Rpg Maker Vx Ace How to Keep Track of Quest

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Key Item Tracking

  • Thread starter Brigg
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Brigg

  • #1

Hi gang.

Only been using RMVA for a month now. About 6 hours of gameplay into my project, but I just hit a snag. I've been using variables to track quest items with events that will recognize them and let you know when you've collected, done, killed, etc, everything you've done, and then updating the quest.

However, I am trying to do this with a key item, but not finding a way to track the key item. The issue is, the key item is a random drop, so creating a variable isn't working. The variable has it's own random system, but it's random when defeating an enemy.

How do I recognize when the item has dropped, and then tallies them if you need a total of 5, which in turn, would run my parallel process when said quantity is reached?

Thx!

Brigg

Andar

  • Hero of the Century

  • #2

From your description, you have made several things in an ineffective way.

All items (no matter if normal or key) can be counted with a control variable command (game data section).

Checking on quantities should not be done by a continuously running parallel process as that creates a lot of lag - do you know how to make a parallel process in a way that it's only run once after a battle?

Simply condition a CE to a switch, turn the switch ON on turn 0 of each troop/battle and turn it OFF at the end of the event.

If that doesn't help, please post screenshots of what you've done, then we can tell you how to fix that.

Brigg

  • #3

Right, but I'm using an Enemy Drop Item (Makakoa Flower) with a ratio of 1/6.

Drop%20Item%20Img_zpsmnkdhf16.png

I can't figure out how to track that item at the end of a Battle Event when and IF it dropped or not. I can manually tell it to =+1 using a control variable at the end of each battle event, but with a chance to NOT drop, that doesn't work. I wanted it to randomly drop an item off an enemy making the player continue to grind out those enemies until all 5 were collected. I can easily compare the total items with @>Conditional Branch: Variable[X] == 5, but how do I track it when and if it drops off the enemy without it pulling from previously dropped and accounted for variable items?

Andar

  • Hero of the Century

  • #4

I think we're talking about different things, and you're using the item to count for something else?

Because regularly, you never count up items in a variable, you use the control variable:game data:item in inventory function to get the number of items you currently have in inventory.

So please explain when exactly you need to know how many items of that you have in inventory, and what should be triggered in that moment.

There are three or four different methods to do what you want, and the best method can only be selected with more information.

Because while there are ways to getting an event command to run at the end of battle, that is a rather difficult procedure involving an immortal state - it usually is much easier to check after battle (including an option to check in the first frame after battle)

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Brigg

  • #5

So at the end of a battle, the item has a 1 in 6 chance to drop. If it drops, I want to be able to track it.

However you touched on something that I've yet to tinker with nor found in the 100's pages of tutorials I've read, and there hopefully lies my answer.

You said you can check immediately after the battle. Is there a way to compare variables before and after a battle, and then subtract them from each other? At that point, I'd have an accurate tracking variable that if >0, could be added to my variable total.

Andar

  • Hero of the Century

  • #6

Again - why do you want to count it when it drops?

You can use control variable:game data:item in inventory to store the number of how many of those items you have in inventory at any given time.

If you use one variable to store the permanent number there, and after each battle a new variable to store the new number and check if that has been increased, then you will know that you have gained one of the items.

But why do you even want that? For quests to collect items, you just need to check the current total at the moment when the quests giver is approached. No need to count during the whole time.

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Brigg

  • #7

To be honest, you've made me question that too. When the item count hit 5, I wanted to have it update a quest. I was worried about the random aspect messing it up. But your suggestions made me look a little deeper at what I did, and this is what I came up with using your game data suggestion.

Quest%20Update_zpsm8eiaab7.png

However, it's still a parallel process. The last thing I would need to do, based on your suggest, is stick this whole event inside the Troop condition, correct?

Andar

  • Hero of the Century

  • #8

Nope - and your solution would only work on that map with that event.

Do something else, especially if you want to check more than just that item:

1) Make a switch called "Afterbattle check"

2) Go to database, Troops, and for all troops that have something to check add a troop event on turn 0 that has only a "control switch ON" for exactly that switch

3) Go to database, Common events, and make a common event "After battle"

4) Set the common event to parallel process and triggered by that switch

5) In the common event, add as many conditional branches for as many checks as you want, what you want to check after each battle

6) At the end of the common event, the very last line, has to be "control switch OFF" for the "Afterbattle Check"-Switch

Parallel Process Common Event cannot run during battlescreen, so even if the battleevent activates the switch the CE will only start after the player has returned to map.

And the control switch off at the end will stop the parallel process after it has run exactly once.

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Brigg

  • #9

I found a workaround for the original circumstance, but I'm running into the same problem again in a different circumstance.

This is what I did to create a working trackable Key Item solution.

My Solution:

KeyItemPic1_zpsma964zvq.png

This was on my Test Project where I test ideas so as to not inadvertently damage my game in-progress.

I wanted to be able to track an individual, but random, variable.

I created an Inventory Key Item (Test Item).

A variable that tracked timber (my Test Item).

Another variable that also tracked timber, but the total timber amount.

Setting the variable to a fresh 0 count at the beginning of the event allowed me to accurately count the randomly generated amount of timber in the next line.

This gave me the option to add in a textbox for flare that was able to accurately count how much of that item I had received on THAT occasion.

Next, I was able to change the item by adding the timber variable amount.

Then the total timber variable plus the timber variable. This was so I had a constant that accounted for all the timber I had collected throughout allowing for maybe a future achievement or crafting/leveling system.

Thus giving me a working Key Item tracker.

If someone has a way to improve or simplify this, please, please share. Otherwise, I hope it is able to help somebody.

For those who caught the unnecessary Conditional Branch of ==1 when the Random was 2...4, good eye. I knew this was in here but chose not to repost the picture since it wasn't necessary. Please forgive me :)

Bex

  • #10

You could make it a little more simple.

Change Items [Test Item] is the same like Variable7.

You got it Twice, but you just need one.

Dont count Variable7 up, but for your Textbox use Control Variable:

Set Variable7 = Game Data -- Item -- and choose Test Item.

Now your Textbox Works like before.

It got mentioned before.

Also if one of your Heroes eats a Item for example, you dont have to count Variable7 down.

That makes things also easier.

Edit:

Items can be Tracked with Control Variabble --

Var7 = And than search for Items in the Menu.

No need to do it Twice.

The Items Ids in you Inventory are the same kind of Variables like the $game_variables[1or whatever].

They are just accesed differently.

My English aint the best, so i hope this Helps somehow.

You should describe what you are actually wanting to archieve for the Player? And how it would look and Act.

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Brigg

  • #11

KeyItem3_zps3goxchlt.png

So I found the simplest way to do this. Thanks, Bex, for pointing out that I was doubling up variables. This allowed me to take it apart and look it over again, and I realized, I was making this way too complicated!

I don't see how it could be done any simpler than the image I posted. I'm very happy with the outcome. I realized having variables for all my materials was pointless - unless you wanted to keep track of how many of a certain item you've collected over the course of the game for Achievement hurdles. All I needed was 1 rollcheck variable to handle all of them. This lead to a very complex, LONG, and rewarding Common Event that handled all of my materials against my XP tracking variable.

Thank you, everyone, for all your help. I wanted to post this image to help others having this same problem.

  • #12

Don't know if this will help, but here is what I used.

Script.png

Andar

  • Hero of the Century

  • #13

Erik Valens, please refrain from necro-posting in a thread. Necro-posting is posting in a thread that has not had posting activity in over 30 days. You can review our forum rules here. Thank you.

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.

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Rpg Maker Vx Ace How to Keep Track of Quest

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