AdrianNorwood

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It's only recently that I got into making games in rpgm and I have a lot of ideas that I can hardly implement at the moment so I need help.
I want to limit number of quests npc will be able to give per day.
For example, npc will give the player today a task to collect something trivial like mushrooms in the woods and when the task is done the same NPC will say that the player should come back tomorrow for a new quest. Same with events.
I would be very grateful if anyone would leave a template for this or point me to a tutorial of some kind.
 

Trihan

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The implementation for this will depend entirely on what system you're using to track time in the first place, as "time of day" isn't a thing in the default engine, and subsequently days aren't a thing either. Are you using a particular plugin?
 

AdrianNorwood

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Again, I'm a complete newb in this.
The only thing about the time system that I was able to implement is the method of spawning ore and herbs, with variables and local events. No plugins, no core.
I tried to find the right plugins on mz, but either I'm blind or I don't know where to find them.
Once again, I'm a total newb. Thats the reason for the stupid question I left here.
Cuz I thought "In many rpgm games that I played this system worked, you go to bed in the inn and come back the next day for the next quest / event". But how. Thats it
 

gstv87

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time is linear.
start with a counter going up, set it to reset to 0 after a certain point, and that will be your main heartbeat.
use that to drive the rest of the logic.
 

ATT_Turan

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I tried to find the right plugins on mz, but either I'm blind or I don't know where to find them.
Well, I can't speak to the quality of your eyesight :wink: But I Googled "RPG Maker MZ day night" and found three tutorial videos on YouTube as well as a plugin as the first results.

So you should look those resources over - once you've decided on a system and implemented it, it should hopefully be obvious how to make a conditional check on your quest-givers. If not, ask back here.

And just to make sure, as you refer to how much of a noob you are: if you haven't already, you should take the time to do the tutorial in MZ and do some additional tutorials off of YouTube videos before trying to dive into making Your Game. It will be much easier to make things without feeling frustrated if you've already made a simple game to learn how things work.
 

AdrianNorwood

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Well, I can't speak to the quality of your eyesight :wink: But I Googled "RPG Maker MZ day night" and found three tutorial videos on YouTube as well as a plugin as the first results.

So you should look those resources over - once you've decided on a system and implemented it, it should hopefully be obvious how to make a conditional check on your quest-givers. If not, ask back here.

And just to make sure, as you refer to how much of a noob you are: if you haven't already, you should take the time to do the tutorial in MZ and do some additional tutorials off of YouTube videos before trying to dive into making Your Game. It will be much easier to make things without feeling frustrated if you've already made a simple game to learn how things work.
Yeah, thanks buddy. Very much appreciate such an informative answer to my question.
I agree, asking anyone for help here was only my mistake, because response like "go f yourself" i could received anywhere else on the internet.
 

ATT_Turan

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Yeah, thanks buddy. Very much appreciate such an informative answer to my question.
I agree, asking anyone for help here was only my mistake, because response like "go f yourself" i could received anywhere else on the internet.
I have no idea what on earth you're talking about. I gave you the information you were looking for - did you want me to copy and paste links to the videos and plugin instead of you just typing (or copy/pasting) the Google search to find them?

You were told in the very first response that you needed to have a system coded into your game to tell the time before anyone could help you with limiting your quests based on said system.

So exactly how does being told the steps you need to take and being told how to find tutorials/plugins to achieve those steps amount to "go f yourself?"
 

Shaz

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I agree, asking anyone for help here was only my mistake, because response like "go f yourself" i could received anywhere else on the internet.

Every answer in this thread has been helpful, and nobody has given you a response anything like that. The only thing I can imagine you've taken issue with was the comment about your eyesight, which was a direct response to your own comment about being blind because you couldn't find a plugin, and if you look carefully, there is a winky emoji after it, which means it was said in jest.

Please do not insult people trying to help you.


Now to your question ... what if you start a quest one day and don't finish it? Are you allowed to start a new quest the next day? Does the unfinished quest remain so you can complete it (so you may actually have multiple quests on the go, even though you only received one per day)? Or do you have to finish the first quest AND wait for the next day before you can receive another?

What is the trigger to a new day? Do you want/need an actual time system that will give you a day/night pattern? Or is completing a quest the signal that you should now go to bed, which spawns the next quest?


There are many ways to do a "one quest per day" but you'll need to explain more fully how you want
that to work in your game.

the method of spawning ore and herbs, with variables and local events.
What method is that? If you have followed a tutorial, it would be helpful to link to it here. Especially if you are thinking of something similar for your day/night system.
 

dm604

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I'm also a beginner but I understand where others are coming from, because a time system can be very easy or complex depending on how you set it up.

I'll propose a few solutions for you.

1) A simple "day" system where you do not care about the time or the actual "day"

A simple self-switch shall suffice.

I'll give you a concrete example:

- After completing the quest, the quest-giver will have his/her self-switch set to D. (I'll explain later).
On the 2nd page of the event, have it set up so that when self-switch D is on, the player can no longer take the quest.

I usually use self-switch A to trigger different conversations, i.e. first talk, no switch; 2nd talk switch A, and etc. I chose self-switch D because...D stands for daily. It's easier for me to remember it this way.

- Create another event called Daily Reset, where you reset all the self-switch D's (flipping them from ON to OFF).

The script:

=============

Reset Map 004 - Cafe


for(var i = 1; i <= 40; i++) {

var key = [004, i, "D"];

$gameSelfSwitches.setValue(key, false);

}

// This script means for the map 004 (cafe), I will flip the self-switch D for events from 1 to 40 to OFF.

=============


- Tie the daily reset to an event, such as an inn event.

And there you go, objective completed!

2) For more advanced time systems, the logic is the same.

My current time system is as followed:
There are 4 time slices (TS): Morning, Afternoon, Evening, Night.
The player initially has 3 action points (AP) per time slice.
When the APs are empty, the system will advance to the next TS.

I set up screen tint to reflect the different TS of the day.
I set up an event so that when the TS is Night, the next TS will be Morning and the day count will increase by 1. Also, it will reset all daily events using the method I mentioned above.

Hope this helps. Happy game-making! :)

BTW, when I first started in Sept, I could even create door events!
You read it right, I couldn't create automatic doors that will open and let players go through!!!

I found switches and event pages confusing, despite having finished the tutorials and watching many Youtube videos.

And then I discovered CGMZ's RPG Maker Academy.

It's a FREE sample project that teaches you how to use RPG Maker MZ!

I think it very helpful to see how others set up their events and this has helped me a lot.
In case you also have the same learning pattern, I'll leave the link here.

 

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