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Need help making "Quests"... (Lolz Mr. N00b (Me) iz back! JK)

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    Need help making "Quests"... (Lolz Mr. N00b (Me) iz back! JK)

    Can anyone help me making generic quests?

    For example:

    My first quest is simply, "Bring the Chicken Feed to the chicken coop to feed the chickens...) How do I do this? I know there's a way to make a "Bring this to earn This." situation but how exactly do I set it up?

    I'm making another quest just like this where you have to bring a House Deed so you can fill it out and buy a house (You receive a House Key).

    "There's Nothing better than a drunken Russian singing Italian opera"

    #2
    Re: Need help making "Quests"... (Lolz Mr. N00b (Me) iz back! JK)

    Well there are many ways to this. I think the easiest way would be variables. In the coop where ever you need to bring the feed put an invisable event. Inside the even make it look something like this. Use any variable you want. For this I'll just use shared variable 1 The first make it a less then branch, and the second one the exact amount of feed you want.

    Val condition branch-shared Var 1
    <Option 1 Start>
    Messige Display: Hey I need to feed these guys.
    <Option 1 End>
    <option 2 Start>
    Message display: Here you guys go.

    Modify Shared Var: Back to 0 Because they eat the feed.
    <Option 2 End>
    For the events you actuall find the feed make it look like this.

    Messige Display: Hey here's some feed.
    Increase Shared Var: By 1

    That way once you get however much feed you need you can go back to the coop and give it to them.

    I hope this helped at all.
    Last edited by Lausen; 01-27-2008, 12:42 PM.

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      #3
      Re: Need help making &quot;Quests&quot;... (Lolz Mr. N00b (Me) iz back! JK)

      Lolz! Mr. N00b (You) is back!

      Seriously, I'm glad to see you're back, and glad to see you're still at work on your game.

      This kind of stuff is very easy to set up. The caveat is that the Chicken Feed essentially cannot be a normal item--either use a Treasure, or track it with a variable, or both.

      When you "get" the Chicken Feed, raise a certain variable (that you're not using for other stuff) to a value of 1. Then, in the Chicken Coop, in the "feed the chickens" event, use a Variable-Conditional branch.

      In that branch, if the variable we used a moment ago is equal to 0, choose the Display Message command and have it say "You need Chicken Feed if you want to do anything here!"
      If the variable is equal to 1, have a Message say "You fed the Chickens!" and get creative with it. Have a "chickens clucking" sounds effect, or make an object that looks like Feed appear on the floor near the Chickens. And this is important: you need to set that variable equal to 2. (Also, if you desire, remove the Chicken Feed from the Player's Inventory.)
      If the variable is equal to 2 or 3, have a Message say "You've already fed the Chickens! They look happy!" or something of the like.

      Finally, there's the person who gives you the reward. Make sure they have a variable-condition branch as well. If the variable is equal to 2, they thank you AND give you the reward, and then change the value of the variable to 3 (so they no longer give you a reward when you talk to them). If the variable is equal to 0 or 1, they tell you to go feed the chickens. If the variable is equal to 3, they thank you for feeding the chickens in the past.


      In the end, it's very simple and intuitive to program. You'll get it in no time. You can do this kind of stuff using Modes as well, but I've found variables to be a little easier to work with.


      How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.

      "I live and love in God's peculiar light." - Michelangelo

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        #4
        Re: Need help making &quot;Quests&quot;... (Lolz Mr. N00b (Me) iz back! JK)

        OK I think I understand. Since I wanna get the Chicken Feed from a bag/chest I'm gonna use an Internal Bag Variable. I think I know how to set everything up but how do I actually make the variable that I wanna use? Where can I make Variables at?

        EDET: I just wanted to double check: "End Event" ends the event but it will still happen again. To make the event only happen once you have to switch modes right?
        Last edited by Lord Cohliani; 01-27-2008, 04:58 PM.

        "There's Nothing better than a drunken Russian singing Italian opera"

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          #5
          Re: Need help making &quot;Quests&quot;... (Lolz Mr. N00b (Me) iz back! JK)

          OK guys I figured it out all by myself. Thanks for the help! (Sorry I was being an idiot earlier lolz.)

          "There's Nothing better than a drunken Russian singing Italian opera"

          Comment


            #6
            Re: Need help making &quot;Quests&quot;... (Lolz Mr. N00b (Me) iz back! JK)

            I do not think the "house key" idea will work as you might envision it, as the houses in towns have no capability of being "locked." You would either have to make your "house" in a dungeon with a locked door directly inside the entrance, or make an invisible event in front of the door of the house you will buy, make the key a treasure item, and have the event trigger only if in possession of the key. You could also track ownership of the key with a variable and use that as well. Be sure when placing an invisible touch event, though, that at the end of the code, you use a "movement" command, and place the player a short distance behind the invisible event. If you do not do this, the event will trigger, run its course, and the player will then be able to directly walk through it, and be able to enter the house anyway.

            That is, of course assuming that you do not want the player to enter the house before it's purchased.

            Hmmm....this sounds a bit reminiscent of my unreleased Series 3 as you describe a few of the features...I have chickens you need to feed, and one of the goals of the game is to buy a house and get married.

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              #7
              Re: Need help making &quot;Quests&quot;... (Lolz Mr. N00b (Me) iz back! JK)

              They can too be locked Perversion. I locked many buildings in one of my towns because I didn't want the party to get in them (because I didn't have enough NPCs to fill them!).
              stodi no na ka cenba

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                #8
                Re: Need help making &quot;Quests&quot;... (Lolz Mr. N00b (Me) iz back! JK)

                God, has it really been that long since I've worked with RPGM3?!?!?!






                Come to think of it, I don't think I've ever had a need to lock a door on a building in a town, so I guess I'm just talking out of my ass.

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                  #9
                  Re: Need help making &quot;Quests&quot;... (Lolz Mr. N00b (Me) iz back! JK)


                  "There's Nothing better than a drunken Russian singing Italian opera"

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