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Create a Quest Using Variables

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i can see yours just fine ... i maked them and they work just fine ... by the way ... real nice work ... but i whant to try the ones that sugested ccoa or Nidhogg co's or i'm really noobis XD or i don't understand exactly how they work ... can u make one really fast :D and put the screens co's i'll understand from there ... i've tried my self to make with some branchez .. but not getting right !!


PS :thx a lot ... i'm saing this in avance :))
 
Actually, Nidhogg and Ccoa's ideas have been implemented in the tutorial and the changes have already been made to the first post. If you have a specific question, I could address it but you will have to be patient because it will probably not get done until this weekend.
 

Anonymous

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This is good stuff!!

I will actually need to use this becuase I'm having the main character collect 3 batches of strawberries from nearby foilage for his mother.....

P.S. Thnx again man!!
 
@alexia:
Very simple and easy to understand. Good job!

@moltrex:
You're just using self switches just like an ordinary quest would - and yes, there are quite a few tutorials here on how to do that. Your idea may work for picking 5 apples, but it doesn't for killing 40 monsters. The point of the tutorial is how to do quests that require variables, not how to get around it with a specific example.
 

Anonymous

Guest

I cmpletely understand collecting the items and such, I've already made a demo with that and I was able to make a successful quest for collecting items.....

I've tried but I still can't figure out how to make it so you have to kill so many monsters before it will let you continue.....

I think I could make it work by making the monsters appear on the map, but I don't want them to be an event, is there any way to do this with random battles??
 
I've actually never tried this with random battles. (I try to avoid random battles like the plague.) Perhaps someone else here can answer that question for you. Sorry.
 
There are two ways to go about it:

1) A common event that stores the number of monsters killed in a variable.
In this case, the conditional branch in the quest would check if the variable is of a certain number.

2) Making a monster have a 100% chance to drop a "proof" item.
You can add to this a common event that checks if you have a particular number of that item and then teleports you back to the quest NPC.
 
Those are good, but wouldn't you rather her give you another quest after that? I have a randomize system in my game I was tweaking, not releasing, its reference only. Anyway, I put in the cmd
> Conditional Branch: Variable [0001: 5 apples] == 0
> Text: Famer's wife: congrats
: Else
> Text: You need \V[1] more apples...
: Branch end

in text i used game_system.name_window=true
Text: \nm[Farmers Wife] Can you pick 5 apples for me?


After you get the apples, and close the script (using game_system.name_window=false
game_system.name="")
She gives you a hunting quest. I may upload it later.
 
This is just a tutorial to use as a guide for creating other similar events. You are welcome to create your own tutorial in your own thread.
 
For some reason she's tell me "You still need -1 apples???????

What's wrong?  Any ideas?


***Fixed it myself, My apple codes didn't match......DUH

                                    :crazy:
 
man i don't think i did it the right way but i did every thing you had. i did all the events but i doesn't seem to work how you planed. can you plz help me
 
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