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Unhappy BlueCube please help this noob out
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Posted 2006-02-13, 12:36 AM
Hey I am creating an RPG (duhh) and I am having it so you
buy your quests instead of getting them... But I dont know how to do this
I tryed to put it into a shop menu but I only want the player to be able to
buy it once... I then tryed a custom menu but that was WAY too much coading to just find out that it dosnt work...

So if you could hep me then that'd be great....

Oh yeah and I also want the player to be able to speak to someone to
get the information about the quest (or as I am calling them Trials) and
information about what you get from the trial after completion...

One more thing... If posible I would like for the player to be able to go to
any Trial Depo (the building that you go to to get the trials) to receive the rewards... And for each Trial Depo to have differant Trials...

So if you your holyness of RM2k3 could help or any one else then I would greatly apprestiate the help... and once I am done I shalleth put the game Online and post the link up here... Fwanks to you.

Another Fine K!tt3N Rat Production...
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KittenRat is neither ape nor machine; has so far settled for the in-betweenKittenRat is neither ape nor machine; has so far settled for the in-between
 
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Posted 2006-02-13, 08:56 AM in reply to KittenRat's post "BlueCube please help this noob out"
How many missions per area are we talking about here? If it's 6-8 or so, you might just want to have a standard "Show Choices" command that branches into other "Show Choices".

(I'd answer the rest of your post, but the structure of the whole thing depends on the number of options you're going to have)
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Posted 2006-02-18, 02:30 AM in reply to BlueCube's post starting "How many missions per area are we..."
Thank you very much. I was thinking about having ten missions per area.
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Posted 2006-02-18, 11:22 AM in reply to KittenRat's post starting "Thank you very much. I was thinking..."
KittenRat said:
Thank you very much. I was thinking about having ten missions per area.

Then it's just easier to do this (this is where you would assign the mission).

There are 4 states to a mission, represented by a single variable:

0: Not started
1: Started
2: Complete
3: Complete, got reward

Code:
(This assumes that there are other missions in other towns, and starts at 9)

<> Comment ================================
<> Label: 1
<> Show Choices: Mission9/Mission10/Mission11/Next Page
: Mission9 Handler
   <> Branch if Variable [6509:Mission9 State] = 0
      <> Message: Something about DO THIS MISSION FOR THE CHILDREN
      <> Message: Do you accept?
      <> Show Choices: Yes/No
      : Yes Handler
         <> Message: Okay then!
         <> Set Switch [1001: Mission for SUPERTOWN] ON
         <> Set Variable [6509:Mission9 State] = 1
      : No Handler
         <> Message: Sorry to hear that!
         <> Jump to Label: 6
      : End
   : Else Handler
      <> Message:  You have already taken this mission!
   : End
: Mission10 Handler
   <> Basically the same as mission9, just with a different variable for 
   <> the current mission/different text/etc
: Mission11 Handler
   <> Basically the same as mission9, just with a different variable for 
   <> the current mission/different text/etc
: Next Page Handler
   <> Jump to Label 2
: End
<>

<> Comment ================================
<> Label: 2
<> Same as the first page.  New missions, though, and the 
<> next page jumps to Label 3 

<> Comment ================================
<> Label: 3
<> Same

<> Comment ================================
<> Label: 4
<> Same

<> Comment ================================
<> Label: 6
<> Message:  Goodbye!  

(This would be the end of the event code)

Note that I use 6 to exit - it could be 9 or whatever you want, just so long as it's at the end.

And this is where you get your rewards (This would all be in a COMMON EVENT that you call):

Code:
<> Branch if variable [6509:Mission9 State] = 2
   <> YOU WIN WHATEVER
   <> Set switch [6509:Mission9 State] = 3
: End
<> Branch if variable [6510:Mission10 State] = 2
   <> YOU WIN WHATEVER
   <> Set switch [6510:Mission10 State] = 3
: End
..And so on, for each mission in each area. Easy enough, you only have to set up the rewards section once (since it's a on-call COMMON EVENT), and the use of variables saves you a TON of branching and switch names.
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Posted 2006-02-19, 09:30 PM in reply to BlueCube's post starting "Then it's just easier to do this (this..."
Thanx again.... now i was woundering, if i put that it costs $200 for say mission 9, would i throw in a conditional branch checking the money and then later in that same part of the script just minus the $200. That would work.... wouldnt it
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Posted 2006-02-20, 11:43 AM in reply to KittenRat's post starting "Thanx again.... now i was woundering,..."
Yep, you can set it as a variable as well, if you want - like

<>Variable Operations: [7409:Mission09 Cost] = 200
<>Variable Operations: [7410:Mission10 Cost] = 500
<>Variable Operations: [7411:Mission11 Cost] = 270
<>Variable Operations: [7412:Mission12 Cost] = 410

And do that at the beginning of the game somewhere - that way, all of your costs are in one easy-to-find place, and you don't have to set a ton of different lines when you want that 200 to be 250 somewhere down the line.. you'd just check to see if your current gold is greater than variable [7409], and then use that same variable to reduce your gold.

Remember that you can also use variables in your messages, so something like:

<>Message: "This mission costs \v[7409] gold. Do you accept?"

Would work very well. Using a variable saves you from having to change 3 lines for every mission cost you want to change - the "gold > 200" line, the "reduce gold by 200" line, and the "This mission costs 200" line. And, if you include costs in the original choices, that would make four lines. AND it would prevent you from changing the cost of one, only to forget to change the cost of the others.
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Posted 2006-02-27, 12:47 AM in reply to BlueCube's post starting "Yep, you can set it as a variable as..."
Shweet, thanks man.
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