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).
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).
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.
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!!!!
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.
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.
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:
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