Quests

About setting up quests. Omori uses custom plugins to make quests.

Important Common Events

Many of the event dependent on Variable 16 which is grabbed as event ID

IDNameNoteUses

47

★ Display New Quest

Displays the Lightbulb bubble that shows the quest is still Finished.

Alternative: this.setEventIcon(eventid, 'quest', index);

Var 17

48

★ Display Ongoing Quest

Displays the Lightbulb bubble that shows the quest is still Ongoing.

Var 17

49

★ Display Quest Finish

Displays the Lightbulb bubble that shows the quest is still Finished.

Var 17

50

★ Erase Bubble

Var 17

300

-- Quest Accept

Plays Sound: SYS_quest_get

301

-- Quest Complete

Plays Sound: SYS_quest_complete

Example - LEAFY's Quest

For bubble, set the Variable 16 "Quest Balloon ID" to the event ID that you want the bubble to be over.

Example used here is LEAFY's Quest in Map 105 -- TRAIN STATION WAITING AREA, Event 5 at 14,38. The event has ID of 5, so the variable is set to 5 accordingly to be used in other Event

  • Control Variables : #16: to set Event ID, in this case LEAFY event is 5.

  • Common Event : ★ Erase Bubble: Removes existing bubble on event of Variable 16, like cleaning up before doing other bubbles.

  • Control Switches : #1661: Any switch to keep track for using in other events

  • Control Variables : #16: to set Event ID, in this case LEAFY event is 5. (Technically redundant here as it's set already before at start, but for good measure.)

  • Common Event : -- Quest Accept: Plays Quest accept sound

  • Common Event : ★ Display Quest Finish: Quest is finished, in this case it's in case player already has slain 5 bunnies before interacting with LEAFY.

  • Common Event : ★ Display Ongoing Quest: Quest is Ongoing, the usual if the player has not finished yet, so therefore quest is still going on

  • Control Self Switch : A: To toggle own event to another page, which in LEAFY's case cuts off intro and throws to more quest loop to kill more bunnies.

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