Hello There!
I'm new to RPG Maker (I got it today) so I need some help:
I'm making a map full of islands connected with bridges. There are about 3-4 quests per island. I don't want players running to the last island and complete a boos there, because all the quests are connected in story. So I need help here: There are going to be broken bridges, so player cannot pass them, so when he completes all the quests on one island, the brigde "rebuilds" itself and the player can continue to the next island for more quests. (Its like GTA SA or V type, where you complete all the missions and the bridge unlocks). Hopefully you'll understand and help.
Thanks!
Help With Completed Quest Map Change
● ARCHIVED · READ-ONLY
-
-
The easiest way to do it is put up some kind of barrier - a fence piece or a guard or something that gives you a message that the bridge is down. If you are not sure how to do that, I would start reading some tutorials as it's a pretty simple event to make.
If you are wanting to show the broken bridge and then the fixed bridge, you could either use events to change the graphic or I think there are some tile switching scripts. -
By the sound of things the simplest way to do that would be to have a multi-page event where each bridge needs to be impassable. The map needs to have it passable, so I would set the bridge as an actual part of the map. The first event page would be set a graphic of a blockade or something with the "Priority" set to "Same as character"and the "through" checkbox UNMARKED so it can't be gotten past. The second event page would have the blockade gone and the priority either set "below character", "above character", or third option, "same as character" with the "through" checkbox marked.
-
Yeah after a little bit of research (didn't find anything) I added barrels in front of bridges. The only thing is how do I make barrels delete itself after quests are completed?The easiest way to do it is put up some kind of barrier - a fence piece or a guard or something that gives you a message that the bridge is down. If you are not sure how to do that, I would start reading some tutorials as it's a pretty simple event to make.
If you are wanting to show the broken bridge and then the fixed bridge, you could either use events to change the graphic or I think there are some tile switching scripts. -
Just set a switch that activates in when the objectives are complete and have the second event page set with that switch as its "condition".
Just never turn that particular switch off unless you want the barrels to reappear. -
umm, photo tutorial?Just set a switch that activates in when the objectives are complete and have the second event page set with that switch as its "condition".
Just never turn that particular switch off unless you want the barrels to reappear. -
Sorry, give me a minute and I'll throw something together.
Remember there are several different ways to do it. They will all involve conditional branches though. Some check for other switches others check for variables, etc... -
It's pretty simple. The first page of the event will have the graphic of whatever you are using as a barrier. Set it to "Same As Characters" and "Action Button". Put whatever message you want in here.

The second page will be set with a condition of a switch. Don't put a graphic and leave it as "Below Character". I used "Bridge Fixed" for the switch. Somewhere at the end of the quest event you will set "Bridge Fixed" to on. Once that happens, page 2 will run, making the event "disappear".
View attachment BridgeHelp2.png -
See how the map has 3 doors and a crate?
The way I set it up is that each door has
@>Control Variables: [0001] += 1@>Conditional Branch: Variable: [0001] >= 3 @>Control Switches: [0001] = On @>: Else@>: Branch End@>which means that when each door is opened it adds 1 to the variable [0001] (the default first variable) and then checks to see if that variable has 3 or more in it. If it has 3 or more it turns switch [0001] (the default first switch) on, if fewer than 3 it ends without turning the switch on.
I highly recommend that you name the variables and switches as you set them though so you know which one is which.
The crate is sitting on top of the stairs, once the switch is turned on the crate disappears and is replaced by a transfer event.

*EDIT*
By having a different variable for each island and adding 1 to that variable each time a quest was completed this would trigger the switch and get rid of the barrels only after all the ones on the island were completed. Having each quest completion check for the variable's total would allow those quests to be completed in any order without making you interact with the barrels again to make them disappear. -
That works if your quest involves a variable and is directly involved with the barrier but is really overcomplicated for a basic barrier.
-
He had mentioned multiple quests per island and the bridge being passable only after all quests on the island were completed.There are about 3-4 quests per island. I don't want players running to the last island and complete a boos there, because all the quests are connected in story. So I need help here: There are going to be broken bridges, so player cannot pass them, so when he completes all the quests on one island, the brigde "rebuilds" itself and the player can continue to the next island for more quests.
By having a different variable for each island and adding 1 to that variable each time a quest was completed this would trigger the switch and get rid of the barrels only after all the ones on the island were completed. Having each quest completion check for the variable's total would allow those quests to be completed in any order without making you interact with the barrels again to make them disappear.
That is why I suggested that particular method. -
Okay, I apologize, I misread.
-
No problem, it is easy to do. I've lost track of how many times I've had to reread something to be sure what it said.
-
Ok, tryed both of yours but the barrel kept dissapearing when i was still in the quest.
-
Then you aren't turning on the switch in the right place or your variables aren't quite right (may be counting whatever wrong) If you can, post a screenshot.
-
Did you copy the number in the variable check on the conditional branch(the 3)? Or remember to set it to be "Greater than or Equal to"(shown as ">=") the actual number of quests on the island?
-
yes, but when im in the quest it automaticly delets the barrel
-
-
The problem is that you have the conditional branch that checks for the variable, and the "Show Choices" one for accepting the quest, turning the same switch on. Effectively, the variable has no effect because what it would trigger is already going. You need a second switch to make it work right.
-
Oh, saw that now. so like make a silent quest for when all quests are complete the barrels go away




