Curate Beginners Quest

Page 1

◆If:bq1_cur_sol-pro is ON
  ◆Text:None, npc_maxritwald_face(0), Window, Bottom
  :Text:Talk to me again,
  :Text:I'll be a moment.
  ◆Control Self Switch:A = ON
  ◆
:Else
  ◆If:bq1_curate_end is ON
    ◆Text:None, npc_maxritwald_face(0), Window, Bottom
    :Text:I see you have completed your
    :Text:task. I am most pleased. You have
    :Text:proven your faith and resolve. 
    ◆Control Switches:#0126 bq1_curate_on = OFF
    ◆Control Switches:#0127 bq1_curate_end = OFF
    ◆Control Switches:#0128 bq1_curate_complete = ON
    ◆Control Switches:#0137 bq1_cur_sol-pro = OFF
    ◆Text:None, npc_maxritwald_face(0), Window, Bottom
    :Text:We reward the faithful. Take
    :Text:this 100gp and use it wisely.
    :Text:Don't forget to visit Guard Captain
    :Text:and the Merchant Bankers Guild.
    ◆Change Gold:+ 100
    ◆Change EXP:Player One, + 100 (Show Level Up)
    ◆Change Items:Used Equipment Voucher - 1
    ◆Text:None, npc_maxritwald_face(0), Window, Bottom
    :Text:Now that you have helped me.
    :Text:It is time to help the other
    :Text:Masters. Who will you help next?
    ◆Label:bq-choices
    ◆Show Choices:Master Kell, Regent Reginald, I have completed their tasks (Window, Right, #1, #2)
    :When Master Kell
      ◆If:bq1_soldier_complete is ON
        ◆Text:None, npc_maxritwald_face(0), Window, Bottom
        :Text:You have already helped Master
        :Text:Kell. Congratulations on that!
        :Text:Would you like to help Regent
        :Text:Reginald instead?
        ◆Jump to Label:bq-choices
        ◆
      :Else
        ◆Text:None, npc_maxritwald_face(0), Window, Bottom
        :Text:Good choice. The town guard
        :Text:helps keep us safe . They can
        :Text:be a bit off putting at time.
        :Text:Part of the job I guess.
        ◆Control Switches:#0136 bq1_sol_cur-pro = ON
        ◆Control Self Switch:A = ON
        ◆
      :End
      ◆
    :When Regent Reginald
      ◆If:bq1_provisioner_complete is ON
        ◆Text:None, npc_maxritwald_face(0), Window, Bottom
        :Text:Your contract with Regent Reginald
        :Text:has already been completed.
        :Text:Would you like to speak to
        :Text:Master Kell instead?
        ◆Jump to Label:bq-choices
        ◆
      :Else
        ◆Text:None, npc_maxritwald_face(0), Window, Bottom
        :Text:Regent Reginald keeps the
        :Text:Town of Ritwald profitable.
        :Text:Allowing us comforts other
        :Text:towns go without.
        ◆Control Switches:#0138 bq1_pro_sol-cur = ON
        ◆Control Self Switch:A = ON
        ◆
      :End
      ◆
    :When I have completed their tasks
      ◆Text:None, npc_maxritwald_face(0), Window, Bottom
      :Text:I'll double check for you.
      ◆If:bq1_soldier_complete is ON
        ◆Text:None, npc_maxritwald_face(0), Window, Bottom
        :Text:Master Kell is completed.
        ◆If:bq1_provisioner_complete is ON
          ◆Text:None, npc_maxritwald_face(0), Window, Bottom
          :Text:Regent Reginald
          :Text:is completed.
          ◆Text:None, npc_maxritwald_face(0), Window, Bottom
          :Text:Your're all set.
          ◆Control Switches:#0139 bq1_all-complete = ON
          ◆
        :Else
          ◆Text:None, npc_maxritwald_face(0), Window, Bottom
          :Text:See Regent Reginald.
          :Text:You're not done.
          ◆Jump to Label:bq-choices
          ◆
        :End
        ◆
      :Else
        ◆Text:None, npc_maxritwald_face(0), Window, Bottom
        :Text:See Master Kell.
        :Text:You're not done.
        ◆Jump to Label:bq-choices
        ◆
      :End
      ◆
    :End
    ◆Control Self Switch:A = ON
    ◆
  :Else
    ◆If:bq1_curate_on is ON
      ◆Text:None, npc_maxritwald_face(0), Window, Bottom
      :Text:Your task is not yet completed.
      :Text:The farmer's scarecrows are still
      :Text:attacking people in the fields.
      :Text:Defeat them before returning.
      ◆
    :Else
      ◆If:Party has Used Equipment Voucher
        ◆If:Class of Player One is Soldier
          ◆Text:None, npc_maxritwald_face(0), Window, Bottom
          :Text:I see you have gotten your equipment.
          :Text:However, your path is with the Town
          :Text:Guard. Please see Master Kell at
          :Text:the Guard Captian's house.
          ◆
        :Else
          ◆If:Class of Player One is Provisioner
            ◆Text:None, npc_maxritwald_face(0), Window, Bottom
            :Text:I see you have your equipment.
            :Text:However, your path is with the
            :Text:Bankers. Please see Master Reginald
            :Text:at the Merchant Bankers Guild.
            ◆
          :Else
            ◆If:Class of Player One is Curate
              ◆Text:None, npc_maxritwald_face(0), Window, Bottom
              :Text:You have returned with your
              :Text:equipment. Make sure it has
              :Text:been equiped.
              ◆Script:$gameActors.actor(1).optimizeEquipments()
              ◆Text:None, npc_maxritwald_face(0), Window, Bottom
              :Text:We'll make a proper looking Curate
              :Text:out of you yet. I have your first
              :Text:task. West at the fields a local
              :Text:farmer is using magical scarecrows.
              ◆Text:None, npc_maxritwald_face(0), Window, Bottom
              :Text:The scarecrow has become
              :Text:enraged and is attacking
              :Text:anything that comes into
              :Text:the fields.
              ◆Text:None, npc_maxritwald_face(0), Window, Bottom
              :Text:Restore order in the fields.
              :Text:Once the enraged scarecrow is
              :Text:defeated the other scarecrows
              :Text:will return to their duties.
              ◆Control Switches:#0126 bq1_curate_on = ON
              ◆
            :End
            ◆
          :End
          ◆
        :End
        ◆
      :Else
        ◆If:Party has Equipment Voucher
          ◆If:Class of Player One is Soldier
            ◆Text:None, npc_maxritwald_face(0), Window, Middle
            :Text:Your equipment voucher is for
            :Text:a soldier. I am sorry I cannot
            :Text:help you with that.
            ◆
          :Else
            ◆If:Class of Player One is Provisioner
              ◆Text:None, npc_maxritwald_face(0), Window, Bottom
              :Text:Your equipment voucher is for
              :Text:a provisioner. I am sorry I
              :Text:cannot help you with that.
              ◆
            :Else
              ◆If:Class of Player One is Curate
                ◆Text:None, npc_maxritwald_face(0), Window, Bottom
                :Text:You have not gotten your supplies
                :Text:with the equipment voucher yet.
                :Text:Return when this task is
                :Text:completed please.
                ◆
              :End
              ◆
            :End
            ◆
          :End
          ◆
        :Else
          ◆If:Party has Soldier's Letter
            ◆Text:None, npc_maxritwald_face(0), Window, Bottom
            :Text:\N[1], thank you for visiting.
            :Text:Your Letter of Recommendation
            :Text:is for Master Kell, Captain
            :Text:at Arms. Please see him.
            ◆
          :Else
            ◆If:Party has Provisioner's Letter
              ◆Text:None, npc_maxritwald_face(0), Window, Bottom
              :Text:\N[1], thank you for the
              :Text:visit. This Letter of Recommendation
              :Text:is for Reginald Bon'Claire at the
              :Text:Merchant Guild. Please see him.
              ◆
            :Else
              ◆If:Party has Curate's Letter
                ◆Text:None, npc_maxritwald_face(0), Window, Bottom
                :Text:\N[1], you have chosen
                :Text:the faith as a new Curate.
                ◆Text:None, npc_maxritwald_face(0), Window, Bottom
                :Text:Just to be clear. You wish to
                :Text:join the Faithful as a curate.
                :Text:Is that correct?
                ◆Show Choices:Yes, the Faithful, No, I reconsidered (Window, Right, #1, #2)
                :When Yes, the Faithful
                  ◆Text:None, npc_maxritwald_face(0), Window, Bottom
                  :Text:Welcome to the Faithful.
                  :Text:You are a curate now.
                  :Text:Let's get started!
                  ◆Change Items:Curate's Letter - 1
                  ◆Change Class:Player One, Curate, false
                  ◆Change Items:Equipment Voucher + 1
                  ◆Text:None, None, Dim, Bottom
                  :Text:You receive: \c[14]Equipment Voucher
                  ◆Text:None, npc_maxritwald_face(0), Window, Bottom
                  :Text:Visit Ritwald General. Show them
                  :Text:this equipment voucher. They will
                  :Text:supply you with some basic gear.
                  :Text:Return to me once it is completed.
                  ◆
                :When No, I reconsidered
                  ◆Text:None, npc_maxritwald_face(0), Window, Bottom
                  :Text:I will take your Letter of
                  :Text:Recommendation. Please speak
                  :Text:to your father again when you
                  :Text:are ready to choose your path.
                  ◆Change Items:Curate's Letter - 1
                  ◆
                :End
                ◆
              :Else
                ◆If:maxwell_spoken is ON
                  ◆Text:None, npc_maxritwald_face(0), Window, Bottom
                  :Text:It's been a long day. We've
                  :Text:already discussed the Faithful.
                  :Text:We will speak again some other time.
                  ◆
                :Else
                  ◆If:Party has Letter of Intent
                    ◆Text:None, npc_maxritwald_face(0), Window, Bottom
                    :Text:Welcome to Ritwald Gospel. I am
                    :Text:Father Maxwell. I preside over the
                    :Text:Ritwald Chapter. I see you have
                    :Text:brought me a Letter of Intent.
                    ◆Text:None, npc_maxritwald_face(0), Window, Bottom
                    :Text:The Faithful protect the lands
                    :Text:against evil in all it's forms.
                    :Text:Our divine power is granted by
                    :Text:the one true god.
                    ◆Text:None, npc_maxritwald_face(0), Window, Bottom
                    :Text:With guidance and faith we protect
                    :Text:and serve the land. As a curate you
                    :Text:will travel afar to spread our message
                    :Text:and uphold the values of the Faithful.
                    ◆Text:None, npc_maxritwald_face(0), Window, Bottom
                    :Text:Ponder your choices. The
                    :Text:Faithful is a demanding
                    :Text:but rewarding life.
                    ◆Text:None, npc_maxritwald_face(0), Window, Bottom
                    :Text:Return with your Letter
                    :Text:of Recommedation if you
                    :Text:feel the calling. May
                    :Text:the light guide you.
                    ◆Control Variables:#0001 father_spoken += 1
                    ◆Control Switches:#0064 maxwell_spoken = ON
                    ◆
                  :End
                  ◆
                :End
                ◆
              :End
              ◆
            :End
            ◆
          :End
          ◆
        :End
        ◆
      :End
      ◆
    :End
    ◆
  :End
  ◆
:End

Page 2

◆If:bq1_curate_complete is ON
  ◆Text:None, npc_maxritwald_face(0), Window, Bottom
  :Text:Thanks for your help.
  :Text:I have no other tasks
  :Text:at this time.
  ◆
:Else
  ◆If:bq1_cur_sol-pro is ON
    ◆Text:None, npc_maxritwald_face(0), Window, Bottom
    :Text:Well it looks like your here to
    :Text:assist me. Just in time too!
    ◆Text:None, npc_maxritwald_face(0), Window, Bottom
    :Text:Are you ready to accept my task?
    ◆Show Choices:Yes, No (Window, Right, #1, #2)
    :When Yes
      ◆Text:None, npc_maxritwald_face(0), Window, Bottom
      :Text:I have your first task. West
      :Text:at the fields a local farmer
      :Text:is using magical scarecrows.
      ◆Text:None, npc_maxritwald_face(0), Window, Bottom
      :Text:His scarecrows have become
      :Text:enraged and are attacking
      :Text:anything that comes into
      :Text:the fields.
      ◆Text:None, npc_maxritwald_face(0), Window, Bottom
      :Text:Find and destroy the enraged
      :Text:scarecrow. The others will
      :Text:return to their duties.
      :Text:Restore order in the fields.
      ◆Control Switches:#0126 bq1_curate_on = ON
      ◆Control Switches:#0137 bq1_cur_sol-pro = OFF
      ◆Control Self Switch:A = OFF
      ◆
    :When No
      ◆Text:None, npc_maxritwald_face(0), Window, Bottom
      :Text:Come back when you're ready.
      :Text:Before it's a real problem
      :Text:and someone gets hurt.
      ◆
    :End
    ◆
  :Else
    ◆If:bq1_curate_on is ON
      ◆Text:None, npc_maxritwald_face(0), Window, Bottom
      :Text:Back so soon?
      ◆Control Switches:#0137 bq1_cur_sol-pro = OFF
      ◆Control Self Switch:A = OFF
      ◆
    :End
    ◆
  :End
  ◆
:End

Skill Types, each classes skills

Each class will have a set of offensive and defensive skills. Currently, there are 7 classes total as follows.

  • Commoner: The base class for all groupable NPCs. A commoner currently does not have it’s own skill set.
  • Curate: Banish and Bind.
  • Lyricist: Fascinate and Inspire.
  • Mercenary: Mayhem and Tactics
  • Provisioner: Poisons and Potions
  • Soldier: Devastate and Defense
  • Void Walker: Void 1 and Void 2. Skill name sets and void class are still under review.

Each skill set has 4 associated skills. These skills are unlocked as the character levels up. Skills are gained at level 2, 5, 8, and 11. The PC gains 1 offensive and defensive skill at the listed levels. There are a total of 8 class specific skills.

Are more skills planned? Of course. However, to help avoid feature creep, all focus will remain on this initial skill list.

RPG Maker Game Types

So I have been recently working on Types in my never-to-be-finished project. I have excluded the Element types for the moment. Originally I was leaning towards an opposition-type system. What versus fires, light versus dark. It gets real complicated fast the more elements you use. I am leaning towards a greater-than-system. Similar to an opposition system. Except water vs fire doesn’t cancel each other out. See, now I’m thinking about it again. I’m having a squirrel moment.

So far my game has 7 classes. Only four classes are accessible to the player at the start of the game. The player starts as a Commoner class. The intro quests task the player with deciding if they want to be a Soldier (fighter type), a Provisioner (rogue type), or a Curate (cleric type). The player can attain the Void Walker class later in the game.

The remaining classes of Lyricist (bard class) and Mercenary (ranger class) are not currently attainable to the players. These are reserved for additional party members the player may meet.

I am happy with the Skill Types. Each class has a defensive and offensive ability set. For example, the Curate class can use Banish and Bless abilities. They cannot use the Poisons and Potions abilities of the Provisioner class. I am still building abilities and magic for these. My goal is to have five unique abilities for each skill type related to their respective class.

The weapon list is short and straightforward. Each weapon will fall into one of these types. A player can unlock the use of other weapons later in the game. Each type is assigned to a class. So curates start with maces, while provisioners start with daggers. Very troupe, and that is intended.

The armor types are a little more complicated. Each class two class-specific types only they can use. I originally had fancy names for each class armor. It was confusing and needed to be reworked. The idea behind the class is for the player to achieve their best equipment. All class armor is behind a quest. It is not required to complete the game.

The secondary class item works like standard weapons and armor. These items are also class-specific. They cannot be used or learned by other classes. I am working on creating common, uncommon, rare, epic, and legendary versions of each. They are a key component to the players progression through the story like.

The casual armor is available to all classes. Light armor is available to the Provisioner, medium armor is available to the Soldier, and heavy armor is available to the Curate. The player can learn the other armor types by purchasing their use once they have completed a special quest. The shield types are handled the same way.

The Void entries are restricted to characters that have achieved their epic quests. This is still a work in progress.

Equipment types are currently limited to five types. I am considering additional equipment types. I was looking at a few different changes for this.

  • Head (standard)
  • Chest (standard)
  • Legs (standard)
  • Main Hand (primary weapon)
  • Off Hand (secondary handheld item)
  • Feet (smelly shoes…)
  • Accessory (class-specific armor type)

I decided to forgo jewelry. The additional types would be more than enough to manage on a simple game.

Anyways, just rambling here.

Clefty’s Magical Bag of Nails

Clefty’s Magical Bag of Nails

Clefty’s Magical Bag of Nails is a curious little item with the most mundane of beginnings. It all began when Clefty, a novice rogue, was down on his luck and eager to make some coin. The local blacksmith should be an easy enough target. He’s sure to have some coin or a nice weapon to purloin

To his dismay, the blacksmith didn’t have jack squat. Heck, the whole town seemed destitute. Not wanting to leave with an empty hand, he snatched a handful of nails from a barrel on his way out and put them in his bag.

A bag of nails, what would he do with them? He felt like a complete fool. Just then a great idea came to him. He’d sell them as magical nails that could do all sorts of wondrous things. A fortune waiting to be had. It was pure genius. Everyone would vie for his magical nails. These fools wouldn’t know the difference, or so he thought.

Not a single nail sold. They scoffed and laughed at him. Even trying to sell them back to the blacksmith. Despite his continued failures, he kept trying. Failure followed him like a plague. Clefty persisted, telling even taller and taller tales of the wondrous things his nails could do. It became a game that amused him greatly.

Then disaster struck. He missed a magical trap, and everything made of metal on his person turned to dust. Clefty managed to escape with his life, but his beloved nails were gone. Only the dust-filled bag remained. Sure, he could procure more nails, but it wouldn’t be the same. He always managed to get them back, ready to sell to the next fool.

Years later, he remembered his little bag of nails. A fond memory of his youth. What if he could have his bag of nails back? What fun an old coot like him could have. He had amassed a modest fortune before retiring. He’d get his old mage friend to make a Magical Bag of Nails!

Clefty spared no expense. The new bag was crafted with fine fire salamander hide, dyed black, and resistant to non-magical fire. Golden leaf was intricately embroidered on the bag with a red silken drawstring. Finally, he filled the bag with silver nails.

Per Clefty’s request, the mage enchanted the entire magical bag of nails with a return spell. Once per day, the owner can summon the bag back. It will magically appear on the owner’s belt with all original contents included. There is only enough space in the bag for the silver nails. Anything else placed inside the bag will not return when it’s summoned.

Oh, what fun he would have. The shenanigans would be epic, and the coin would flow. His first target was a traveling merchant selling fine rugs, jewelry, and cloaks. The merchant was already leaving town, which made him the perfect mark. Closing the deal easily and, making 100 gold. The following day Clefty tried to summon the bag back. It didn’t work! In his haste, he forgot to perform the ritual to attune his precious Magical Bag of Nails to himself. The traveling merchant was long gone by then.

DM Note: Clefty’s Bag of Nails has a distinct look and has gained a bit of notoriety over the years. Once attuned, the owner can recall it once per day and gains a +1 to a Persuasion check. A DC:20 History check reveals its back story and requirements. It is immune to all non-magical fire.

Weapon Classifications

I am thinking of grouping all standard weapons into one general type. Each weapon classification would have a preferred damage type. Swords would be slashing, bows would be piercing, hammers would be blunt, etc.

Then assign a preferred weapon damage type per class. When a class uses their preferred damage-type weapon they get a bonus for its use.

A standard troupe fighter for example would get at least a 10% damage bonus when using slashing weapons. This could extend to penalties for using opposing damage types like blunt.

The penalty could be greater than the bonus to help reinforce the use of appropriate damage types.

This could lead to a mastery system where a character could take additional skills/training to improve or learn new damage types without a penalty.

Not to get off track, iron out the basics of the system first.

Basic weapons would be listed under General. Basic Armor would follow this same path.

Each weapon or armor would be assigned a class preference. When matching that class preference the character would enjoy a bonus. When not matching, the character would receive a small penalty for its use. If the item is in opposition, they would receive a severe penalty.

All general weapons and armor would be under the same arch type. The bonus/penalty would be assigned directly to the item in use.

Now, how to make it work in RPG Maker 😉

Update: 05/27/2023 All weapon types will need to be grouped into their basic damage type. Blunt, Slash, Pierce.