If you're specifying the required value of the quest variable as a Condition of the event page anyway, you still need to remember the exact value of the variable. That being so, I don't see how it is a benefit to do ++ to the variable rather than setting its value. Wouldn't setting its value on the contrary remind you of it and give you more oversight over the quest progression?
Aha! So that's how you use a debug room! It made me sit and think for a moment about whether or not map events are global. I know common events are, but I guess because you were using variables, it didn't matter: because the event would act differently after you collected all the items. One thing I was hoping you'd demonstrate though is a message telling the player how many of the items they've collected. I guess that's achieved easily enough with the \V[#] thing you showed us earlier.
Yes precisely, though you will need to use a different variable than the one used for the quest since the value isn't always going to match. So a second variable which collect the game data -> item -> possession count which you then show the value using \V[#] is all you got to do. Pretty straight forward :)
this video is out for already quite some time, not sure if my comments will be of any use, but here we go: I don't quite agree with the "never" set a variable value. in small steps, yes, definitely use the increment. but if you have long questline, particularly when splitting into different branches and merging, using Set works better. say, start the quest, on step 3 you have two options, they need not have the save length, say one with 3 steps, tbe other with 4. afterwards, they will merge. in this case, on the last step of each branch, you want to use Set, to have the variable being a value bigger than both. (I would use 10 in this case) I also HIGHLY recommend creating the steps you need, variables and switches, outside of the engine, on a notepad or spreadsheet. it helps a lot with tracking
If your dealing with a quest that can split into multiple stages, you shouldn't set, you should use another variable. using one variable to track two separate entity isn't good practice unless you're using an array, which RPG Maker doesn't allow to handle easily
@@rpggamemaker6684 I really wasn't expecting a reply. :D You're right, when I give it proper thought some point aftwerward, variable to split track will only cause problems. I still use set though on some ocasions, but that is when tracking cutscenes progress. Not really needed, but I like to start again from a x0 (10, 20, 30...) after some major points. But then again, that is just a particularity of mine.
So easy thank you so much this video made my life so less stressful spent 3 hours doing the way you said not to and it was still broken i tried it your way bam quest up and running in 10 mins thank you again im watching all your videos now see how i can make life more simple next.
Thanks, this was great advice. I like the test room. That worked great. I did notice that when you check the items in your inventory there is only 1 entry. It doesn't have multiple entries or say there is more than 1, even though you picked up 4. Not sure why that is or if you need to do something else to make it show how many of something you have. EDIT: Figured it out with help. There is a box to check in the Systems 1 tab in the database to show the number of Key Items. I missed that. Thanks for the great tutorials!
I do have issues with importing the mushrooms. (trying to copy what you did to learn how to do it). I have imported the picture but when I want to select the image in the event window it only selects single pixels?
You're very welcome for the tutorials, glad you like them. For your issue, you need to make sure the file size is 576x384 pixels, otherwise you might end up with the issue you're experiencing. Also, depending on what you are doing, make sure your filename doesn't starts with "$" as this is for 12tiles sprite sheets only and might interfere with the final result
Thanks for the tutorial. it helps a lot. i have question. that self switch in mushroom event, what is it use for? if we do the same to 2nd quest, are the mushroom will reappear?
@@rpggamemaker6684 that’s right. Something to keep track of your quests. I know yanfly had one but I also seen many other quest plugins so I didn’t know if one was better than the other. I had wanted to implement one but held off until an unbiased authority like yourself would have a good opinion on which to use.
If you're using RPG Maker MV, I always found Galv's Quest Journal the best one out there, heavily customizable to suits your very needs but definitely not the easiest to use. My only complaint is the lack of features on quest tracking that is limited to a icon on a quest in your journal, so I had to add a couple features on top of that. For MZ, I believe that there is only one out there (for now at least) created by VisuStella (Yanfly). I am not using it for myself because I'm currently building my own library, but I took the time to test it out and it is very good stuff. So if you don't know how to write plugins, VisuStella/Yanfly has always been my favorite library out there for so many reasons and would be my go to. And even if you know how to write plugins, it isn't rare that I pick up from his library and make some alteration to his codes because it saves me so much time. I will probably have videos in the future where I reviews plugins and give my honest opinion, but we're a long way from there. Hope that helps you a little!
Awesome! Man I have a question about a game mechanic I want be a big part of my game. I want my Hero to be able to learn fighting moves from NPCs out in the world. I only want him to be able to have around 6 attack moves available at once but I want him to have moves in his arsenal that he can choose to use as part of the 6 or not at any time. The idea is for him to be able to build different fighting "sets". The game is a martial arts game and so it is import the hero is able to build their own fighting style out of the moves they learn throughout the world. But I have no idea how to implement this. Any ideas?
This is the kind of stuff that can be done through menus, now, unless you program your own custom menu from scratch using common events, your best bet would be by coding or finding a script that allows you to handle this mechanic properly. I know Yanfly had something very similar with RPG Maker MV, might be worth to take a look
the only way this tutorial would have been better would have been to also show giving multiple mushrooms at once depending on how many you've already gathered. like you give her 3 and she says " I still need 1 more " I imagine that wouldn't be hard to do with conditional branches that checks how many you've got and gives a different variable increase and dialogue based off of it, but would still be good for noobs to see done visually :P
This helped a bit, but it still leaves me in the dark as for an efficient way to have my quest be killing(and receiving the head of the monster as an item) 10 - 100 monsters or so. I can make the item know it counts towards the quest if it exists on the world map, but not if it is an item dropped by a monster.
There are two things here I don't like. Firstly the first step that initiates the quest should probably be a "set variable to 1" rather than +1 because it prepares it for the quest. Secondly, doing this precludes the mushrooms from being used for anything else. You can only place 4 mushrooms because of this. Because if there are more than 4 mushrooms the coding won't work. That's terrible. It's much better to to set aside a variable for checking quest items, and then use that to check how many mushrooms you have in your inventory, and then for the witch to request them. This would allow you to place more than 4 Mushrooms, which seems like much better game design. If you tell your player to find 4 of an item, and there's only 4 to find then it removes the flexibility of the player finding them in their own way. It's too linear. And secondly, if these mushrooms are magical, then they should certainly also have the same use for a magical player or other magical characters, meaning there should be more than 4 magical mushrooms in the world. In either case, this system limits the number of mushrooms needlessly.
For some reason... I did everything u did step by step however, Like the Mushroom disappear when you gathered them. Mines doesnt Disappear... Its making me frustrated
too much talking over something that only need one point right. The constant was useful depend on what kind of Quest you do. Why would they put it there if it should be 'NEVER EVER EVER' to be used. just clearly explain how its works and don't missinformation other by saying it over n over just because ur not recomend it
If you're specifying the required value of the quest variable as a Condition of the event page anyway, you still need to remember the exact value of the variable. That being so, I don't see how it is a benefit to do ++ to the variable rather than setting its value. Wouldn't setting its value on the contrary remind you of it and give you more oversight over the quest progression?
Aha! So that's how you use a debug room!
It made me sit and think for a moment about whether or not map events are global. I know common events are, but I guess because you were using variables, it didn't matter: because the event would act differently after you collected all the items.
One thing I was hoping you'd demonstrate though is a message telling the player how many of the items they've collected. I guess that's achieved easily enough with the \V[#] thing you showed us earlier.
Yes precisely, though you will need to use a different variable than the one used for the quest since the value isn't always going to match.
So a second variable which collect the game data -> item -> possession count which you then show the value using \V[#] is all you got to do. Pretty straight forward :)
I just started delving in RMMZ, but I can tell a lot of this common sense stuff is going to make it much easier to dive in. Good video!
this video is out for already quite some time, not sure if my comments will be of any use, but here we go:
I don't quite agree with the "never" set a variable value.
in small steps, yes, definitely use the increment.
but if you have long questline, particularly when splitting into different branches and merging, using Set works better.
say, start the quest, on step 3 you have two options, they need not have the save length, say one with 3 steps, tbe other with 4.
afterwards, they will merge.
in this case, on the last step of each branch, you want to use Set, to have the variable being a value bigger than both. (I would use 10 in this case)
I also HIGHLY recommend creating the steps you need, variables and switches, outside of the engine, on a notepad or spreadsheet.
it helps a lot with tracking
If your dealing with a quest that can split into multiple stages, you shouldn't set, you should use another variable.
using one variable to track two separate entity isn't good practice unless you're using an array, which RPG Maker doesn't allow to handle easily
@@rpggamemaker6684 I really wasn't expecting a reply. :D
You're right, when I give it proper thought some point aftwerward, variable to split track will only cause problems.
I still use set though on some ocasions, but that is when tracking cutscenes progress.
Not really needed, but I like to start again from a x0 (10, 20, 30...) after some major points.
But then again, that is just a particularity of mine.
So easy thank you so much this video made my life so less stressful spent 3 hours doing the way you said not to and it was still broken i tried it your way bam quest up and running in 10 mins thank you again im watching all your videos now see how i can make life more simple next.
Thank you so much. I looked through a number of other tutorials but yours made my quest so much easier! You got yourself a new sub!
Thanks, this was great advice. I like the test room. That worked great. I did notice that when you check the items in your inventory there is only 1 entry. It doesn't have multiple entries or say there is more than 1, even though you picked up 4. Not sure why that is or if you need to do something else to make it show how many of something you have. EDIT: Figured it out with help. There is a box to check in the Systems 1 tab in the database to show the number of Key Items. I missed that. Thanks for the great tutorials!
Thank you for the turorials.
I do have issues with importing the mushrooms. (trying to copy what you did to learn how to do it). I have imported the picture but when I want to select the image in the event window it only selects single pixels?
You're very welcome for the tutorials, glad you like them. For your issue, you need to make sure the file size is 576x384 pixels, otherwise you might end up with the issue you're experiencing. Also, depending on what you are doing, make sure your filename doesn't starts with "$" as this is for 12tiles sprite sheets only and might interfere with the final result
@@rpggamemaker6684 still wont work properly :(
LOL that rant at 2:40. I felt your pain, I did the same thing.
Great tutorials, keep making them 👍
Thanks, glad you like it! There's plenty more to come!
My dude, thou art a G! Thanks for the playtest tips!
[*Takes VERY THOROUGH NOTES*]
Thanks for the tutorial. it helps a lot. i have question. that self switch in mushroom event, what is it use for? if we do the same to 2nd quest, are the mushroom will reappear?
Thank you so much! Would you be able to talk about quest logs? Do you use them? Thanks!
By Quest Logs do you mean something like a Quest Journal?
@@rpggamemaker6684 that’s right. Something to keep track of your quests. I know yanfly had one but I also seen many other quest plugins so I didn’t know if one was better than the other. I had wanted to implement one but held off until an unbiased authority like yourself would have a good opinion on which to use.
If you're using RPG Maker MV, I always found Galv's Quest Journal the best one out there, heavily customizable to suits your very needs but definitely not the easiest to use. My only complaint is the lack of features on quest tracking that is limited to a icon on a quest in your journal, so I had to add a couple features on top of that.
For MZ, I believe that there is only one out there (for now at least) created by VisuStella (Yanfly). I am not using it for myself because I'm currently building my own library, but I took the time to test it out and it is very good stuff. So if you don't know how to write plugins, VisuStella/Yanfly has always been my favorite library out there for so many reasons and would be my go to. And even if you know how to write plugins, it isn't rare that I pick up from his library and make some alteration to his codes because it saves me so much time.
I will probably have videos in the future where I reviews plugins and give my honest opinion, but we're a long way from there.
Hope that helps you a little!
Thank you so much this was giving me so much trouble.
Awesome! Man I have a question about a game mechanic I want be a big part of my game. I want my Hero to be able to learn fighting moves from NPCs out in the world. I only want him to be able to have around 6 attack moves available at once but I want him to have moves in his arsenal that he can choose to use as part of the 6 or not at any time. The idea is for him to be able to build different fighting "sets". The game is a martial arts game and so it is import the hero is able to build their own fighting style out of the moves they learn throughout the world. But I have no idea how to implement this. Any ideas?
This is the kind of stuff that can be done through menus, now, unless you program your own custom menu from scratch using common events, your best bet would be by coding or finding a script that allows you to handle this mechanic properly. I know Yanfly had something very similar with RPG Maker MV, might be worth to take a look
Doing this for collect quest seems simple enough but what about kill quest?
the only way this tutorial would have been better would have been to also show giving multiple mushrooms at once depending on how many you've already gathered. like you give her 3 and she says " I still need 1 more "
I imagine that wouldn't be hard to do with conditional branches that checks how many you've got and gives a different variable increase and dialogue based off of it, but would still be good for noobs to see done visually :P
Thanks you sir! What about a quest log for MZ? What can we use?
VisuStella Quest Journal seems like the best available to the public right now
This helped a bit, but it still leaves me in the dark as for an efficient way to have my quest be killing(and receiving the head of the monster as an item) 10 - 100 monsters or so. I can make the item know it counts towards the quest if it exists on the world map, but not if it is an item dropped by a monster.
Thank for the tip I want to make a event quest log do know why it would really help me out thanks Leo Gera 😺
can you make a tutorial on usable storage chest
Thank you!
Can a one person make a whole game from this software? Or do i need to hire people?
There are two things here I don't like. Firstly the first step that initiates the quest should probably be a "set variable to 1" rather than +1 because it prepares it for the quest. Secondly, doing this precludes the mushrooms from being used for anything else. You can only place 4 mushrooms because of this. Because if there are more than 4 mushrooms the coding won't work. That's terrible. It's much better to to set aside a variable for checking quest items, and then use that to check how many mushrooms you have in your inventory, and then for the witch to request them. This would allow you to place more than 4 Mushrooms, which seems like much better game design. If you tell your player to find 4 of an item, and there's only 4 to find then it removes the flexibility of the player finding them in their own way. It's too linear. And secondly, if these mushrooms are magical, then they should certainly also have the same use for a magical player or other magical characters, meaning there should be more than 4 magical mushrooms in the world. In either case, this system limits the number of mushrooms needlessly.
Liked vid to thank you.
Thanks sir!
Most welcome!
For some reason... I did everything u did step by step however, Like the Mushroom disappear when you gathered them. Mines doesnt Disappear... Its making me frustrated
He didn't show the second event page for the item, unfortunately. I have the same problem.
great tip at 3 min
too much talking over something that only need one point right.
The constant was useful depend on what kind of Quest you do.
Why would they put it there if it should be 'NEVER EVER EVER' to be used.
just clearly explain how its works and don't missinformation other by saying it over n over just because ur not recomend it