Help with Collecting quest

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Started by Andham1 9 posts View original ↗
  1. I am making a quest where the player has to kill wolfves and collect there pelts. So they can give them to an old lady.

    This is the conversation that give the player the quest. I only want the Wolf Pelts to be collected while the switch is on.

    2014-06-30_13-24-18.jpg

    And these are how I want to deliver the quest items to the player. I tried both and they didnt work.

    2014-06-30_13-29-11.jpg 2014-06-30_13-29-02.jpg

    The problem I'm having is that I am not gettign the pelts after the battle is won. What is it that I am doing wrong?
  2. I've not used a quest like this yet, but it might be easier if you set the wolves to drop their pelts instead, and instead of a variable make them an actual item (perhaps a "key item") and then you can do some conditionals in the conversation when turning them in using the "item exists" condition (though you may need a variable for the number given to the old lady, it would make things a little more streamlined, though this is a more rough example since the pelts will drop no matter what.

    You might also try changing the troop option where is the switch is on encounters will be with a different group of wolves who will drop pelts as opposed to normally fighting wolves who don't.

    EDIT:

    to clarify, the event where you fight the wolves, you change the encounter from "wolf * 3" to "Wolf *3 with pelt" or w/e if the switch is thrown, should be an easy conditional statement in the event for the wolf battle.
  3. I suggest you follow the link in my signature to the "variables guide" and play that tutorial, it will give you a lot of examples on how to handle such quests,

    That said, in your first troop event - as long as the condition is "don't run", it will do exactly that - it will not be executed...

    The second one should work, as long as the switch is indeed ON. Have you checked that with F9 while playtesting? You'll need to find out if the bug is in the battle or in the quest event...
  4. @Ashton Thanks for the idea, but I don't know how to make specfic monsters spawn without adding a sprite of them on to the map. And if I did make a new monster that did drop the pelts I have 16 different troops with wolfves and, to me, that dosent sound like an efficent way to work at that problem. But it did make me take a closer look at the Battle events and I did find a way to make it work.

    2014-06-30_15-17-15.jpg

    This way I can keep the same wolfves and they won't drop the pelts unless the switch is on; and you have less than the needed amount. The only thing I would say that I don't like about this solution is that you have to make a new battle event for each wolf, but that isn't too hard, and that the text I have set to display shows up after the wolf is killed and I would like it to show up after the battle is done.

    @Andar The second one dose work, but at the wrong time. It executes the event at the begining of the fight; before the wolfves are killed.

    Just found out that I can have multiple Condidtions on when the event starts. So I moved the 'Collecting Wolf Pelts' switch from the execution block, I don't know what is called, and moved it into the conditions area.
  5. Andham1 said:
    @Ashton Thanks for the idea, but I don't know how to make specfic monsters spawn without adding a sprite of them on to the map. 
    Use the current sprite and add a conditional statement "If (pelt quest) is ON, Battle Processing "Pelt Wolves" (or w/e), ELSE Battle Processing "normal wolves"" 

    Though I see your point if you already have 16 different wolf troops, it kinda means a TON more work...
  6. I'm also not using sprites for players to engage; it is just random encounters.

    Edit: There is a new problem now. If the Wolf is the last of the enemies to go down, then I don't get that one's pelt. Any Suggestions?
  7. That is because the condition for death is checked before the condition of HP=0, so the program, never checks HP=0 for the last enemy killed.


    Two possible solutions:


    1) make a construct of troop events that give the last enemies a temporary resistance to death, and remove that resistance after the conditions are checked


    2) use a script for after-battle-triggers in the troop events, there is one such script written by Tsukihime for example.


    Which way to go depends on compatibility with other scripts and how your events are working - usually the script way is easier, but it does not work on every project (depending on other scripts included)
  8. Thank you for the help the quest is now fully working, and I can get the pelts from the last enemy.
  9. This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.