NPC Interaction

Cerevire

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I'm trying to run a quest type of thing for an npc. 


Basically you walk up to the npc, they tell you to go run tasks. 


once you complete those tasks youll be given a key item that should activate a different set of text and dialog for that npc


but my question is how do I stop the player from coming back and reactivating that same quest if they should leave the map and come back


erasing the event gets rid of the NPC completely (which isnt what i want to do) and even erasing the event seems to bring it back once the player comes back on the map. (in example going into a house and coming back out resets everything)


Here's a screenshot of what I have so far


though im pretty sure it's not right. Any help would be appreciated


Additionally if anyone can help with another small issue. I want a note on the wall to open up a door way once it's been read and for that door way to stay open after they've left the current map.I know this involves switches but every time I try this it doesn't seem to work.


thanks
 

Skunk

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Create a second NPC that's the same, have two pages on each event.


when you get the key item, make it the condition for the first events second page which is blank.


On the second event, make the first page blank and the second page like the original event with your key item dialog, and that activates when you have the key item.


there are other ways to do it but this is super easy.


Or you could have it activate a switch when you complete the mission which turns off the first event, and turns on the second before you return.


OR you couold do a conditional branch on the one event asking if the party has a certain item, IF he does say this, IF he doesn't say this.
 
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SlySlySly

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Hello Cerevire! I provided pictures of how I would do this! I used self switches but you can use switches as well. This is only a basic skeleton but I hope it helps you!

Screen Shot 2016-07-08 at 12.17.38 PM.png

Screen Shot 2016-07-08 at 12.17.30 PM.png

Screen Shot 2016-07-08 at 12.17.22 PM.png
 

Dad3353

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...Any help would be appreciated...


What's need is a more complete understanding of the basics; switches, in this instance. Have a look here...




... to get the replies to your present questions; it will pay hugely to run through a few other tutorials, too, I would say, as there's loads of stuff you'll need to know sooner or later. They're fun, they have examples and stuff to download; it's by far the quickest way to get results. Try it..?
 

Cerevire

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What's need is a more complete understanding of the basics; switches, in this instance. Have a look here...





... to get the replies to your present questions; it will pay hugely to run through a few other tutorials, too, I would say, as there's loads of stuff you'll need to know sooner or later. They're fun, they have examples and stuff to download; it's by far the quickest way to get results. Try it..?
Hi, thanks for replying so soon, I have actually run through the tutorials already, I even have a few important ones saved. While most indeed show how a switch will open a door, theres no tutorials to show how to erase an event from happening again once reentering the map, at least I have been unable to find one that does and I've spent a good amount of time looking through them all.
 

Cerevire

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SlySlySly

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This is incredibly helpful and exactly what I needed. Thank you so much! Gonna run it through now


Thanks for the screenshots! <3 Appreciate the time taken to show me.
No problem! Glad it helps
 

Dad3353

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OK, I'll have a go...


Events have at least 1 Page, but can have more, up to 20. The trick here is to know that each Page will be interpreted (read...) from right to left (highest number first...) by RPGMV, looking for the first Page whose conditions are met. The first page with no conditions will be the one activated. Any Pages to the left will be ignored, any Pages to the right will have already been passed over.


OK, now let's start with just Page 1, alone. Put a Sprite there (choose a closed door, for instance..?). Create a new Event Command in the Contents part, choosing 'Control Self Switch...', and make it Switch 'A', 'On'. Assuming that the Event is Priority: Same as Characters and Trigger: Action Button, the Event can now be used by the Actor. No, nothing visible happens yet; now the next stage. Create a New Event Page, give it a different Sprite (maybe an open door..?), and set the Conditions to Self Switch 'A'. Witth a priority of Below the characters, try running the Project now. This time, when the Actor activates the Event, the command turns on the Self Switch 'A'; this in turn is 'read' as the first Page with conditions met, and so its Page 2 we see, with the open door. This condition will stay until something changes it, so if you leave Map and come back later, the door is still open. How to close the door, if required..? Make Page 2 Priority Same as characters, and insert the command 'Self Switch 'A' 'Off'. Now, when the Actor triggers this same Event, the door will open and close, on demand.


Using this technique of having successive conditions on multiple Pages, one can build up some quite sophisticated reactions from just one Event.


Try this out for yourself, then come back here if you want another dose..? One has to do these little experiments oneself to really get the hang of it.


Does this helps at all..?
 

Cerevire

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OK, I'll have a go...


Events have at least 1 Page, but can have more, up to 20. The trick here is to know that each Page will be interpreted (read...) from right to left (highest number first...) by RPGMV, looking for the first Page whose conditions are met. The first page with no conditions will be the one activated. Any Pages to the left will be ignored, any Pages to the right will have already been passed over.


OK, now let's start with just Page 1, alone. Put a Sprite there (choose a closed door, for instance..?). Create a new Event Command in the Contents part, choosing 'Control Self Switch...', and make it Switch 'A', 'On'. Assuming that the Event is Priority: Same as Characters and Trigger: Action Button, the Event can now be used by the Actor. No, nothing visible happens yet; now the next stage. Create a New Event Page, give it a different Sprite (maybe an open door..?), and set the Conditions to Self Switch 'A'. Witth a priority of Below the characters, try running the Project now. This time, when the Actor activates the Event, the command turns on the Self Switch 'A'; this in turn is 'read' as the first Page with conditions met, and so its Page 2 we see, with the open door. This condition will stay until something changes it, so if you leave Map and come back later, the door is still open. How to close the door, if required..? Make Page 2 Priority Same as characters, and insert the command 'Self Switch 'A' 'Off'. Now, when the Actor triggers this same Event, the door will open and close, on demand.


Using this technique of having successive conditions on multiple Pages, one can build up some quite sophisticated reactions from just one Event.


Try this out for yourself, then come back here if you want another dose..? One has to do these little experiments oneself to really get the hang of it.


Does this helps at all..?
Thanks~ This is indeed helpful, seems I wasn' quite accustom to the self switch and secondary pages of an event, but another user helped with that providing screenshots. 


Though right now I'm attempting to have multiple quest turn ins to the same NPC. Ie, go get this book, water bucket and thread. Im not sure how to make it so it activates when theres 3 key items as opposed to just one. im guessing its the same but with more pages? 
 

Dad3353

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...how to make it so it


activates when theres 3 key items as opposed to just one. im guessing its the same but with more pages? 


It depends on whether the 3 Items are needed at the same time (make a Switch which is turned on when the 3 Items are acquired, and a Page with that Switch as a Condition..?) or whether the Items are acquired one at a time, in a set sequence. This would be done with 3 Pages, each with a condition 'Item', the first acquisition being the lower Page number (so to the left...). That way, as each Item is acquired, that Page will be triggered in turn. There are other permutations; one would need to know exactly what the scenario needs to be more precise.


I find it useful to have a 'Practise' Project, so as to try out these little things in isolation, rather than doing them in a whole ongoing Project. Once I've got the hang of what's going on, I can put what I've learned into the 'real' Project with much more confidence. Plat around with a scaled-down version until you're comfortable with it, then transfer it over. Just a thought.
 

Skunk

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You need to do a conditional branch, Like I said before :p
 

Cerevire

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It depends on whether the 3 Items are needed at the same time (make a Switch which is turned on when the 3 Items are acquired, and a Page with that Switch as a Condition..?) or whether the Items are acquired one at a time, in a set sequence. This would be done with 3 Pages, each with a condition 'Item', the first acquisition being the lower Page number (so to the left...). That way, as each Item is acquired, that Page will be triggered in turn. There are other permutations; one would need to know exactly what the scenario needs to be more precise.


I find it useful to have a 'Practise' Project, so as to try out these little things in isolation, rather than doing them in a whole ongoing Project. Once I've got the hang of what's going on, I can put what I've learned into the 'real' Project with much more confidence. Plat around with a scaled-down version until you're comfortable with it, then transfer it over. Just a thought.
That's exactly what this project is, a practice. It would be silly to make a full project while I'm still learning the mechanics. 


The quest im attempting to run is that this lady needs a book, thread and water bucket before she can leave. 


It might be a better idea to do them all at once so that it saves the lady saying "ok i still need these things" each time. 


I'll give it a shot~ ty for the help, means a lot.


This community is great for helping out, I appreciate it ^.^
 

Cerevire

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It depends on whether the 3 Items are needed at the same time (make a Switch which is turned on when the 3 Items are acquired, and a Page with that Switch as a Condition..?) or whether the Items are acquired one at a time, in a set sequence. This would be done with 3 Pages, each with a condition 'Item', the first acquisition being the lower Page number (so to the left...). That way, as each Item is acquired, that Page will be triggered in turn. There are other permutations; one would need to know exactly what the scenario needs to be more precise.


I find it useful to have a 'Practise' Project, so as to try out these little things in isolation, rather than doing them in a whole ongoing Project. Once I've got the hang of what's going on, I can put what I've learned into the 'real' Project with much more confidence. Plat around with a scaled-down version until you're comfortable with it, then transfer it over. Just a thought.
not sure if i got it but i think so?


http://imgur.com/FFR0JmU


i used a similar event thread to the one Sly showed me earlier, but im not sure about the conditional branches on page 2 its getting the three items at once that's confusing me
 

Andar

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I also suggest you follow the link to the starting point tutorial in my signature.


That tutorial links to all the other tutorials you need to learn the basics of the RM's - it was written for Ace, but those basics are completely unchanged in MV
 

Dad3353

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not sure if i got it but i think so?...


I'm sure that you've heard the expression 'There is more than one way to skin a cat...'..? The method you've used will work; there are many other ways of getting the same result, each with its advantages and drawbacks. Just as one dumb example, one could do...


... the possibilities are immense. The final decision is dictated by the games needs, and one's 'style'.


I would echo the recommendation above to run through these tutorials; they'll do you a power of good.
 
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