# Quests

## Important Common Events

Many of the event dependent on <mark style="color:red;">**Variable 16**</mark> which is grabbed as **event ID**

<table><thead><tr><th width="81">ID</th><th width="174">Name</th><th width="349">Note</th><th>Uses</th></tr></thead><tbody><tr><td>47</td><td>★ Display New Quest</td><td><p>Displays the Lightbulb bubble that shows the quest is still Finished.</p><p>Alternative: <code>this.setEventIcon(eventid, 'quest', index);</code></p></td><td>Var 17</td></tr><tr><td>48</td><td>★ Display Ongoing Quest</td><td>Displays the Lightbulb bubble that shows the quest is still Ongoing.</td><td>Var 17</td></tr><tr><td>49</td><td>★ Display Quest Finish</td><td>Displays the Lightbulb bubble that shows the quest is still Finished.</td><td>Var 17</td></tr><tr><td>50</td><td>★ Erase Bubble</td><td></td><td>Var  17</td></tr><tr><td>300</td><td>-- Quest Accept</td><td>Plays Sound: <code>SYS_quest_get</code></td><td></td></tr><tr><td>301</td><td>-- Quest Complete</td><td>Plays Sound: <code>SYS_quest_complete</code></td><td></td></tr></tbody></table>

## Example - LEAFY's Quest

For bubble, set the <mark style="color:red;">Variable 16 "Quest Balloon ID</mark>" 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

<figure><img src="/files/OU2Fp2xdXyc8VJFEHzyq" alt=""><figcaption><p>The starting events of LEAFY's Quest</p></figcaption></figure>

* <mark style="color:red;">**Control Variables : #16:**</mark> to set Event ID, in this case LEAFY event is 5.
* <mark style="color:blue;">**Common Event : ★ Erase Bubble:**</mark> Removes existing bubble on event of <mark style="color:red;">**Variable 16**</mark>, like cleaning up before doing other bubbles.

<figure><img src="/files/sEnbAaKpeA7ZpncalePZ" alt=""><figcaption><p>LEAFY's Initial quest Accept later on.</p></figcaption></figure>

* <mark style="color:red;">**Control Switches : #1661:**</mark> Any switch to keep track for using in other events
* <mark style="color:red;">**Control Variables : #16:**</mark> 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.)
* <mark style="color:blue;">**Common Event : -- Quest Accept:**</mark> Plays Quest accept sound
* <mark style="color:blue;">**Common Event : ★ Display Quest Finish:**</mark> Quest is finished, in this case it's in case player already has slain 5 bunnies before interacting with LEAFY.
* <mark style="color:blue;">**Common Event : ★ Display Ongoing Quest:**</mark> Quest is Ongoing, the usual if the player has not finished yet, so therefore quest is still going on
* <mark style="color:red;">**Control Self Switch : A:**</mark> 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.


---

# Agent Instructions: Querying This Documentation

If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question.

Perform an HTTP GET request on the current page URL with the `ask` query parameter:

```
GET https://omori-modding.gitbook.io/wiki/rpgmaker/quests.md?ask=<question>
```

The question should be specific, self-contained, and written in natural language.
The response will contain a direct answer to the question and relevant excerpts and sources from the documentation.

Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
