Quests
About setting up quests. Omori uses custom plugins to make quests.
Last updated
About setting up quests. Omori uses custom plugins to make quests.
Last updated
Many of the event dependent on Variable 16 which is grabbed as event ID
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
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.