Staredit Network

Staredit Network -> UMS Assistance -> Help with quests in an rpg...
Report, edit, etc...Posted by FaiLuRe. on 2006-05-15 at 00:55:38
okay, so in my upcoming RPG, im making SEVERAL quests. Some of them i am going to be required to be completed to progress through the map. However, i want some to be optional. this has created a large problem...

some quests are team quests, where all 6 characters do it. some are solo quests, which only one person can do, but everyone has one (just not the same one). others are smaller team quests, where 3 teams of 2 characters do these quests. but i want some of these to be optional. now heres the problem:

lets say quest one is a team quest, and its required. they complete the quest and go to quest 2. quest 2 is a small team quest that is OPTIONAL, where p1 & p2 do one, p3 & p4 do one, and p5 & p6 do one. lets say p1 wants to do it, but p2 doesnt. p1 is going to be the one with the choice to do the quest or not, and he choses to do it. tough luck for player 2. however, lets say player 1 isnt there. p2 now doesnt have a chooser to pick whether or not to do the quest...i cant decide how to go about this... should i have like 6 switches that activate when player 1 commands a zealot? ...like say this...
Trigger
Players:
¤ Force of 6 Characters
Conditions:
¤ Player 1 brings at least 1 unit to "full map location"
Actions:
¤ Set switch "Player one present"

now with this trigger set, when it comes to choosing quests, player one gets to choose...but now that player 1 isnt here...lets say we do this...
Trigger
Players:
¤ Force of Characters
Conditions:
¤ Player 1 brings at most 0 "Heroes" to "anywhere"
¤ Player 2 brings at least 1 "heroes" to "anywhere"
Actions:
¤ Set Switch "PLayer 2 Present"

with this trigger, i could just make it so that player 2 picks now. and i could continue on saying "p1 brings at most 0", "p2 brings at most 0", "p3 brings at most 0" until the switch is set to a present player. however, this seems a little too large scale for such a small thing.

is there a better or more efficient way to do this? pinch.gif
Report, edit, etc...Posted by Demaris on 2006-05-15 at 10:51:32

Have each player have a trigger that creates a unit in a small area, then detect whether or not the player is there.
Next Page (1)