Help With Completed Quest Map Change

Cadh20000

Veteran
Veteran
Joined
Sep 15, 2013
Messages
1,828
Reaction score
445
First Language
English
Primarily Uses
Just having separate switches for "Antidote Quest Accepted" and "Antidote Quest Completed" would be all you need.
 
Last edited by a moderator:

iKiWY

Villager
Member
Joined
Jun 1, 2014
Messages
24
Reaction score
0
First Language
Slovenian
Primarily Uses
ok, I will try.
 

iKiWY

Villager
Member
Joined
Jun 1, 2014
Messages
24
Reaction score
0
First Language
Slovenian
Primarily Uses
Just having separate switches for "Antidote Quest Accepted" and "Antidote Quest Completed" would be all you need.
Well I done it for one quest with that conditions bar on left.

[check] Variable {0001:} is

           {1} or above

That does it like I wanted, but how do I get that multiple quests must get completed to unlock?
 

iKiWY

Villager
Member
Joined
Jun 1, 2014
Messages
24
Reaction score
0
First Language
Slovenian
Primarily Uses
Finnaly made it work:

Screenshot_6.png

Screenshot_7.png
 

iKiWY

Villager
Member
Joined
Jun 1, 2014
Messages
24
Reaction score
0
First Language
Slovenian
Primarily Uses
I think it works...
 

Cadh20000

Veteran
Veteran
Joined
Sep 15, 2013
Messages
1,828
Reaction score
445
First Language
English
Primarily Uses
You saw my example earlier with the 3 doors? Each door added 1 to the variable and then checked to see if the variable equaled 3 or more. That made it so all 3 doors needed to have been opened to make the variable equal 3 and activate the switch.Think of each door AS a separate quest in that instance.

When each quest gets completed you would want to activate a switch that would end that particular quest and make it so that the quest could not be completed, or parts of it redone, multiple times. However the "Antidote Quest Completed" switch activated by the variables that I suggested earlier would have been better named as "Island completed".
 
Last edited by a moderator:

iKiWY

Villager
Member
Joined
Jun 1, 2014
Messages
24
Reaction score
0
First Language
Slovenian
Primarily Uses
You saw my example earlier with the 3 doors? Each door added 1 to the variable and then checked to see if the variable equaled 3 or more. That made it so all 3 doors needed to have been opened to make the variable equal 3 and activate the switch.Think of each door AS a separate quest in that instance.

When each quest gets completed you would want to activate a switch that would end that particular quest and make it so that the quest could not be completed, or parts of it redone, multiple times. However the "Antidote Quest Completed" switch activated by the variables that I suggested earlier would have been better named as "Island completed".
I tried that before but it keep giving me errors, so I went with my complicated mehanic
 

iKiWY

Villager
Member
Joined
Jun 1, 2014
Messages
24
Reaction score
0
First Language
Slovenian
Primarily Uses
I duplicated the text and made all 6 variants.

I'm just complicated :/

Screenshot_8.png
 

Cadh20000

Veteran
Veteran
Joined
Sep 15, 2013
Messages
1,828
Reaction score
445
First Language
English
Primarily Uses
Why do you have variable 81 setting itself to be EXACTLY equal to 1 twice in a row? And why check 3 DIFFERENT variables to be >= 1 instead of 1 SINGLE variable to be >=3 before doing so? The same 3 variables each time too? I'm sorry, but your setup makes no sense at all to me and I would like to know your thought processes behind it.

The variables will be used a LOT in making a game. This tutorial will help a HUGE amount in figuring them out. When you download it, open the "game.exe" file and play through it. At the same time open the "game.rvproj2" file in the editor. That way as the tutorial game points something out you can look it up in the editor and see exactly how it was laid out and executed. (If you "playtest" it through the editor instead of opening the "game.exe" directly then you can't use the editor to look stuff up without quitting.)

http://forums.rpgmakerweb.com/index.php?/topic/10099-variables-guide/
 
Last edited by a moderator:

mlogan

Global Moderators
Global Mod
Joined
Mar 18, 2012
Messages
15,354
Reaction score
8,533
First Language
English
Primarily Uses
RMMV
This is how I would do it:

First, as each quest is completed you need to set a single variable to add 1.

Help1.png

Help2.png

Now doing the same for a second:

Help3.png

Then, in your barrier (barrel in your case), you will have one conditional branch to check that variable. If you have 2 quests, check for 2 or greater, 3 for 3 or greater, etc. (I did three, even though I only showed 2 quests above). That conditional branch will basically say "If all 3 quests are completed, we will turn the switch on, if not we will give the broken bridge message."

Barrier1.png

Your second page of the barrel will be set to a condition of that switch, so it will only turn on after all (3 in this case) quests have been completed.

Barrier2.png
 
Last edited by a moderator:

iKiWY

Villager
Member
Joined
Jun 1, 2014
Messages
24
Reaction score
0
First Language
Slovenian
Primarily Uses
I will try tommorow. And Cadh2000, I see what you mean, I wanted to try something but it didn't work.
 

Cadh20000

Veteran
Veteran
Joined
Sep 15, 2013
Messages
1,828
Reaction score
445
First Language
English
Primarily Uses
Try that variables tutorial I mentioned, it REALLY helped me when I started working with them.

Anyway, ttyl and have a good day/night!
 

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,098
Reaction score
13,704
First Language
English
Primarily Uses
RMMV
iKiWY, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.


If you want to add something and yours is the last post, just edit it, instead of double posting ;)
 

iKiWY

Villager
Member
Joined
Jun 1, 2014
Messages
24
Reaction score
0
First Language
Slovenian
Primarily Uses
This is how I would do it:

First, as each quest is completed you need to set a single variable to add 1.

Help1.png

Help2.png

Now doing the same for a second:

Help3.png

Then, in your barrier (barrel in your case), you will have one conditional branch to check that variable. If you have 2 quests, check for 2 or greater, 3 for 3 or greater, etc. (I did three, even though I only showed 2 quests above). That conditional branch will basically say "If all 3 quests are completed, we will turn the switch on, if not we will give the broken bridge message."

Barrier1.png

Your second page of the barrel will be set to a condition of that switch, so it will only turn on after all (3 in this case) quests have been completed.

Barrier2.png
Done it like you, but it doesn't work. Can you check?

EDIT:

It does work, but only when I touch the barriel. Is there a way that automaticly dissapears?

Screenshot_1.png

Screenshot_2.png

Screenshot_3.png

Screenshot_4.png

Screenshot_5.png
 
Last edited by a moderator:

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,365
Reaction score
7,675
First Language
German
Primarily Uses
RMMV
EDIT:


It does work, but only when I touch the barriel. Is there a way that automaticly dissapears?
That is because you made a command "conditional branch Var > 3". All commands reakt only to the triggers choosen.
If that barrel is the only barrel affected by the barrel switch, then you need to make an event with two different pages - if there are several barrels that should disappear, you need three pages.


first page: Text "Bridge is broken", no conditions, no change, just the picture you selected and that text command.


second page: condition var 81 > 3 (Conditions are to the left, DO NOT use conditional branch for this


If this is the only barrel to disappear, you neither need any content nor a sprite, just priority "above character" to get the event out of the way.


If several barrels need to disappear, this second page should set the switch "barrel disappear", make a third page conditioned to that switch and place this second page as autorun trigger.


EDIT:


And NAME your variable, if you keep them unnamed like you did with var 81, you set yourself up for a lot of problems!!!
 
Last edited by a moderator:

iKiWY

Villager
Member
Joined
Jun 1, 2014
Messages
24
Reaction score
0
First Language
Slovenian
Primarily Uses
It works!

This is how:

In the npc, who gave you the quest, put [CONTROL VARIABLE {with your variable} +1] where the completed quest text is.

You can put in as many as quests you want, but here will be just 3.

So after that go to barrel and on forst page just put image, Same as characther and player touch + text if you want.

On the other page put on the left tab [VARIABLE {your variable} is {how many quests you have to unlock} or above.] and put no image and under character and action button.

Here are the pictures:

Screenshot_1.png

Screenshot_2.png

Screenshot_3.png
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??

Forum statistics

Threads
105,865
Messages
1,017,059
Members
137,575
Latest member
akekaphol101
Top