Hey, so I been using MV for a little bit and now I came across wanting to do something I didn't have to until now.
So basically, let's say I talked to an NPC that was blocking a door and told me that I could not past until I collected 10 orbs.
After the player accepts the quests they get a pop up on their screen that has something like "0/10" orbs, and whenever they
collect one of those orbs the message on the screen goes to "1/10" "2/10" and so on. After getting 10/10 they go back to the
NPC talk to them and the event is complete and the message leaves afterwards. I mainly want this so it's easier to keep track
of the orbs instead of trying to remember in your head.
How would I go about this?
Event Counter(?) Help
● ARCHIVED · READ-ONLY
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Use a variable to keep track of the orbs. When the player receives the orb, add 1 to the variable.
Make a text that says your message. You can use V\[n], where is the number of the variable, to have it display the current amount in the variable.
Use a conditional branch to check if there are 10 in the variable. If so, unlock the door. -
Message supports the command
\V[x]
That means you can write on a message box the \V[] and inside, you can set a number from 1 to whatever the max quantity of variables you got is.
Let's say you keep quantity if orbs obtained inside a variable named OrbsQ with #id = 18. (You do that using Control Variables)
Let's say the variable has the value 5.
To show that "5" inside the Message Box, you write:
\V[18]
because 18 is the ID of the variable containing the quantity of the orbs.
So now you can make an Event Page with a Condition involving a variable (OrbsQ).
Thus the game progress.
Edit:
NINJAS everywhere! :p