I'm new to this site and I want to know how to make a quest using modes and events. I have characters, towns, items/treasures and everything but I need a specific and simple way to make quests. Even if its not so simple just give me one idea you know. I could also use some help because heres what I'm doing now; I made a town called Training Camp with Training Centers in it. I have a trainer inside and I made him ask to train. It costs 500g. But heres the problem. Even if I dont have 500g he still trains/fights me. How do I make it so that if I dont have the required amount of money he will not allow me to train. Well anyway I will take all the help I can get. Thanks.
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Im Confused
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Luke1225Tags: None
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Re: Im Confused
Well in the conditions for each mode, there is a money numerical value which will activate the event in the mode depending on the amount.
Just set the value to 500 then it should only activate when the player has that much or more.
Make sure to remember to remove that much when you end the event.
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Re: Im Confused
He might mean training in as giving new skills. But I could be wrong.
Hito is right. It is hard to do it right. It is hard to balance the battles without that.
It does require a lot of math to get it right. I would suggest doing just new skills. Have it where when you get a new skill, you move to the next mode which has the higher priced skill.
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Re: Im Confused
Vonwert, but this is RPG maker 3.Originally posted by VonwertWell in the conditions for each mode, there is a money numerical value which will activate the event in the mode depending on the amount.
Just set the value to 500 then it should only activate when the player has that much or more.
Make sure to remember to remove that much when you end the event.
The only event conditions are
Value = Specified Value (referring to variables, not gold)
Value > = Specified Value (referring to variables, not gold)
Value < = Specified Value (referring to variables, not gold)
Time = Specified Value
Time! = Specified Value
With Treasure Item
Without Treasure Item
Luke1225, you could also have the player be required to get a certain treasure item in order to receive the training. Set "with treasure item" as the condition to the event.Last edited by Pagerron; 06-06-2006, 09:59 PM." I am the way, the truth, and the life. No one comes to the Father but by me. " - Jesus
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Re: Im Confused
Here's my two cents.
First, you cannot base gold as a requirement, nor can you use items or treasures (The system doesn't track the number of treasures of each kind you have). What you CAN do is use variables to track items similar to treasures that you can have multiples of. In fact, I don't use event conditions at all. I think all event conditions say is whether or not to allow the events to happen at all. Thus if you set a treasure as a requirement for an event to take place nothing will happen until you have that treasure so long as the event is set on that specific page. Plus, characters don't have page conditions.
Make up an imaginary item called a "training token". The number of training tokens the party possesses is represented by the trainer's variable 01. In the trainer's event code put the following code (Bear in mind this code assumes there is only 1 character being trained, and there's a linear progression of skills being taught).
Page 1
Val-conditional Branch, 2 branches.
>If trainer 01>= 1
>>Q&A branch "I see you have a training token. Would you like to learn a new skill?"
>>>If yes:
>>>>Message: "Here's a new skill"
>>>>Learn skill
>>>>Decrease Variable: Trainer 01: 1
>>>>Add mode: trainer
>>>Branch end
>>>If no
>>>>Display message: "That's too bad."
>>>End Branch
>End Branch
>If trainer 01=0
>>Message: "Sorry, you don't have any training tokens."
>Branch end
It looks complex, but over half of the stuff I typed above (You input the conditions for the val-conditional branch when you make the branch, and Q&A branches are always yes/no branches, you also don't have to input the "branch end" part) is actually written by the system. You can also increase the number of tokens needed by upping the requirement for the first part of the Val-conditional branch.
The party can accquire tokens any way but by random encounters and standard treasure chests. If you want them to find tokens in a chest, you can make a standard event look like a chest and pair it with the following code:
Play sound effect: Chest 1, don't wait
Play animation
Message: "You found a training token!!!!!!!!!!!"
Increase Variable: trainer 01: 1
add mode: token chest
Then you can either leave the second mode for the chest blank or have a message about it being empty.
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