DYLUCK'S PROFILE

Dyluck
For thousands of years, I laid dormant. Who has disturbed my slumber?
5184
Legends Of Illarion 2: S...
Prequel to the RM2K3 game Legends Of Illarion: A desperate goddess intervenes in mortal affairs, leading to a future of conflict between the Younger Gods.

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Best RM series to play all the way through?

Befuddle Quest 7 is my favourite.

Does anyone even know who I am?

RMN is dead. I guess you could say this rpg network...

*puts on sunglasses*

Has met its maker

YEEEAAAAAHHHHHHHHHHHooooohhhhh wait wrong show...

[][Joker[]] ?

Oh sorry hehe, here's another one

[Rules for draw and stud poker]

A.I. Generation and RMN

I think AI generated sarcasm should be allowed. It's useful for people who don't have sarcastic talent.

[RM2K3] Quest log conundrum

I think you might be misunderstanding common events. Yes, every time you accept a quest, you need to check which slot the quest should go to. I'm saying that's why you can do this check by calling a common event, instead of manually rewriting the whole checking logic each time.

Example, you have CommonEvent called CheckSlots something like this:
If QuestAmount = 1, then Slot1 = CurrentQuest
If QuestAmount = 2 then Slot2 = CurrentQuest
Etc...

-You talk to an NPC and accept Quest#6. The event is like this:
QuestAmount += 1
CurrentQuest = 6
Call CommonEvent: CheckSlots

-You talk to another NPC and accept Quest#4. The event is like this:
QuestAmount += 1
CurrentQuest = 4
Call CommonEvent: CheckSlots

-You accept Quest#7, etc.

-So now you have
Slot1 = 6
Slot2 = 4
Slot3 = 7
Etc...

Then when you write the code for displaying the Quest log, you can use the Slot1, Slot2, Slot3 variables etc, to determine which picture to display or whatever.

[RM2K3] Quest log conundrum

You said you already have a variable QuestAmount, so you know if this is the first or second accepted quest.

If QuestAmount = 1, then set Slot1 = ID of this quest that just got accepted.
If QuestAmount = 2, then set Slot2 = ID of this quest, etc

You can also make "ID of this quest" a variable, then put this whole Slot Check logic as a Common Event that gets called whenever you accept a quest.

Also if you have a lot of slots, you can try putting the logic in a loop, and play around with "Reference Variable" under Set Variables. It basically lets you have another variable point to which variable ID you want to change. So if you put all your Slot variables in say #25 to #34 sequentially, you can just +1 to the reference variable in each loop pass.

[RM2K3] Quest log conundrum

Basically, instead of having 100 quest variables containing their possible positions, you can have variables for each position slot containing the quest ID number.

For example if the first quest is Quest6, set variable Slot1 = 6.
If second quest is Quest 4, set variable Slot2 = 4, etc.

Then when it's time to display the log, you check which picture to display based on what number is stored in Slot1, Slot2, etc. You can play around with the Show Picture command, and there's some options to choose the picture based on a variable, or based on filename, or something like that.

You keep saying I have no games, BUT WHERE ARE YOURS? WHERE ARE THEY? I DON'T SEE 'EM!

You misunderstood. What we said was "You ain't got no game!" *finger wag*

PSA: DO NOT

DO NOT touch -Willie

I wonder what it's like to have friends?

Having friends will make your game over 500MB or something like that