Added Astar
Fixed how items were being added. Trade from NPC to player through right-click works.
Implemented the Find_Item function in trading.
Quests system added.
The quests system has been beefed up more, including script execution order. Npc's can add quests to the player.
Kinda completely re-organized the Quests system. Quests can be created as Prefabs with a Quest Script, which can then *theoretically have child quest prefabs. Quests can still be created via hardcoding
Apparently, using ScriptableObject as a base instead of monobehavior was creating some weird problems.
Reverted to old quest system. It can work either way, I just think the old Item-based system was simpler.
A working Quest! Quest_items can be assigned and referenced to different Quest scripts. Quest scripts can contain unique variables that they care about, Event_listeners, they also have links to interested parties' Quest_journal.
A working Quest! Quest_items can be assigned and referenced to different Quest scripts. Quest scripts can contain unique variables that they care about, Event_listeners, they also have links to interested parties' Quest_journal.
Finally made right-click trade work for everybody.
I realized that quest scripts should just be attached to questDatabase object, duh. The WeedQuest is now all the way a completely a bonafide quest. Trade works with Right-click and Drag'n'Drop.