Quest Log & System w/o Scripts, the Easy-Peasy Way

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Started by Randommerade 6 posts View original ↗
  1. Welcome to my first guide :) This guide will show you how to make a quest log, the easiest way possible. Note that I said "easy," this may not be a good way to do it, it's just how I went about it.

    Note that you must not be using the "Key Items" feature of RPG Maker VX Ace in order to do this (you'll see why in a second, keep reading) and you must have a basic understanding of conditional branches and how to add/remove items from the player's inventory.

    Well, onto the steps:

    1. Open the Database and under the Terms tab, change the term for Key Items to Quest Log (or whatever you wish to call it).

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    2. Then, under the Items tab, create a new item, name it the title of the quest (as an example, I used "Talk to Bob"). Enter a description of what the player has to do and an icon if you want. Then, set the item type to Key Item. Set Consume to No, Scope to None, and for Occasion put Never. Then, make an additional item (a normal item) that the player will get while they are doing the quest, and to give back to the quest-giver (to check if the quest is complete). Use the same settings as the quest item (Consume, Scope, Occasion).

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    3. Make the event where the player gets the quest. In my example, the player simply needs to go talk to a certain person (let's name her Sally). You may give the player a choice to accept the quest (Show Choices) or force it upon them by just changing the quest item to +1. In my example I gave the player a choice. At the end of the page, Control Self Switch A to be ON.

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    4. Now, save the event and exit out of it. Make a different event where the objective is located. In my case, all the player had to do was talk to Bob, so I did that. Then, make a conditional branch where the game checks if the quest is in the inventory. If it is, change the items so it -1 the quest. In my quest, Bob will give the player a letter to give to Sally, so if you're doing something similar to that, make another conditional branch inside of the first one where the game checks for the item (the letter in this case) This isn't shown in the below picture, be sure to add +1 the required item!!!!

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    5. Back at the event where the player got the quest (in this case, Sally), make a new event page. Under "Conditions" on the left side of the page, tick the box that says "Self Switch ... is ON" and set it to A. For your first command, control self switches, and then control Self Switch B to be on. Now, make a conditional branch where 2 scenarios will happen: where the player has completed the quest, and when they haven't.

    For the first conditional branch, set it up so that the game checks for the quest. Whilst making this command, untick the box that reads "Set handling when conditions do not apply." Then make a conditonal branch inside of that one where the game checks for the required item (regular item). Make sure the "Set handling when conditions do not apply" box is checked. Write something that would happen if the player completed the quest, and add XP, G, whatever you like as the reward for completing the quest. Then, under "Else," write something that would happen if the player didn't have the required item/s to complete the quest. Here's a picture example.

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    6. Finally, make another event page on that same event. Tick the box so that Self Switch B is ON, and something that the NPC would say once the quest was complete.

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    And there you have it! You have officially become a quest-making master! I'm sure that if you're even just a little skilled with RMVXA, it's not that hard to figure out how to do many different things with this tutorial, this was simply a basic outline.

    An example of what it looks like in-game:

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    Thanks for reading and leave your ideas, comments and suggestions below :)

    I also apologize for how old my interface looks. I set it like that so my old laptop would run faster. :p
  2. Hey I made a tut like this in another forum

    http://www.rpgmakervxace.net/topic/12159-quest-log-the-easiest-way-possible/

    Posted 02 February 2013 - 08:02 PM

    [This is a tutorial to set up a super easy quest log]

    [What it doesn't do is tell you how to make side quests]

    Default Example

    Using XS- Item Icon Script

    Fast Version of Guide:

    Change key items text to quest log,

    Make key items that are quest specific

    to remind the player of their quest.

    Begin Guide

    Step 1. Getting Where we need

    Open Database (F9)

    Step 2. Changing "key items" to "quest log"

    Click the terms Tab and Change the wording for "key item" to "quest log".

    Step 3. Making a quest with items

    Click the items tab. Create a new item "Find Dog" in the description "A cute girl wants you to find her dog."

    Step 4. Making the item appear in the quest log. 

    On the item you are working on find the drop down menu that says "item Type" and make it a key item.

    It will now show up in quest log under your items menu.

    Step 5. You are know a quest making hero

    Now any time you make a side quest, have the npc or event give the player the quest "reminder" item.

    and when they complete the quest, just take the item away with another event.

    END

    Suggestions:

    Color Coding the quest logs for importance

    Changing the items text to bag

    Changing the Quest Log text to Scrolls

    Edited by marillmau5, 02 February 2013 - 08:11 PM.
  3. I think this (original post) is a brilliant idea! Almost wish I wasn't so far in that I could go back and change them all and get rid of my script! The ONLY downsides to this are that you can't keep them in the correct order (they'll always be sorted by id, not by the order in which you received them), and the display format - the quantity, number of columns, etc.


    But I'll definitely consider using this method with my next game, even if it means slight script mods to overcome those two issues.
  4. Subtle, but as brilliant as the original post is the other one you avoided is exactly the same thing. Anyways nothing to see here, i just had to point that out.
  5. Which begs the question, if the second post is exactly the same thing, what was the point in posting it?
  6. I saw that tutorial a while back but I wanted to add my own ideas and pictures and such. I didn't remember that one so I couldn't find it again :/ in so sorry about that, I'll credit you in the first post once I have access to my computer.