HUNTER QUEST

Status
Not open for further replies.

TiLu640

Veteran
Veteran
Joined
Nov 16, 2013
Messages
51
Reaction score
5
First Language
English
Primarily Uses
How do you make a kill x monster quest?

PLEASE EXPLAIN.

I need more that just "variables" for an answer.
 

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,098
Reaction score
13,704
First Language
English
Primarily Uses
RMMV
I've moved this thread to VX Ace Support (this is not a tutorial). Please be sure to post your threads in the correct forum next time. Thank you.


Have you searched? This question has been asked and answered MANY times, including a high level of detail about how to set up your events.


Can you kill the monsters prior to getting the quest?


If you kill the required number of monsters before the NPC asks you to, do you still have to go out and kill that many again?


Are your monsters events on the map, or are you using random encounters?


Do you just want it to track how many you kill, or do you want to actually carry the monster as inventory (eg - kill a rat, then take it back to the NPC)?


YOU need to explain a little more about how your quest will work before someone can give you a detailed method of how to accomplish it ;)
 

TiLu640

Veteran
Veteran
Joined
Nov 16, 2013
Messages
51
Reaction score
5
First Language
English
Primarily Uses
Have you searched? Yes.

Can you kill the monsters prior to getting the quest? Yes.

If you kill the required number of monsters before the NPC asks you to, do you still have to go out and kill that many again? Yes.

Are your monsters events on the map, or are you using random encounters? Random encounters.

Do you just want it to track how many you kill, or do you want to actually carry the monster as inventory (eg - kill a rat, then take it back to the NPC)? Preferably the first one.

I can't get the system to keep track of the monsters killed.
 

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,098
Reaction score
13,704
First Language
English
Primarily Uses
RMMV
alright. Best way then, would be to use a variable. When the NPC gives you the quest, set the variable to 0 (in case you've already killed monsters and it's been incremented).


Then in the Troop Events, right at the start of the battle, make it increment that variable by however many of those monsters are in that troop.


Then in your NPC event, just have it check if the variable is >= however many you're supposed to kill. It'll keep getting added to even after you finish the quest, so your NPC event should have pages for giving the quest, checking if the quest has been completed and giving you a reward if it has, and what to say after you've received the reward.
 

TiLu640

Veteran
Veteran
Joined
Nov 16, 2013
Messages
51
Reaction score
5
First Language
English
Primarily Uses
I swear I'm doing that!!
 

Ksi

~RTP Princess~
Restaff
Joined
Mar 13, 2012
Messages
2,083
Reaction score
1,674
First Language
English
Make sure you're adding, not just setting the variable to that number in the battle event. Also double check that you're using greater than/equal to setting for the event that checks to see if you have enough.
 
Last edited by a moderator:

TiLu640

Veteran
Veteran
Joined
Nov 16, 2013
Messages
51
Reaction score
5
First Language
English
Primarily Uses
Okay, yes.  But I keep asking.  HOW do I add the variable to count the fights?!
 

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
Change Variable Commands - Select Add from the radio buttons
 

TiLu640

Veteran
Veteran
Joined
Nov 16, 2013
Messages
51
Reaction score
5
First Language
English
Primarily Uses
That's how I have it set up.  Each fight adds "1" to the variable.  And to make it simple, to trigger the next event I have the requirement only "1" but the variable isn't increasing after the battle.  Why isn't it storing the numbers??  :(
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,365
Reaction score
7,675
First Language
German
Primarily Uses
RMMV
That's how I have it set up.  Each fight adds "1" to the variable.  And to make it simple, to trigger the next event I have the requirement only "1" but the variable isn't increasing after the battle.  Why isn't it storing the numbers??  :(
No, somehow you had it set-up wrong, or it would work - perhaps the conditions for the troop event are still "don't run"? Then the event wouldn't be executed.
Either you give us screenshots of all the needed event pages (quest events and troop event) so we can check what you aren't telling us, or you go back to the basics of the tutorials to learn how events work (you might want to follow the link in my signature to do that)
 

TiLu640

Veteran
Veteran
Joined
Nov 16, 2013
Messages
51
Reaction score
5
First Language
English
Primarily Uses
What do you mean by "don't run" in the troop event?

OMG, I never saw that...I had it set correctly just didn't change that "don't run" Thank you so much for pointing that out. 

Been wracking my head against this brick wall for weeks.

Which setting is best for after the battle is over and all the enemies are dead?  I've tried several options and can't seem to get the counter to register still.. 
 
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
This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
 

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,098
Reaction score
13,704
First Language
English
Primarily Uses
RMMV
Reopened to address your last question


There is an issue with battle events for running commands when all enemies are killed. It detects the "win" situation and ends the battle without processing the final battle-end events. There is at least one script that changes that behaviour, but I really don't think you need it.


Normally if you LOSE a battle, your game will end and your progress will not be saved. So doing the increment at the beginning of the battle is fine - if you fail, you'll go back to an earlier saved game prior to the battle (and prior to the variable change). It's safe to do it at the start, because you KNOW the only time you're going to continue the game after the battle is if you defeat all of those enemies. In essence, it doesn't matter whether you set the variable at the start, at the end, or in the middle of battle - the end result is that you either lose and go back to an earlier file, or you win and the variable has been adjusted at some point.


Closing again
 
Status
Not open for further replies.

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
105,862
Messages
1,017,050
Members
137,571
Latest member
grr
Top