1
\$\begingroup\$

I'm trying to make a quest. When the quest is activated (switch is on), monsters should drop a certain quest item. After the quest is finished (switch is off), those monsters should stop dropping the quest item. How can I do this?

\$\endgroup\$
1
\$\begingroup\$

I think this is what your looking for. Go to "Troops" Tab in "database" and pick the troop you want to use and look in the conditions window and select "conditional branch".From the selections click "switch" type or choose a desired switch and click ok, in this case we are naming our switch "quest item potions". Then click inside the conditional branch and select "change items" and choose a potion. Make sure increase is checked and not decrease or else it will take away a potion. so now if you choose to turn on (switch)"quest item potions" it'll give you a potion. BUT WE ARE FORGETTING SOMETHING STILL! Make sure to change the conditions window to the desired one in this case I picked "turn end". enter image description here

enter image description here

enter image description here

\$\endgroup\$
  • \$\begingroup\$ Also don't forget after all this is done you still need to turn the switch "ON" for it to work. a nice example would be to make an "Event" have it tell you to hunt some bats and bring them a "potion" and then have that "Event" turn on the "Switch" "quest item potions" and then when you give the potion to the "Event" have the "event" turn the "Switch" back off. \$\endgroup\$ – sketcherskt Feb 28 at 19:47
0
\$\begingroup\$

If you have something like a loot table system where you can change the chance of the item appearing, you could set it to 0% to make sure it doesn't show up. Other options are

  • The quest adding the item to the loot table while the quest is active and removing it when it's inactive.
  • Having a locked state on your item, so it means that it cannot spawn.

And there are probably a lot more ways to go about this problem. Look at your architecture and see what's the best for your game. I would go for the second option, but it all depends on what kind of architecture you have for your game.

\$\endgroup\$
  • 2
    \$\begingroup\$ This answer would be better if it included some details about how to apply this advice in the specific framework of RPG Maker MV \$\endgroup\$ – DMGregory Jan 2 at 12:13
  • \$\begingroup\$ Yeah, this answer sounds very generic. When i sat down and generalized my RPG's framework in Unity, some of these kind of things would work with it. \$\endgroup\$ – The Mattbat999 Jan 5 at 4:17

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.