I have a npc that occurs in multiple quests

BloodyBelgian

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Hello,

I've started experimenting with npcs that occur in multiple quests.
The npc in question starts one of it's own and occurs in another one.

However when the player does the second quest first and completes the steps he asked, the npc's inital dialogue won't open anymore.

If you look at screenshot (event page 6) once the player has done that part the entire npc breaks.
I would like to find a way where if the player completes event page 6 he can continue the conversations from event page 1-4
 

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ATT_Turan

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Well, you don't show us pages 2-4, so we don't know what their conditions are. But, very simply, an event will always be on the highest page that meets all of its conditions.

So either change the conditions on the earlier pages and add something to the bottom of page 6 that will make it meet them; or duplicate those pages with higher numbers and different conditions.

We can't give you any specific logic because we don't know under exactly what circumstances you want to see those pages.
 

BloodyBelgian

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I've posted the missing event pages that I want to be able to call upon.
Event page 6 should be visable when the player is at stage 7 of the variable "ophelia"
But after completing that event page he should be able to see the event pages prior to event page 5 if that makes sense.
I'm completely new to this program so sorry if may questions are stupid.

EDIT:
if I assign the variable "robertsdelivery = 1" (the reward for completing page6) to event page1.
The npc will turn invisable if you are not at that step meaning you can't do the other quest the npcs wants to assign you.
Well, you don't show us pages 2-4, so we don't know what their conditions are. But, very simply, an event will always be on the highest page that meets all of its conditions.

So either change the conditions on the earlier pages and add something to the bottom of page 6 that will make it meet them; or duplicate those pages with higher numbers and different conditions.

We can't give you any specific logic because we don't know under exactly what circumstances you want to see those pages.
 

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ShadowDragon

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if you want to control multiple quests, I suggest to use conditional branch.
its nested, but it still work.

if Questx compleet = OFF
do the quest here to deliver it
turn on Questx compleet = ON
else
// if on, nothing happens
end
if quest2x = compleet = OFF
//do stuff
else
// nothing here
end

there is better methodes, but you can bound a 2nd switch or SS A-Z = ON
with SelfSwitches to increase them to be ON to check those.

with conditonalbranch+ plugin, you can make it easier, but still, you can also
use "Jump to label" if you have a quest accepted, so you dont need to turn pages.

another way around is to grab a new npc when a quest is active and when you
go to the bar for intel so you easely swap eventX with eventY or eventZ and revert
back to its original event to control those.

there are some methodes, but that depends how you want to work with it.
 

pawsplay

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This can get complex; you have to figure out what the hierarchy of dialog must be. In some cases it may be simpler to duplicate the dialog on new pages.
 

BloodyBelgian

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I tried that but eventually run in the same issue,
I'm going to create a farmers assistent "Ethan" who can do the part of 1 quest so there is no overlap. However I hope to figure it out, since returning characters in different quests are something I personally like
This can get complex; you have to figure out what the hierarchy of dialog must be. In some cases it may be simpler to duplicate the dialog on new pages.
 

ATT_Turan

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There's no way for event pages to handle OR - you can't make them have two different conditions. You can make them have more specific conditions, but not alternates.

So you either:
- Put stuff in one page inside of a conditional branch, so that one page can present different dialogues depending on your situation

or what I already said:
- Make more specific conditions for some pages to exactly control when they appear
or
- Duplicate some pages

And we can only help you so much because we have no idea what your different variables mean.

But you could do:
Page 1 - no conditions
- Hi, nice to meet you
- Conditional Branch -> ophelia >= 7
-- Conditional Branch -> party has Groves Stout
-- do all of that stuff from page 6
- Else
- Up to earn a few quick gold pieces?
- Stuff from page 1
 

BloodyBelgian

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Appreciate the feedback.
I'm going to experiment a bit more with the info I have been given!
 

Mr-Kangaroo

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Hello,

I've started experimenting with npcs that occur in multiple quests.
The npc in question starts one of it's own and occurs in another one.

However when the player does the second quest first and completes the steps he asked, the npc's inital dialogue won't open anymore.

If you look at screenshot (event page 6) once the player has done that part the entire npc breaks.
I would like to find a way where if the player completes event page 6 he can continue the conversations from event page 1-4
There should definitely be an option to butcher Ethan and his "loyal" wife while they are asleep in their homes!
 

RCXGaming

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There should definitely be an option to butcher Ethan and his "loyal" wife while they are asleep in their homes!

What? Am I missing something here?

Is this some weird joke I'm just not getting?
 

AquaEcho

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There's no way for event pages to handle OR - you can't make them have two different conditions.
You actually can with Yanfly Advanced Switches and Variables. They're not pretty to look at but they work

I have a switch that looks like this:
Eval: ($gameParty.members()[0]._toolItemId === 23 || $gameParty.members()[0]._toolItemId === 26)
If the 0 position party member has tool id 23 or tool id 26 equipped
 

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ATT_Turan

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You actually can with Yanfly Advanced Switches and Variables.
Yes, but the OP is already struggling with basic logic for the built-in event system. I didn't think it would make sense to recommend adding a plugin that requires coding knowledge.
 

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