Randomizing Questions in Quiz-based Battle System

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Started by awanderingfox 7 posts View original ↗
  1. Hello friends!

    I'm an English teacher and I'm trying to make a vocabulary game. I have no coding knowledge, so RMMV has been a great help. I am also thankful for all the tutorials and plugins the community has shared. It has made the process much easier for this dinosaur ^^.

    I've created a storyline where NPCs introduce vocabulary, like in the picture below:
    Spoiler

    Then, the students are tested on the vocabulary in battles. Currently, I've been getting by with this arrangement:
    Spoiler
    Spoiler

    Essentially, I write out every detail of the interaction, including the point where the enemy experiences a Knockout. I use labels and switches to make sure every question is answered correctly before the party emerges victorious.

    I have two questions:
    1. Is there an easier way to manage this specific interaction? With the way I'm doing it, actors can't heal themselves or level.
    2. As the word list grows, I'd like battles to randomize words tested (eg. This battle tests Words A, J, and F). Is there a kind of database where I can just write all the words in?

    I did attempt linking words to variables, but I don't know to assign the resulting choices and consequences to the same variable.

    I hope my questions make sense. Thank you for your time, and for helping a beginner like me. It's my dream for the students to enjoy this and start making their own vocabulary games for themselves and their classmates to play (and practise storywriting while they're at it!).
  2. First of all, I LOVE that you are doing this. Education needs far more gamification, and this seems like a grand way to accomplish it.

    Honestly, variables are likely the way to go with this, unless someone wants to make you a plug in. You don't even need to use battles for this, and for the level of control you are looking for, this may be done easier on the map. I am currently at work and do not have access to RMMV to show you, but if no one has gotten you a solution by the time I get home, I can get you something working.

    Honestly you are well on the right track.
  3. You don't need to use anything like a database. Just use a common event to store all questions.
    if variable 1 is 1:
    What does "dog" meam?
    if variable 1 is 2:
    What does "cat" mean?

    and so on. You can then set the variable as a random value from x to y each turn.
  4. RetroExcellent said:
    First of all, I LOVE that you are doing this. Education needs far more gamification, and this seems like a grand way to accomplish it.

    Honestly, variables are likely the way to go with this, unless someone wants to make you a plug in. You don't even need to use battles for this, and for the level of control you are looking for, this may be done easier on the map.

    Your post really warmed my heart! Thank you for taking the time to encourage me -- it gave me a much-needed confidence boost. I've taken your advice on the variables. I'm not quite sure what you meant by doing it on the map, so I tried the interaction out as a normal event, like below:
    Spoiler

    It was a lot easier to do! I do think that some of that 'in-battle' feeling is lost, though.
    Thank you again for your help and comments. A screenshot of your comment will be my desktop wallpaper until I'm done with this. <3

    Poryg said:
    You don't need to use anything like a database. Just use a common event to store all questions.
    if variable 1 is 1:
    What does "dog" meam?
    if variable 1 is 2:
    What does "cat" mean?

    and so on. You can then set the variable as a random value from x to y each turn.

    It took me a while to figure this out, but once I did -- oh, you're so clever! -- it worked like a charm. If anyone else needs help, this is what I did:

    1. Store all the questions and actions as a common event, like Poryg suggests. I saved it as Common Event 5.
    Spoiler

    2. In the troop event, have a variable that calls for the Common Event (I called for 5). Then, have a variable that chooses the question number.
    I set the conditions to Turn 0 so it runs before the traditional attack menu.
    Spoiler

    4. In battle, it looks like this:
    Spoiler

    I might not have done it in the best way, but I'm still learning. Thank you for your help! You taught me something new and useful. :)
  5. I'm glad you found my advice a bit useful, I was worried about the lack of battle feel as well.

    The fact that you are improving is a good sign, you will continue to grow and get better as you put in the effort. I'll gladly follow along with your progress!
  6. Hi!
    Any progress on this? I'm currently developing a game with a similar idea: to teach/improve English, for brazilian students. Currently I implemented a "dictionary" of sorts, a mission book and tried to modify menus and such to be more concise with the game idea. The main goal is to use items/equipments/etc. as english words, which can be used to modify elements in the map and make relationships with NPCs, while registering them in the Dictionary (with a completion rate). Other idea I had is to use a "battle" system, similar to yours, but on the map itself, like a trivia game. It would make questions using words, phrases, images or even sounds (in a future version). This is what I'm trying to implement right now.

    It would be cool to see your project updated!
  7. awanderingfox said:
    Your post really warmed my heart! Thank you for taking the time to encourage me -- it gave me a much-needed confidence boost. I've taken your advice on the variables. I'm not quite sure what you meant by doing it on the map, so I tried the interaction out as a normal event, like below:
    Spoiler

    It was a lot easier to do! I do think that some of that 'in-battle' feeling is lost, though.
    Thank you again for your help and comments. A screenshot of your comment will be my desktop wallpaper until I'm done with this. <3



    It took me a while to figure this out, but once I did -- oh, you're so clever! -- it worked like a charm. If anyone else needs help, this is what I did:

    1. Store all the questions and actions as a common event, like Poryg suggests. I saved it as Common Event 5.
    Spoiler

    2. In the troop event, have a variable that calls for the Common Event (I called for 5). Then, have a variable that chooses the question number.
    I set the conditions to Turn 0 so it runs before the traditional attack menu.
    Spoiler

    4. In battle, it looks like this:
    Spoiler

    I might not have done it in the best way, but I'm still learning. Thank you for your help! You taught me something new and useful. :)

    I recently got it in my head to make a quiz game for vocabulary learning as well! Unfortunately I don't have any experience with RPG Maker, but finding this thread was very very helpful.

    As for the ANSWERS to your quizzes, do you manually write them yourself? Does anyone know of a way of randomizing which answers are displayed while still displaying the correct answer as a choice?

    Thanks!