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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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