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> [VX/XP] Variable Quests, Skill Level: Easy, Work: Easy
Shaddow
post Sep 12 2012, 11:49 AM
Post #1


The Eventer Inventor
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Group: Local Mod
Posts: 1,250
Type: Event Designer
RM Skill: Masterful
Rev Points: 90




Hello again, RRR. It's been a few days since my last tutorial, so I decided to write up another quick tutorial. This one is rather easy, and is for variable quests. What I mean by that is that it randomly picks a quest for the player based on a list of choices you give them. These can also be repeatable.

The first thing you need to do is create a quest giver, usually this is like a bartender or a mercenary captain, something that fits in with your game. I chose to use a nun, as if the player was working for the church. Next you will create a small greeting, then ask the player if they are interested in taking on a quest. If yes, continue with the event, if no then you really don't need to do anything else.

After that, you will then set a variable, random for 0 ~ X (However many quests you want them to have, the more you add the more work you do.) Next you will set several conditional branches, one for each quests chain.

Screen Shot for reference


Within each of these you will tell them a brief bit about what the quest gives, and optionally, give them the choice to take it or have it make another. You will want to set a label right before you set the variable randomly to give you a jump to point. If they choose not to take that quest, check to see if they just want to quit or to spawn another quest. If they choose to quit then you need to do no more, just let the event end.

If they choose to spawn another quest you will jump to the label you set earlier so it repeats but with a different variable....usually. Now if they do decide to take that quest, the next step is to give them a bit more detail, you should then copy that text box as you'll need it soon. After you give them the details, set a switch to activate that quest. (It is good to have a box of switches set aside for this.)

Now, make a second event page based on that switch being on and paste the info for the quest, that way if the player forgets the details they can ask again. The final step is to go out and actually make the quest, though that's not covered in this tutorial. You may also choose to have the quest turn off the quest switch once fully completed so you can repeat it.

This is a fun and simple way to give the player optional side quests to make small items or a bit of money. I hope I explained everything well and that this was helpful to someone!

As always this tutorial was done with RMVX, but should work just fine with any rm maker that has variables and switches.


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amerk
post Sep 14 2012, 12:16 PM
Post #2


Level 56
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Group: Global Mod
Posts: 1,784
Type: None
RM Skill: Undisclosed
Rev Points: 15




I can see this being use for a non-linear type of rpg, sort of like an open-ended game or an MMORPG. Depending on what those quests open up, and if other quests become available or disabled as a result of acceptance for a particular quest, this could open the way for a lot more replay value.

It's a great way to keep players guessing how many quests are available, and get them to come back every so often, but even better if you tailor so that if the player accepts one quest, they can't access any other quests until it's completed.


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