip it when a restart is meant to wipe everything, including finished quests, as in a fresh playthrough. Then reset it all and say so plainly.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- A diagram of every state
- 35 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Decide which quests start over and which stay finished after a prestige reset" (read_entry prestige-resets-run-quests-not-lifetime) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP