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"Kill 10 ghosts and come back to me ..."

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Hi! As the title is meant to say I want to ahve a quest where you are gonna kill 10 ghosts and then return. Shall I still use switches or variables (I've never used variables before ...)?

Okay one more thing ... HOW shall I do this? I'm kinda new to stuff like using switches :P

On deadly_diablo's request I'll tell you that I'm using the XP version of RPGMaker.
« Last Edit: February 12, 2007, 04:48:15 PM by Kessiah »


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pokeball :)OfflineMale
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I would use switches...since I dont know about variables..but this can be done easily. 
Watch out for: HaloOfTheSun

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The Sliencer
I understand Variables a bit. But i would go with switches.

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You guys seriously need to learn variables.

Well, the way i would do it personally, is make the ghost drop and item, like a sheet or something. And when you get 10, use a conditional branch (4th page -> item,  quantity 10) And that way it will seem more realistic 'coz you have proof. :D

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I beat Twilight Princess faster than you
There are three ways I can think of to do it:

A) Have ten switches called ghost1, ghost2, ghost3, etc. Whenever you beat a ghost it turns on a switch. When all ten switches are on you can go back to the guy who gave you the quest or whatever, and then you have a conditional branch do something to check it. This is a stupid way because it takes ten switches and is too long and complicated.

B) Have each ghost drop an item like "Sheet" or "Ectoplasm" (Ghostbusters, anyone? ;D), and then put a conditional branch in your quest-giver that says you have ten sheets or something. But personally I recommend:

C)Whenever you kill a ghost, it adds one to a variable called ghostQuest or ghostKill or something like that. The quest giver has an event page that requires the variable ghostQuest is equal to or greater than 10. In that page you can make him say "Congratulations, take an apple pie" or whatever you want.

The reason you should do it like C is because you don't have to set up any extra items, you don't waste switches, and you don't even need a conditional branch.

If you don't know how to adjust variables when a ghost dies, or how to make an event page require that a variable be equal to or greater than something, just ask.

~Arkhan
Current Project ~ Avatar: The Last Airbender RPG
Just as a note, I fully understand variables and switches, so there's no need to treat me like a noob :D

pokeball :)OfflineMale
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just after then ghost event command battle processing put "control variables"
Watch out for: HaloOfTheSun

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But what if they want you to hunt down a Ghost that randomly appears while you're walking around in a map? It would be odd if you put ten sprites around the map and made them Battle Process; why are they so visible if every other monster appears randomly?

I believe you would need Battle events for that, but if anyone knows just what to do, that would be nice.
...

pokeball :)OfflineMale
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set up either ground events or something else, that brings ghost's and have them then get killed and add to the variable.
Watch out for: HaloOfTheSun

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Kessiah could you tell us which maker you are using? Variables and switches can be used WITHIN battles if you wished to know.
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pokeball :)OfflineMale
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XD how did I forget! just set up troops of the ghosts to add + 1 variables to ghost variable and have the guy give you the award once ghost variable is equal or greater then 10
Watch out for: HaloOfTheSun

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Ah, yes. Condition: Ghost's HP is 0 or below, control variables, add 1 to ghost variable. I can't believe I forgot that.
...

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For me, variable. Its kinda easy, make a variable and then make a copy of the ghost monster. Then, add a event for the monster like...

Code: [Select]
>Conditional Branch when "ghost hp 0" variable "whateveryourvariablenameis" +1

Then, make an event for the dude, what he has to say and stuff and also, add one what is something like :

Code: [Select]
>Conditional Branch when variable "whateveryourvariablenameis" 10
>Message: "Whatever you want the person to say"
.

Sorry, I've been away from RMXP (haven't touched it for 4 months) so I can't remember the events clearly, but I'm pretty sure I went along the lines.


~Winged



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Would i use a conditional branch for each creature and have it controlled by a control variables switch?

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Rep: +0/-0Level 87
I would make it easier and do this.

1)Make a switch called "Kill Ghosts Request"

2)Make a Variable called Ghosts Killed

3)In each battle event with ghost enemies, make an event that says conditional branch or just make it a trigger

if Kill Ghosts Request Switch=ON

then another conditional branch under it
If enemy ID=(the ghosts ID) is present
Another conditional Branch
If enemy status death is inflicted

THEN

Add to the variable


When the variable is greater than or equal to 10, come back to the guy, get the reward, turn the switch off.
Simple enough right?

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I would use switches...since I dont know about variables..but this can be done easily. 
I made something similar to this script once and I used variables and it worked just fine.

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just make an event on the map wich let you battles a ghost, without sprite, empty thingy, if you step on it you battle the ghost,when you win you get the variable up

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i don't really understand..
but can someone just give me the code?

i dunno.. i already try it.. but nnever workk..
>.<

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