[RMVX ACE] NEED HELP WITH REPEATABLE QUESTS
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I'm trying to make a timed variable quest repeatable. I've got everything to work but the repeatable part. The questgiver gives you the quest and you have 40 seconds to go to each rabbit hole(there are 10 different holes) and get a rabbit. Then make it back to the questgiver before time is up. Any help would be appreciated. 

There are 10 of these events.




There are 10 of these events.


Don't use the self switches, use all control switches.
Then you need an event that turns off all those control switches in a batch.
Probably a parallel process in an area just outside entering the puzzle area.
Also if you use variables,
multiply those variables by 0.
Then you need an event that turns off all those control switches in a batch.
Probably a parallel process in an area just outside entering the puzzle area.
Also if you use variables,
multiply those variables by 0.
One can use self-switches, but, one would also have to know the ID of the events in question to reset them properly. It would involve a bit of scripting, though, and that's not necessarily everyone's cup of tea.
Also, why multiply variables by 0 to reset them when you can just... set them to 0? I understand that, mathematically speaking, the result would be the same, but, the suggestion just strikes me as odd.
*Edit: Probably the thing that pops out at me most is why are you incrementing the variable by 0 in the second screenshot? Also, are players supposed to get a GAME OVER if they fail to collect all the rabbits? The event-command isn't there to back it up, but, that seems a bit extreme for a mini-game. Unless that is the main-game? At which point, never mind.
Also, why multiply variables by 0 to reset them when you can just... set them to 0? I understand that, mathematically speaking, the result would be the same, but, the suggestion just strikes me as odd.
*Edit: Probably the thing that pops out at me most is why are you incrementing the variable by 0 in the second screenshot? Also, are players supposed to get a GAME OVER if they fail to collect all the rabbits? The event-command isn't there to back it up, but, that seems a bit extreme for a mini-game. Unless that is the main-game? At which point, never mind.
I just want to make sure he doesn't subtract the variable.
I made that mistake before to realize that variables can be negative.
For self switches you can script call this,
but it will reset all self switches in the game.
$game_self_switches = Game_SelfSwitches.new
The first screen shot leads to the second one(same event) which starts the timer(on another event) on the fourth one and allows you to get rabbits on the third one(s). The fourth one is a parallel process. Sorry, the screenshots are a bit out of order. I was using a control switch but the second you do grab one rabbit it switches the other ones off. Unless you meant that each rabbit hole event should have a different control switch. I thought of using that but didn't want to have any collecting quests full of controls switches.The game over thing was a joke Because I couldn't figure this out.
I don't want to reset all the self switches. I would have to redo other events.
I don't want to reset all the self switches. I would have to redo other events.
If you don't want to use one game-switch for each rabbit-hole, then, you want to use self-switches? To reset them, you would need to do something like...
...this for each rabbit-hole-event. If the event IDs in question are on the same map (which is probably true), and also in sequence (which seems exceptionally likely), you can use a loop to make things easier for you. As a quick example...
...this should deactivate the self-switches on map #10 for events #1 through #9.
map = map_id # "map_id" would be replaced with the map ID where the event in question would be found. # Use map properties to get it. It's in the upper-left part of the window. event = event_id # "event_id" would be replaced with the event's ID. # This can be found in the event properties window, in the upper-left. key = [map, event, 'A'] $game_self_switches[key] = false
...this for each rabbit-hole-event. If the event IDs in question are on the same map (which is probably true), and also in sequence (which seems exceptionally likely), you can use a loop to make things easier for you. As a quick example...
map = 10 i = 1 while i < 10 event = i key = [map, event, 'A'] $game_self_switches[key] = false i += 1 end
...this should deactivate the self-switches on map #10 for events #1 through #9.
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