Extra conditions?

AnimusDraconis

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So, I'm just starting out and I'm KINDA getting the hang of things, but I'm still a wee bit lost.

I've got my opening town started up, and my characters set up and a few goodies laying around and instructional signs, going good!

But what I want to do is force the player to explore this entire first area, as I've hidden necessary starter loot - I thought to make it so you have to speak with a certain character before embarking on your quest, and he asks "Have you gathered all your supplies?" I want to make it so even if you say yes, if you don't have every gear item on you, he says "I think you could find some more stuff around here, go look again."

Problem is, it looks like conditions for items in your inventory is limited to one choice? How could I set it up so it only moves forward if you have say, 7 certain items? Or even like a certain amount of Gold? I do want to have a scene later on where you have to pay a toll, I thought I'd just quick event a shopkeeper and play with the settings there, but it might be good to know how to just set up a toll .
 

Kes

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"How do I...?" questions belong in the Support forum for the engine you are using.
[move]RPG Maker MV[/move]
 

Shaz

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In this case, I would start by setting a variable to 0. Then I'd go through each item and use the Conditional Branch: Item [X] in Inventory (I think there are different checks for armor, weapons, and they will allow you to include equipped gear). For every item that's there, add 1 to the variable. At the end, do another Conditional Branch to see if the variable is 7 - if it is, turn on a switch; if it isn't, show the message. All of these commands should be on the certain character NPC event, and there will be another event page conditioned by that switch so his dialogue will change after confirming the player has all the equipment. The switch should also condition the "exit town" event so you can only leave once you've gathered all the items and spoken to that NPC.
 

Uzuki

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You can use variables and conditional branches. When the player interacts with the event have a variable go up by one. With the NPC have it check that variable and see if it's at 7, if it is you can move the scene forward, if not have them go back and check again.
 

AnimusDraconis

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"How do I...?" questions belong in the Support forum for the engine you are using.
[move]RPG Maker MV[/move]
Thought that's where I posted this, my apologies.
 

Andar

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What you want to do is usually done by variables - one of the most important aspects of making a game.
If you don't know how to handle variables, then you're extremely limited in what kind of quests and effects you can do in your game (as you just learned for yourself).

I suggest you follow the link to the starting point in my signature, it links to the most important tutorials including the "variables guide", a game programmed to teach you how to use variables.
 

mobiusclimber

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You could also use a bunch of conditional branching and variables or switches, to create a more dynamic conversation. "Oh I see you have all the armor, but where's your sword? And you have a healing potion, but no antidote!"
 

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