Wait to progress an event.

ZozeR

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I have several events. in each event there are several sub-quests. example:
In the Inn Event:
1-Clean Inn
2-Serve Drinks
3-Clean Inn
4,5,6...

In the Chef Event:
1-Clean Kitchen
2-Learn to Cook
3-Cook
4,5,6...

What I want to do is make the player sleep after completing one of this sub-quest, to continue with the next one.
however since I have several events and each event has a similar sub-quest. how can I create a condition that you can do
all 1. sub quest in all events and have to sleep to continue to 2. sub quest in all of the events? not just one.
 

HumanNinjaToo

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You could create a variable condition that goes up each time player sleeps, next event page needs variable == x
 

ZozeR

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You could create a variable condition that goes up each time player sleeps, next event page needs variable == x
I don't think that would be a very wise choice since I have to memorize, write and update for every event and subevent I have.
I have seen some games with the same concept and wondered how they did it but just couldn't figure it out...
 

HumanNinjaToo

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Well sometimes you have to put in the effort when it comes to events. But I think using variables as condition checks is fairly common practice. Any other methods you have in mind?

edit: I don’t see how it’s that much work unless I am misunderstanding what you want. You only need to increase the variable when the player sleeps, and you can use the same variable in all your quest events
 

Kuro DCupu

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Be more organized. Even more, make a documentation if you're willing.

True that using variable is the simplest method. Unless you've already documented a fixed whole flow chart for your game. Otherwise, make sure events that have "progressive" trait shall have their own variable.

If the problem is to memorize, don't forget that you can write comments in event. And you can always copy paste.
1590071545178.png
 
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ZozeR

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I think instead of using variables, switches would be much better. I can create a switch for each
quest-event like "InnSleep". turn them off when you progress an event.

Then if needed I can use a loop to set them all to true again.

but even though it's not very practical. I'm new to RPG maker and I thought there would be a better way to do this.
 

HumanNinjaToo

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Switches are going to be limited. You can use 1 variable for many, many conditions if you set it up correctly. So it really depends on how far this system goes, as well as what other game functions you would need switches for; you don't want to get far and then run out of switches.
 

mobiusclimber

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[edit: nevermind, I misread your post. Yeah you would need a variable.]
 

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