I know there is the wait_for_requirements_met encounter type. It is used in a few quests.
For example, the quests to advance to tier 2 uses this encounter type, to detect if you have the monuments or not.
But because the object I’m trying to detect is not owned by the player, this encounter is useless in this specific case. It only detects objects owned by the player.
I even tried changing the ownership of the object to the player, so I could adapt and use that encounter, but for some reason the encounter did not worked…
Here is the code piece used:
"wait_for_requirements_met_info": {
"requirements": {
"has_container": {
"item": "exists_in_world",
"uri": "archipelago_biome:monsters:fake_container",
"value": true,
"type": "deny_if_not"
}
}
}
The object is even white now when I hover it (meaning it belongs to my town, yellow when it is from a neutral source and red from enemies) so I’m not sure why this above code is not working either.
Essentially I’m trying to create some kind of if/else in my campaign. I would have two of those encounters, one testing for the existence of the object, and another testing for the opposite, each one with a different dialogue following. So if the object is there, say A, if not say B.