Handle quests where taking one closes another
Siding with the guild must end the smugglers' job, but only if that job was not already done, and should it come back if you later quit the guild? Here are the states, the rules for each case and a check that your exclusions agree with each other.
Why this works
Choosing one quest is a promise about the others, and the promise depends on where each of them stands: not yet offered, in progress, or already finished. Writing down who closed what lets a quest reopen only when nothing is holding it shut any more.
When not to use it
Skip it when the player may do both quests and only the order differs; hard closing would take away content they paid for with their time. Use a changed ending or reward instead.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 49 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 "Handle quests where taking one closes another" (read_entry quests-that-exclude-each-other) 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