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condition branch problem

Ok i using rpg xp and i having problem with conditional branches. I'm making a short game, and i trying to find out how to make it so my character cant talk to a person till he finishes ALL his quests.
Anyone know how i am suppose to do this?
 
You could nest a bunch of conditional events that check each quest (assuming you're using switches to indicate that a quest is complete.)
so it only makes it to the last level if they all are TRUE.

Or, you could also increment a variable (Quest_Total), each time a quest is finished, then have one conditional branch that checks to see if that variable >= the total number of quests.

I'm also assuming that they can complete the quests in any order...
 
Which part of that is giving you trouble?

I recommend the Variable version. It'd look something like this:

When you finish a quest:

Control Variables: Variable 003 +=1

When you go back to the person, have the last page of the event have the Page Condition of, say, Variable 003 greater than or equal to 10, if there are 10 quests.

The other version involves, say, a 10-layer nest of Conditional Branches, and I don't really recommend it.
 

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