I need help making a quest where you kill x number of monsters and then turn in the quest. I have tried using variables, conditonals, switches and nothing I do is working. Please if you know how to make this type of quest leave detailed instructions. I have looked and searched everywhere and all I find are vague instructions as to how to make this kind of quest. Thank you for helping me if you can.
I recall seeing something like this, but the location of it escapes me atm, the best way i could figure to do this off the top of my head would be to have evented encounters with said monsters, and having the player do a bunch of those. (increasing a monster killed variable eachtime)
Thx for the reply. I did find a small bit on it but nothing detailed.
If this is posted on the wrong forum spot my apologies, I'm new and this is my first time here. I'll learn my way around :D
I'm using rpg gamemaker vx btw.
Well.. depending on what battle system you're using, all you would have to do is go into your data base and move over to troops. In the battle event area at the bottom, put in a conditional branch, and make the condition "QuestStart" or whatever you switch is on. Now put control variable +1 for your kill count. And in the quest giver's event, put another conditional branch and make the condition; If "KillCount" is greater than or equal to how many you have to kill..
Or you could just script it like so ;
Class Game_Party < Game_Unit
alias ekc_initialize initialize
def initialize
ekc_initialize
@enemy_kill_count = 0
end
def increase_kill_count
@enemy_kill_count += 1
end
def kill_count
return @enemy_kill_count
end
end
class Game_Enemy < Game_Battler
alias ekc_perform_collapse perform_collapse
def perform_collapse
ekc_perform_collapse
$game_party.increase_kill_count
end
end
$game_party.kill_count return the value of kills..
I don't take any credit for this, I found the script at Rpgmakervx.net..
I also found how to do this at Rpgmakervx.net, so props to them. x3
There's a faster way to do that.
class Game_Party < Game_Unit
attr_accessor :enemy_kill_count
alias ekc_initialize initialize
def initialize(*a)
ekc_initialize(*a)
@enemy_kill_count = 0
end
end
class Game_Enemy < Game_Battler
alias ekc_perform_collapse perform_collapse
def perform_collapse(*a)
ekc_perform_collapse(*a)
$game_party.enemy_kill_count += 1
end
endInstead of $game_party.kill_count, now use $game_party.enemy_kill_count
Sorry for stealing this AbsoluteIce, I just saw an opportunity to make a code more efficient. Also, the first line of your code would cause a syntax error, because 'class' and all other keywords are case sensitive.
Thanks for the replies. I will definitely give this a try. I appreciate everyone's help. :D
I appreciate both of you trying to help. :D Apparently I'm not skilled enough to make either of these 2 methods work. But hopefully it will help others who may be interested in creating this type of quest.
Update: After about a week of trial and error I finally found what I was looking for in a tutorial so it seems as though this problem is solved. Thanks again to those who helped.
If you have visible enemies, then it's just a variable tied to the event. Event of enemy, with variable attached, enter combat, if you win; erase event have variable +1. Tie the variables to a visible counter or to the event offering the quest. such as: go up to king who told you to kill 10 skeletons. "Sorry, you've only killed two out of ten skeletons"