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Fetch quests


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#1 Jared

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Posted 17 March 2016 - 07:24 PM

So I wanted to make a fetch quest, where Link has to collect a few items for an NPC to progress in the story. One Link collects them and talks to the person, I guess I wanted them to be transported to another screen, so that way I could continue the story with cutscenes with multiple screens. Is there any way I can accomplish this?



#2 Evan20000

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Posted 17 March 2016 - 07:47 PM

A very elaborate web of string control codes or a script sounds like the best ways of doing that.

#3 Shoshon the Elegant

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Posted 18 March 2016 - 01:51 AM

Maybe this could be done with a combination of Moosh's NPC script, specifically the trade sequence and something that would "combine" the items together when you acquire them all. Make the NPC change his text, and perhaps trigger a cutscene, only when you acquire this "combined item".

I don't know. This is just a guess. But it should be possible somehow.

#4 Naru

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Posted 18 March 2016 - 04:00 AM

Maybe place some hints for yourself instead of the final text into the strings at first. Too get not confused over time. If it is possible to put multiple string codes to work into one string it should be easy. Otherwise it could be a bit tedious, invisible items should help in that case.

#5 LikeLike on fire

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Posted 18 March 2016 - 12:17 PM

you know how to do it or asking for creative help?



#6 Joelmacool

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Posted 18 March 2016 - 12:22 PM

you know how to do it or asking for creative help?

"Is there any way I can accomplish this?"
 



#7 MaximumCDawg

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Posted 18 March 2016 - 02:03 PM

A very elaborate web of string control codes or a script sounds like the best ways of doing that.

 

What

 

Why not just this

 

ffc script GotMilk{
 
void run( int item_id, int dmap, int screen){
 
if(Link->Item[item_id]) Link->Warp(dmap, screen);
 
}
 
}

 

Have item when script is run?  Warp to a screen.  Baddaboom baddabing.

 

Want different timing or different conditions?  Just tweak accordingly.  Seems really simple without needing anything other than a few lines of code.


Edited by C-Dawg, 18 March 2016 - 02:04 PM.

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#8 Cukeman

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Posted 18 March 2016 - 02:58 PM

There is a NPC script that makes a NPC appear (or not appear) depending on whether or not Link has a specific Item. Since you can silently give Link items in Message Strings using String Control Codes (and take them away) you can just create dummy Items for Link to carry that enable/disable NPC appearances, and then give/swap Link's real Fetch Quest Items in the Message Strings using String Control Codes. Simple.

 

EDIT: That combined with a warp script like C-Dawg's should do it.


Edited by Cukeman, 18 March 2016 - 03:03 PM.

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#9 Evan20000

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Posted 18 March 2016 - 09:18 PM

What
 
Why not just this
 
 

ffc script GotMilk{
 
void run( int item_id, int dmap, int screen){
 
if(Link->Item[item_id]) Link->Warp(dmap, screen);
 
}
 
}
 
Have item when script is run?  Warp to a screen.  Baddaboom baddabing.
 
Want different timing or different conditions?  Just tweak accordingly.  Seems really simple without needing anything other than a few lines of code.

The script is usually the simple solution. The string control codes...aren't.

#10 Jared

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Posted 01 April 2016 - 04:38 PM

So what exactly do I go with here? :P



#11 Jared

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Posted 12 April 2016 - 05:25 PM

Could someone help me? I'm still confused. :(



#12 Lejes

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Posted 12 April 2016 - 05:47 PM

You attach this script to an FFC on the screen. D0 is the item that triggers the warp, and D1 and D2 are the DMap and screen number you warp to. You can give the warp trigger item via string by putting "\16\X" at the beginning of it, where X is the item ID. If that string is on the same screen as the FFC script, you'll warp as soon as you exit the string. You can have another string take away the item after you've warped, if you want the player to go back to that screen later.


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