QUEST MARKERS ABOVE NPCS/ITEMS

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Pages: 1
kitten2021
Returning from RMVX Death
1093
Hey guys, just out of curiosity, does anyone know how to make an object appear above an NPC that has a quest or something significant for you to learn from them?

Example:
I have a quest you gain in the game that requires you to go and speak with someone in the town that you don't know yet, however, I don't want people looking all over the place for who knows how long to try and find said person. I would like there to be something that shows up above the quest finisher's head or quest objective persons/objects head that lets the player know, "Oh! That's who/what I'm looking for!",

Thanks a bunch guys for any help or ideas or scripts you might already know that does this!
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Unless you have some giant automatic system to automatically detect whether a given NPC gives you a quest or not, I'm pretty sure you would just either make a version of the NPC that has an exclamation mark over its head, or make an exclamation point sprite and put it above the NPC.

Although the sparkles are hard to see on the white background, here's an example treasure chest from my game that sparkles until you open it, plus a second image of the sparkles by themselves:
kitten2021
Returning from RMVX Death
1093
Sorry it took me so long to get back to this (busy life -.-), thanks a lot LockeZ. I hope this will work, means a lot more custom chars on my part to be made, but that's what makes a good game I suppose. :)
Well... characters are events that occupy one event square, but they're usually two events tall, right?

What I recommend is making a custom charset with that object (a question mark, lamp or whatever), place it just above the NPC event, and make it "above hero".
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Yes, those sparkles by themselves for example can be easily placed one tile north of an event that can be picked up. And it looks fine. You could do the same thing with any other symbol. The only reason to actually combine them into one charset is if the spot one tile north of the character/item/whatever is already occupied. (Even then, you can put two events in the same place via the Transfer Event command as soon as the player enters the map. It'll just be delayed a split second.)
You should also combine into a single charset if the NPC moves. :D
kitten2021
Returning from RMVX Death
1093
You guys are geniuses! Thank you so much!
Hmm... dunno if anyone has said this already but... Just make an animation in the battle animations, and a common event to call to set for it to appear over the hero's head... and animation that appears a tad higher or to the left, right, or below, to look like it's over the NPC who you're talking to's head.

Depending on where you're facing, you would have about 5 animations. One for the hero's head, and 4 for the NPC's head, which would be...

1. that's above hero
2. that's above an NPC above hero
3. that's above the NPC to the left of hero
4. that's above the NPC to the right of hero
5. that's above the NPC below hero

You would also have a switch for each.

Set the up a common event with condtional branches.

If Switch 1: Hero.Exclamation is on, the animation of the exclamation appears above the hero.

If Switch 2: NPC.Exclamation(up) is on, the animation of the exclamation appears above the NPC above hero.

If Switch 3: NPC.Exclamation(left) is on, the animation of the exclamation appears above the NPC to the left of hero.

If Switch 4: NPC.Exclamation(right) is on, the animation of the exclamation appears above the NPC to the right of hero.

If Switch 5: NPC.Exlamation(down) is on, is on, the animation of the exclamation appears above the NPC below hero.

After each switch is activated, and the animation has been trigger, you turn off the said switch.

Also, these animations will bet set to appear on the hero, so it's centered around the hero if it's going on the NPC's.

If there are going to be different animations such as question marks, and such, you would have another 5 switches for each.

I think it's a lot better than using charsets, because there's more frames you can use, and easier, because all you have to do is turn the switch on and call the event. No need to set a move event, and have the charset change or any of that. Sure it's a bit of work to set up the common event and animations, but after that's out of the way, the rest is a breeze. It's worth it if you want to do things quicker, and cleaner.

If the NPC is not going to be near you, and will be elsewhere on the map... umm, I haven't figured that out just yet... but I will, and when I do, I will let you know. :)
Versalia
must be all that rtp in your diet
1405
Calunio's advice is best as it is the most simple - just add it to a charset.

Sally has a quest for you. Make a second charset for Sally, with a ! over her head, or she's outlined in green, or whatever, and have a switch change her character graphic. BOOM!

The other options are also valid and work well, especially if you need it to be too far above their head (so that it breaks the charset size).
InfectionFiles
the world ends in whatever my makerscore currently is
4622
not to shamelessly plug my game, but; http://rpgmaker.net/games/2431/
My game Infection does this exact thing really well, and it's pretty simple.
I have a charset of bubbles with question marks and exclamation points in them, and they just go one square above the NPCs head.
and I used switches to activate them to whatever they should be at the given time. (ex. flashing exclamation point means a quest available, a still question mark when on a quest for the NPC and a flashing question mark when the quest is able to be turned in)
The charset for the emoticons can be found here: http://charas-project.net/resources.php
type in "emoticons" and you'll get two different kinds. or just download Infection and take them from there
this is for rm2k/2k3, probably won't work for VXP

this way is really easy, to me anyways
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