- Joined
- Dec 11, 2012
- Messages
- 44
- Reaction score
- 6
- First Language
- Finnish
- Primarily Uses
- RMVXA
Hello.
I've a problem - 2 technically, but the other is a more minor one - that I've been trying to wrap my head around and think on how to proceed with it for a few hours now at least.
I use Modern Algebra's Quest Journal script where I have a quest that is done in the very first dungeon you end up in, which is made of 3 maps: The entrance and first half of the dungeon, followed by the second half of the dungeon and finally the boss room.
In the quest you're sent to rescue two people at the end of the dungeon and it has optional objectives to kill 5 Spiders and 5 Bats randomly encountered in the two halves of the dungeon before the boss room - although that could be a side quest of its own, but I digress.
I know you can do these kinda kill quests through the use of variables and having a counter on a map seeing how many you've won against, but my problem comes in the fact that because both the spiders and bats are encountered in both the first and second map of the dungeon, this means I couldn't have a variable counter on both maps ( well I can, but.. ), because in the event that the player would, say do the optional killing of the enemies in dungeon map 1 and you'd get a notification for the quest updating and having completed the killing of the enemies, then once you'd find your way to the second map, which would have the variable counter as well, then would it not ping you a second time about the player having defeated 5 of both spiders and bats and saying the quest was updated?
It might be a bit of a nitpick, but if that happens, then it kinda bothers me.
This leads me to the second, more minor problem:
I figured I could get around this through the use of Common Event and having a conditional branch variable counter ( If Spider/Bat kill variable is greater or equal than X, then quest updates ) and I found that in the conditional branches you also have an "If [Enemy] Appeared" option, but I notice that not only is the enemy option blank/un-named, but it has total of 8 of the same blank/unnamed choices, which confused me, as I'm not sure where could you set these.
The "Enemies" tab has plenty of (default) enemies, so the enemy choices shouldn't be blank, let alone left at just 8 and I have no idea where do you set them up at.
I guess technically I'd need the minor problem solved, so I could get the major problem solved.. I think.
TL;DR: Nitpick problems with having variable kill counter on 2 out of 3 dungeon maps and player shouldn't be double pinged if quest is completed on map 1 and moves to map 2. And "Enemy" tab in Conditional Branches is confusing me and I've no idea where to set them up at.
I've a problem - 2 technically, but the other is a more minor one - that I've been trying to wrap my head around and think on how to proceed with it for a few hours now at least.
I use Modern Algebra's Quest Journal script where I have a quest that is done in the very first dungeon you end up in, which is made of 3 maps: The entrance and first half of the dungeon, followed by the second half of the dungeon and finally the boss room.
In the quest you're sent to rescue two people at the end of the dungeon and it has optional objectives to kill 5 Spiders and 5 Bats randomly encountered in the two halves of the dungeon before the boss room - although that could be a side quest of its own, but I digress.
I know you can do these kinda kill quests through the use of variables and having a counter on a map seeing how many you've won against, but my problem comes in the fact that because both the spiders and bats are encountered in both the first and second map of the dungeon, this means I couldn't have a variable counter on both maps ( well I can, but.. ), because in the event that the player would, say do the optional killing of the enemies in dungeon map 1 and you'd get a notification for the quest updating and having completed the killing of the enemies, then once you'd find your way to the second map, which would have the variable counter as well, then would it not ping you a second time about the player having defeated 5 of both spiders and bats and saying the quest was updated?
It might be a bit of a nitpick, but if that happens, then it kinda bothers me.
This leads me to the second, more minor problem:
I figured I could get around this through the use of Common Event and having a conditional branch variable counter ( If Spider/Bat kill variable is greater or equal than X, then quest updates ) and I found that in the conditional branches you also have an "If [Enemy] Appeared" option, but I notice that not only is the enemy option blank/un-named, but it has total of 8 of the same blank/unnamed choices, which confused me, as I'm not sure where could you set these.
The "Enemies" tab has plenty of (default) enemies, so the enemy choices shouldn't be blank, let alone left at just 8 and I have no idea where do you set them up at.
I guess technically I'd need the minor problem solved, so I could get the major problem solved.. I think.
TL;DR: Nitpick problems with having variable kill counter on 2 out of 3 dungeon maps and player shouldn't be double pinged if quest is completed on map 1 and moves to map 2. And "Enemy" tab in Conditional Branches is confusing me and I've no idea where to set them up at.


