I am planning a event-based quest system that may or may not tie into another quest-based script, but as it stands right now, I am planning this to be Event-Exclusive.
Each board will contain the same 'Current Quests - this is because an infinite number of quests would require A TON of resources.
Switches: There will be several:
one for each quest
one to determine if quests should reset on upcoming sunday
Variables: There will be many to serve the following functions
one for each switch
one to serve as a random placeholder
-the placeholder will serve to act as a if variable PLACE_HOLDER = x,
one for each switch to act as a CURRENT_KILLS
Each board doesn't have to use the same quests, but it seems easier at the moment to copy/paste the event.
Setting up the quests,
Since I will be using my DAY/NIGHT System in conjunction with this,
I will set all my quests to reset on a 'weekly' basis in game time, this is about 168 minutes (24 minutes / game hour)
However, this would unfortunately reset the accepted quests, so to fix this, I will do the following
When the time comes to "RESET" the quest board,
after the process begins, I will use conditionals to bypass the quests that have been chosen
- or rather, the quests that have an active switch, so the chosen quests WILL NOT be reset.
To make things interesting, I have decided that the reward will be determined by a chosen amount x number of monsters etc. etc. - Still in planning.
There will also be difficulty levels to better determine reward.
So the reset will roughly look like the following (I will only show the idea for just one quest as a rough idea.
The following will be placed in my DAY/NIGHT system
if SWITCH_RESET is on (This will be turned on every monday then off every sunday after the resets, this will prevent them from infinitely resetting on sunday)
If SWITCH_SUNDAY is on:
if SWITCH_QUEST_RAND_01 is on
//do nothing, this quest is accepted
control switch SWITCH_ACC_QUEST_RAND_01 off
VAR_DIFF_LEVEL = random 1 to 3
if VAR-DIFF_LEVEL = 3 (High level quest)
VAR_MONSTER_CHOICE = random 35 to 41 (Higher level monsters)
if VAR_MONSTER_CHOICE = 35
VAR_KILL_COUNT_01 = random 1 to 15
VAR_REWARD_QUEST_01 = 200 x VAR_KILL_COUNT_01 (200 per kill)
VAR_REWARD_QUEST_01 += 3500 (monster choice x 100)
VAR_REWARD_2_QUEST_01 = VAR_REWARD_2_QUEST_01 + 3000 (3000 being difficulty x 1000)
VAR_REWARD_QUEST_01 = VAR_REWARD_QUEST_01 +VAR_REWARD_2_QUEST_01
THEN, in the TROOP settings,
There will be conditionals checking if enemies appeared.
First it will check if the appropriate switch is on.
Then it will update the kill count by the appropriate number.
-I understand that you did not "Kill" the enemy yet, but if you lose, you get game over so it doesn't matter.
THE NOTICE BOARD:
SO depending on how many different quests I finally decide to settle on the notice board will take different forms.
for 1- 3 quests, there will be QUEST01 - QUEST03 and Exit as choices, if more than 3, then the first page will consist of
QUEST01 - QUEST02, etc.. with a next page and exit option,
each subsequent page will contain ONE quest, a previous page, a next page and an exit option.
When the player selects a quest, it will display the monster to kill, the number to kill, and the reward for completing the quest. (The quest ends when the kill count is equal to, or greater than the required amount and the player visits a valid Bounty Board. Then the quest reward will be given to the player and the quest switch will be set to off.
This will also cause all quests except other accepted quests to reset. That way you can choose a brand-new quest.
This book will be an item that will remind the player of all accepted and current quests, as well as those ready to "Turn In."
Sorry this post is all over the place, but let me know what you think.
This will be my biggest evention since my day/night system with days of week, months, years and timed inn's and battles and nighttime aesthetic music