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What Banana 2077's quests are: the main job **The Rotten Apple** (`main_rotten`) and the four gigs (`gig_docks` Panam, `gig_arcade` Judy, `gig_park` River, `gig_alley` Kerry). It holds their stages, waypoints, rewards and the props each stage needs (`C.PROPS`: terminals, a crane…
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What Banana 2077's quests are: the main job The Rotten Apple (main_rotten) and
the four gigs (gig_docks Panam, gig_arcade Judy, gig_park River, gig_alley
Kerry). It holds their stages, waypoints, rewards and the props each stage needs
(C.PROPS: terminals, a crane console, clues, the guitar). It also holds the fights
the stages ask the combat slice for (C.ENCOUNTERS), the Breach Protocol jobs
(C.BREACHES), Dex's phone calls (C.CALLS), the Peel Park clue texts (C.CLUES)
and every line the cast says about a quest (C.TALK).
C.define() registers the item q_guitar and every quest with game.rules. It is
idempotent. The talk providers in C.TALK[npc] return a fresh visual-novel script
each time they are asked. Register them at C.PRIORITY (50) so they override the
story slice's chatter. Their onEnd handlers move quest state, and each one
re-checks the stage before acting.
game.quests.flow is the runtime that uses all of this. It calls define,
registers the talk providers, watches rules events, spawns props, requests
encounters and fires the calls.
Scoped to this part · feeds back into the world's score.