Announcement

Collapse
No announcement yet.

Next question.....

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    Next question.....

    Ok now that my dungeon is set up and i have the boss battle and all that jazz....im working my town.....i have it all set up and just starting to put people in it....the place I want my "quest" to begin is in the town mayors house.....i have it all set up inside as well....and i have the mode set up to begin the quest....but what i need to know is. What event codes do I use to make it where after the boss battle i get the "treasure" and i take it back to him and that ends the quest.....? If that was to confusing and jumbled....


    How do I make it where returing a item to somebody ends the quest?

    #2
    Re: Next question.....

    What do you mean by "The quest"? We need more detail.

    Comment


      #3
      Re: Next question.....

      well my quest im having the main character go through is to go retreive a stolen item from a evil wizard's lair....after retrieving the stolen item and bringing it back to the town, what code would i use to give the item to the mayor and end the quest?

      that better now? or do you need more info?




      and one more question.....What is there to do with the building "Training Center"?
      Last edited by History_Major; 03-11-2006, 05:03 PM.

      Comment


        #4
        Re: Next question.....

        A Quest is not in the codes or manual, so therefore it is simply a plot point!

        Use this "code:"

        Message "You have The Thingy! The Quest is OVER!"

        Without knowing what you want to happen after that it is impossible to give code.

        Can you simply rephrase it in programming terms?

        That will help get the answer you seek.

        And, Do whatever you want with any building in the game!

        Peace.
        Last edited by Rodak; 03-11-2006, 06:31 PM.

        MOO!




        Comment


          #5
          Re: Next question.....

          ok.....im sure you played other games.....as in other games some parts of that game consist of you obtaining an object going back and talking to the person and then the plot continues....What im wanting to know is there a way to go back and talk to the guy after geting the item and giving it to him and ending that portion of the game as you do in other games

          and I know I can do whatever I wish with a building, but im curious if there is anything special about it....or is it just a building like a house.....or what.....
          Last edited by History_Major; 03-11-2006, 06:43 PM.

          Comment


            #6
            Re: Next question.....

            Actually, I have played very few games.

            Do you mean you just want people to say something different when you have the item?

            If so, use modes.

            When they get the item, in the script that awards it, increase a variable.

            Then go to everyone who will say something different and make the first lines of their script increase the mode if that variable is whatever you changed it to.

            Set the new mode to the new dialogue.

            You could also use Value conditional branches to determine the messsages.

            Is this what you mean?

            MOO!




            Comment


              #7
              Re: Next question.....

              I think I know what you mean. When you destroy the boss not only add a mode to the event but to the Mayor also. Add a mode to the Mayor that what you want him to say. Then after he says stuff, add ANOTHER mode to the Mayor and use the "Add Mode" command.

              If that doesn't make sence i'll try to explain it better:

              1: Boss Dies
              2: Mode is added to Boss Event
              3: Mode is added to Mayor
              4: Character Talks to Mayor
              5: Mayor says junk and gives you reward or whatever
              6: Mode is added to Mayor

              That's how I do it without Variables.
              There is no way to have a character see if you have a certain item or not.
              Last edited by Red Dragon; 03-11-2006, 06:59 PM.

              Comment


                #8
                Re: Next question.....

                ok awesome, both makes sense to me.....so far i have it tell a story, then ask if the main character will help with the QA branch....is there anyway to use that? say it asks a question "Have you retrieved the item yet?" (yes <end of chapter, quest, ect>, no <well go get and quit wasting time>)?

                Comment


                  #9
                  Re: Next question.....

                  Sure. You can do that with no problem. In the event code editor, select "control" and press X. Select "QA branch" and press X. Type your question. Then you tell the event code what you want to happen as a result of either "yes" or "no."
                  (You should probably set it up so that having the item is a condition to that conversation though, or the player could answer "yes" without actually having the item in their possession, which isn't your intention, I'm sure.
                  You would have to set this up with variables. For a good thread about variables and how they work, search for the thread titled VARIALBLES - yes with the extra "L". It's about ten threads below this one.)
                  Last edited by Pagerron; 03-11-2006, 08:03 PM. Reason: adding more info.
                  " I am the way, the truth, and the life. No one comes to the Father but by me. " - Jesus

                  Comment


                    #10
                    Re: Next question.....

                    ok great thx for the answers....lol....one more question, there isnt a way to set it up to where if the character doesnt have the item but says yes nothing happens...or will the varibles clear that problem up?

                    Comment


                      #11
                      Re: Next question.....

                      Yes, the variables will clear that up. For example, you can have your event set up so that ...
                      If variable 1 is at 0 (no item in possession), a yes/no question is asked, and if the player answers "yes" the other person says "liar."
                      When variable 1 is at 1 (item in possession), a yes/no question is asked, and if the player answers "yes," the reward or end of quest or whatever is set up to happen actually happens.
                      Last edited by Pagerron; 03-11-2006, 09:38 PM.
                      " I am the way, the truth, and the life. No one comes to the Father but by me. " - Jesus

                      Comment


                        #12
                        Re: Next question.....

                        alrighty then....thanks alot.....now i can get back to work on my game....oh yeah 1 more thing...lol....my building question....is the "training center" building basically the same thing as a house...or does it have a purpose like a shop or santuary?

                        Comment


                          #13
                          Re: Next question.....

                          The manual lists 4 types of Buildings:
                          Houses - Basic buidings
                          Shops- Where the player can buy items
                          Inns - Where the player can recover HP
                          Sanctuary - Where dead characters can be revived

                          As far as I know, the "training center" graphic is just like a house.
                          " I am the way, the truth, and the life. No one comes to the Father but by me. " - Jesus

                          Comment


                            #14
                            Re: Next question.....

                            ok then...ill just be creative with it lol....thanks again

                            Comment


                              #15
                              Re: Next question.....

                              Originally posted by Red Dragon
                              There is no way to have a character see if you have a certain item or not.
                              There is a way...when you get the treasure item, add a variable to any person or event, and then have the mayor's event code check for that variable using a val. conditional branch. If the variable is 1 (or whatever value you give it), then have the mayor take the treasure item from you and you can continue your quest.

                              Comment

                              Working...
                              X