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Posted 2006-06-19, 04:52 PM in reply to phsyco025's post "Need help with rpg maker xp"
You need to think about what this event actually does:

1) First meeting, "Go get a potion"
2) Talked to her already, "So, do you have the potion? Yes/No"
3) Already gave her the potion, "Thanks for your help!"

3 different settings = 3 pages. Easy enough from there:

[Page 1]
No preconditions
Code:
<> Message: "I need a potion for some reason, go get it!"
<> Set variable [xxxx:PotionQuestState] to 1
<>
[Page 2]
Precondition: PotionQuestState greater than or equal to 1
Code:
<> Message: "Do you have the potion?"
<> Show choices: Yes, No
: [Yes] handler:
   <> Conditional branch: Potion possessed
      <> Items: Subtract 1 potion
      <> Message: "Thanks for this, have this key I guess"
      <> Items: Add 1 key
      <> Set variable [xxxx:PotionQuestState] to 2
      <>
   : Else Handler
      <> Message: "Don't lie to me, I'm old!"
      <>
   : End
: [No] handler
   <> Message: "You lazy good-for-nothing bum!"
   <>
: End
<>

[Page 3]
Precondition: PotionQuestState greater than or equal to 2
Code:
<> Message: "Thanks for your help!  Get off my lawn!"
<>

I recommend using variables for keeping track of how far along you are in any given quest. This saves switches and makes more sense overall because a quest is not ON/OFF, it is Not started/in progress/finished, and may have even more states within it (halfway done, interrupted, failed, etc)
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