Original Source
- Original title: Eventing a Quiz System with random, non-repeatable questions
- Original author: Sixth
- Original date: August 19, 2014
- Source thread: https://forums.rpgmakerweb.com/threads/eventing-a-quiz-system-with-random-non-repeatable-questions.31226/
- Source forum path: Game Development Engines > RPG Maker Tutorials > RMVXAce Tutorials
Summary
Introduction: Quiz Systems are a pretty common aspects of RPGs. They are mostly optional things to accomplish, but regardless, perfectionist gamers, such as me, will want to finish them too. It is also a good way to keep the players in the game a bit longer, by making them read random books, collect information from random people, just to get another answer for a question from the quiz.
Archived First Post
Quiz Systems are a pretty common aspects of RPGs.
They are mostly optional things to accomplish, but regardless, perfectionist gamers, such as me, will want to finish them too.
It is also a good way to keep the players in the game a bit longer, by making them read random books, collect information from random people, just to get another answer for a question from the quiz.
Most of these Quiz Systems are a collection of questions about in-game history, items and characters.
But there can be other things mixed in, of course.
One perfect example that comes to my mind is the Quiz-like mini-game from Tales of Destiny.
Anyway, I will (try) to explain how can that system be evented in this topic.
First of all, the "requirements":
#===============================================================================
# To understand this system, you need to have the following things:
#===============================================================================
# - Basic eventing knowledge
# - Knowledge about switches and their operations
# - Knowledge about self-switches and their operations
# - Knowledge about variables and their operations
# - Knowledge about (nested) conditional branches and their usage
# - Knowledge about loop commands
# - Knowledge about the used scripts in the demo and knowing their functional
# usage in practice (optional)
# - A careful read-through for all comments made in the events itself
# (some of them are repetitive)
# - A careful read-through of the instructions in this post (which can be found
# in the demo too on the script list)
#===============================================================================
Setting the system up:
#===============================================================================
# I will explain the actual question setup and the ending phase here only, as
# that is the only thing which really needs explanation.
# It is up to you how to use this new-found knowledge!
#===============================================================================
# 1. Create the event.
# Can't make anything happen in the game without those, right?
#-------------------------------------------------------------------------------
# 2. We will start with setting up our variables and switches for the system.
#
# ~ Variable setup:
#
# - The first variable will be the 'Question Randomizer'. This will make the
# questions appear at random instead of the order at which we create them in
# the event.
# - The second variable will be the 'Questions Asked'. This will record the
# number of questions asked. You can define how many questions the player
# needs to answer before the evaluation/results scene with this variable.
# - The third variable will be the 'Correct Answers'. This will record the
# number of correct answers given in a finished quiz mini-game.
# Optionally, there can be more/other variables which could record points,
# for example, for some kind of point system, etc.
# These optional variables will operate the same as our 'Correct Answers'
# variable, so for the sake of simplicity, I will use one variable for this.
#
# ~ Switch setup:
#
# - Without using any external scripts, we need the same amount of switches
# as the amount of questions we prepared for the system.
# Seeing as the whole point of this system is to properly randomize the
# questions and to eliminate the possibility of the questions repeating,
# I guess, it is safe to say that the maker needs at least 20 switches
# reserved for this or more.
# These switches will be the "question eliminators", which means that these
# will control the questions, so that a question which appeared already will
# not be able to appear again until the quiz mini-game is finished and reset.
# - Depending on how we trigger the 'Ending Phase' we might need another switch
# to be reserved. We will name this switch as the 'Ending Phase'.
#-------------------------------------------------------------------------------
# 3. Time to start with the actual event making!
# We will make our question page now!
# The page should be set to 'Autorun' at the 'Trigger' settings!
#
# - 1. We will start with a loop command.
#
# - 2. Inside the loop, make a 'Control Variables' command.
# The variable which you will need to set up here is the 'Question Randomizer'.
# Set this variable to a random value between 0 and the number of questions
# you prepared for the quiz system minus 1!
# So if you got 20 questions, you need to set this variable to a random
# value between 0 and 19!
# When I say "set it to a random value" I mean that you need to use the
# 'Random' operand on the 'Control Variables' box and the operation should
# be set to 'Set'. Wow, now this last part sounds weird.
#
# - 3. After this variable operation, we need to make a 'Conditional Branch'
# command. This conditional branch should check for a variable.
# The variable will be the 'Questions Asked' variable. The range of the check
# should be set to 'Equal to'. And the number used should be set to the
# number of questions you want to ask from the player before the quiz ends.
# So, if you want to ask the player 10 random questions from 20, for example,
# you should set the number to 10.
# Make sure to enable the 'Set handling when conditions do not apply' option!
#
# - 4. In the 'condition is true' part (which is above the 'Else' part from our
# conditional branch made) you have two options to use:
# You can either turn ON a self-switch if you got a spare one, or you could
# turn ON a switch. For the sake of simplicity, I will use a switch here
# and will name it 'Ending Phase'.
#
# - 5. After the switch operation, we need to make a 'Break Loop' command.
# If you forget to make this command, your game will be stuck in a
# never-ending quiz question bombarding, so do not forget it!
#
# - 6. Time to hop onto the other side of our conditional check! Our next command
# goes below the 'Else' part of the conditional branch command we made.
# Here comes another 'Conditional Branch' command! We will use another
# variable to be checked here, namely our 'Question Randomizer' variable.
# This check will be responsible for the randomization of the questions
# in the quiz system.
# The range is 'Equal to', the number used at our first question is 0.
# For every following question, you need to add +1 to this number for the
# check! So, for the first question, we check for 0, for the second
# question we will check for number 1, for the third we will check for 2,
# and so on to the infinity and beyond!
# But first, let's finish our first question, shall we?
# Ohh, and we don't need the 'Set handling when conditions do not apply'
# option here, so un-check it to save a lot of space on the event page!
#
# - 7. And guess what? Inside this conditional branch command, we need to make
# another one, yay! This time, we will check for a switch. Remember those
# 20 (or more) switches needed to be reserved at the beginning? Those are
# the switches checked here. For the sake of simplicity I will name the
# switch as 'First Question'. The conditional branch should check if this
# switch is OFF! Remember, it needs to check if it is turned OFF and not ON,
# so make sure to change the default 'ON' check to 'OFF'!
# Again, we do not need the 'Set handling if conditions do not apply'
# option, so un-check it to save a lot of space on the event page!
# This check will be responsible to eliminate the already asked questions
# from the question pool.
#
# - 8. You will be delighted to hear, that we are done with the conditional
# checks for now, yeeehaaaa!
# Now, if everything is done right, we are inside of a double conditional
# check now (not counting our very first check made!).
# All the magic happens here! You can ask the actual question here too.
# As a matter of fact, that is the first thing to do here.
# For this example, I will use a message box + choice based question.
# But do note, there are many different ways of asking a question, some of
# them includes using certain scripts, some of them doesn't.
# First, make a 'Show Text' command. Enter your question in the text box.
#
# - 9. Next, make a 'Show Choices' command. The name of the choices will be
# the possible pool of answers the player will see. By default, the maximum
# amount of choices shown at once is 4, this can be extended by certain
# scripts, however. An empty choice name will not show up in the game!
# So, make your answers with the choices, place as many as you want (or can)!
# Make sure to select 'Disallow' in the little 'When Cancel' part of the box
# at the right side of the 'Show Choices' box. This won't let the player to
# exit the question without being answered by pressing the cancel button.
#
# -10. When you are done with setting up the possible answers, head over to the
# "correct" answer. Below the 'When [correct answer]' part of our
# 'Show Choices' command make a 'Control Variables' command.
# In this command, select the 'Correct Answers' variable and add +1 to it.
# So, set the operation to 'Add', and the operand should be set to
# 'Constant' with the number 1. This will add +1 to the variable but only
# if the player selects the correct answer.
# This way, at the end of the quiz mini-game we can show the number of
# correct answers given to the player if we want.
# Note that this step is purely optional only, as it will not affect the
# functionality of the quiz system at all.
# You can also do any other effects you want here.
# For example a sound effect on a correct answer, or a message shown, or
# an animation shown, or raising some points with another variable for some
# kind of point system, or anything else you want, literally.
#
# -11. If you are done with setting up the effects on the correct answer, do the
# same with the wrong answers. As for the correct answer, everything you do
# here is optional.
#
# -12. When you are finished with the wrong answer setup too, move to the end of
# our 'Show Choices' command. It is indicated by a black 'Branch End' note.
# Pay attention! It is a BLACK 'Branch End' note, not a BLUE one!
# Mixing the two up will break the quiz system completely!
# Once at the right place, make a 'Control Switches' command.
# Now we need to turn ON our 'First Question' switch which we used to check
# at the beginning of our first question.
# Once this switch is ON, this question can not be asked again until the
# player finishes the quiz mini-game and only if the quiz will be reseted
# after that! More information on resetting later!
#
# -13. Immediately below, make a 'Control Variables' command.
# Select the 'Questions Asked' variable and add +1 to it.
# So, set the operation to 'Add' and the operand to 'Constant' with the
# number 1.
# This increments the 'Questions Asked' variable by 1 every time the player
# has answered a question, regardless if the player answered the question
# correctly or not.
# Remember our very first 'Conditional Branch' command? That one checks for
# this variable, and if this variable reaches the number defined in that
# check, the loop we made at the very beginning of the page, will break,
# and no more questions will pop up after!
#
# -14. And this is it! We made our first question! Congrats to us, right?
# What you should see now below our last command added is exactly 3 BLUE
# 'Branch End' notes and one 'Repeat Above' note.
# The next question should go AFTER the SECOND 'Branch End' note but
# BEFORE the THIRD one! If you put it anywhere else, it will break the
# quiz system! Yay for caps-locked words!
#-------------------------------------------------------------------------------
# 4. Time to make our 'Ending Phase' for reseting (or not) the quiz event!
# Most of the things done here is optional. These are needed if you want the
# player to be able to start the quiz mini-game again.
# The page should be set to 'Autorun' at the 'Trigger' settings!
# If you don't want it to be reset-able, just place a single text or whatever
# else you want on this page and after the contents you made, you need to
# switch to another page of the event which is not set to 'Autorun', or else
# your player will be stuck!
#
# The following series of conditional branches and texts will make a message
# box appear at the end of the quiz mini-game to show the player how many
# correct answers he/she got. You can make any additional effects here, such
# as giving a special item to the player, or a special buff, gold reward,
# sound/graphic effects, and so on, and so on, and all of these can be
# dependent on the number of correct answers given or points collected through
# the quiz mini-game!
# I will use the 'Correct Answers' variable for all of the following
# 'Conditional Branch' commands! None of these conditional checks need the
# 'Set handling when conditions do not apply' option, so un-check it
# everywhere! Let's get started!
#
# - 1. First, this whole 'Ending Phase' uses a different page, not the one where
# we set up our questions to save some space for that page. If we use a lot
# of questions, we need every inch of space there to be saved!
# So create another page in our quiz event. Now, we will give this page a
# condition, so that it will not trigger before that condition is met.
# The condition can be (as mentioned above at the questions setup) either
# a self-switch or a switch. As I mentioned way above, I will use a switch
# called 'Ending Phase' here.
# So, at the left side of the event page, over the 'Conditions' part,
# check the first 'Switch' box, and select our 'Ending Phase' switch here.
#
# - 2. Now to populate this page with commands...
# Immediately at the start, we make our first 'Conditional Branch' command.
# It should check for the 'Correct Answers' variable, and it should check
# if the variable is 'Less than or Equal to' 3.
# This means that the contents inside this conditional check will only
# activate if the player got 3 or less correct answers in the quiz.
#
# - 3. Insert any effect inside the conditional branch. I choose to show a simple
# text which shows how many correct answers the player gave during the quiz.
# If you want to show a variable inside a message box, use the '\V[x]'
# message code (without the apostrophes!), where 'x' is the ID of the
# variable you want to show. You can find the IDs of the variables at the
# left of the names of the variables. There is no need to put all those
# zeros before the numbers, so instead of '0001', you can just put a simple
# '1' there.
#
# - 4. After the blue 'Branch End' note, we shall create another conditional
# check! We use the same variable as before, but now we will check if
# the variable is 'Greater than or Equal to' 4.
# Hold your horses here, we are not done with the conditional checks yet!
#
# - 5. Inside the previous check, make another one! This one should check if
# the variable is 'Less than or Equal to' 6.
# With this we are now inside a double conditional check!
# Ohh, the memories!
# Anything you put here will only happen if the player got
# at least 4, 5 or 6 correct answers!
#
# - 6. So, put your effects here, just like you did inside the previous check.
#
# - 7. Our next check goes after the second blue 'Branch End' note.
# We are going to make another double check. The first one should check if
# the variable is 'Greater than or Equal to' 7. The second one should check
# if the variable is 'Less than or Equal to' 9.
# So, the content inside the double check will only show if the player got
# 7, 8 or 9 correct answers during the quiz.
#
# - 8. Make your effects inside the double check!
#
# - 9. And the last check should go below the two blue 'Branch End' notes
# again! This time we check if the variable is 'Equal to' 10.
# Anything inside this check will only happen if the player managed to answer
# all the questions asked correctly!
#
# -10. Put your effects inside the check!
#
# -11. Of course, you can make as many checks like these here as you want.
# Just make sure you condition your checks the right way!
#
# -11. After the last blue 'Branch End' note, you can put any additional effects
# to trigger. Anything you put here will happen regardless how well or bad
# the player answered the questions!
#
# -12. After our content commands we did above, it is time to make our
# functional commands. The following process is the "reset" process.
# These commands will make this whole quiz event repeat-able!
# This is fully optional, mind you!
# Our first step here is to switch OFF any switches we made for the
# questions on the question page (switches like 'First Question').
#
# -13. The second step is to reset all the variables used in the quiz event.
# We do this with simple 'Control Variables' commands.
# We will reset the 'Questions Asked', the 'Correct Answers' and the
# 'Question Randomizer' variables by setting all of them to 0!
# Remember, set the operation to 'Set' and the operand to 'Constant' with
# the number 0!
# Setting the 'Question Randomizer' to 0 is not necessary, I guess, so you
# can skip that one, if you wish.
#
# -14. And our last thing to do on this page to wrap up the reseting process
# is to switch off the used self-switch(es) or switch(es).
# We used the switch named 'Ending Phase' to trigger this page, so we need
# to switch off that one with a 'Control Switches' command.
#
# With this, we successfully reseted the quiz event, and the player is ready
# to take on the challenge again! Yay!
#===============================================================================
How to enhance our system:
#===============================================================================
# Let's see how could we enhance our quiz system in various ways!
#===============================================================================
# 1. The first thing anyone can notice, is that this system uses hell of a lot
# switches to function properly if you made a lot of questions.
# But there is a solution for this, and comes in a form of a script called
# "Bit Switches" made by Tsukihime. Thousand thanks goes to him for making
# that scipt!
# So how will that script help us?
# By using that script, it is possible to exchange all those switches used
# for a single variable! If your quiz got 50 questions, that is no less than
# 50 switches saved! I say, that is a pretty nice save!
# In the demo, I have set up some quiz events with these bit switches for
# your convenience. Examine them to understand how they work!
# But before that, make sure to read the mentioned script's header for some
# examples on their usage! It might help with understanding bit switches and
# their functions.
#
# 2. Another great addition might be the timed questions! Wouldn't that be
# awesome? Well, great news to you, it is possible to do that with another
# script called "Window Timer" made by no other than Tsukihime... again!
# Another thousand thanks goes to him for it!
# As always, read the script's header to understand the usage of the script!
# You can also look some quiz events in the demo to understand how this
# script functions. Read the comments I made inside these events!
#
# 3. And how about ditching all of these choice based quiz mini-games and making
# a quiz system on a whole new level? Like with real, text input based
# answers, for example!
# Well, I be damned, this one is too possible! Who could have guessed, right?
# We can use yet another script called "Simple Text Input" made by...
# yeah, you guessed it right, Tsukihime made that one too!
# One second... This makes this how many thanks now? Right, three thousands!
# Read the script's header to understand the usage of this script!
# You can also look at the example quizes I set up in the demo to see it in
# action! Read the comments made in these events!
#
# 4. Alright, that text input based answer system rocks, but making the player
# to enter all these text with an on screen selectable keyboard is just not
# very convenient...
# So how about a real keyboard input instead?
# What? No way, you say? Yes, there is a way!
# By using yet another script called "Keyboard Name Input" made by...
# no, no, this one is made by Dekita! Hahh, gotcha!
# Thousand thanks goes to him for making this script!
# This script is plug-and-play, no extra knowledge is needed for this!
# Configure the settings of the script once, and you can forget about it!
# This script requires the script named "$D13x - Core" made by Dekita also.
# You can take a look at that script too, configure it if you need, but that
# script is not used in making this quiz system, it's there only because it
# is needed for the "Keyboard Name Input" script.
# And even though it is not really used in this demo, I still give another
# thousand thanks to Dekita for making it, if not for anything else, than
# because I actually use it in my own project in development!
#
# 5. Unlockable choices? So... unlockable answers as well?
# Hmm... Could be useful! If not for anything else, than maybe for a
# difficulty system with unlockable difficulties! Not bad!
# The script used to make this is called "ATS: Choice Options" made by
# Modern Algebra. Thousand thanks to him for making this script!
# It has many other uses and setups, read the script's header to understand
# the usage of this script!
# There is also one quiz event made with a difficulty system in the demo,
# so you should take a look at that one too!
#
# 6. Descriptions for choices? Could be used for something too, right?
# Like describing a category from the quiz, or describing the differences
# between different difficulties. So many "diff"s!
# The script used to make this possible is the same as for the unlockable
# choices, so another thousand thanks goes to Modern Algebra for making it!
# An example of the usage of the script is present in the demo too, so
# peek inside that event too!
#
# 7. Colored choices? Fancy! Can be used to color different categories or
# difficulties or even choice answers!
# This will surely make your quiz system a bit more lively!
# The script used for this is called "Choice Options" by Tsukihime.
# Another thousand thanks to him! Wow, so many thanks! *.*
# Consult to the script's header to see the usage instructions, or examine
# the event made with this in the demo!
#
# 8. More than 4 choices for the answers? Yes, please!
# Script used to make this happen is called "ATS: Choice Options" made by
# Modern Algebra, so another thousand thanks to him for this feature!
# It is not used in the demo for making any quiz systems, but you can see
# a choice selection of 5 choices on the starting map.
# No special knowledge is needed for using this function, just place
# 'Show Choices' commands below each other and they will be merged
# automatically!
#
# 9. Longer choices than the default maximum length (which is 50 characters)?
# There could be some use of that too, right?
# Two scripts in the demo can do that, either Tsukihime's "Choice Options" or
# Modern Algebra's "ATS: Choice Options". Another thousand thanks goes to
# them for this feature!
# It is not used in the demo, but the possibility is there for you!
#
# 10. Got bored by the placement of the choices on the screen?
# Well, I certainly am, dunno about you...
# With the aid of Modern Algebra's "ATS: Choice Options' script, it is
# possible to place your choices anywhere you want on the screen!
# Another thousand thanks goes to Modern Algebra for this feature!
# You can even make multiple columns for the choices! Super-cool!
# Not used in the demo, but the possibility is there for you!
#
# 11. Two additional scripts are included in the demo, to make writing message
# boxes a bit easier. These script are called "ATS: Text Formatting" and
# "ATS: Message Options" made by Modern Algebra. This adds another two
# thousand thanks to him!
# Read the header of the scripts to understand what each of these scripts do!
#
# I guess, I included every little enhancement in this list.
# But if someone thinks there are some other features which could be added with
# or without a script, please let me know! Thanks!
#===============================================================================
Might be good to know things:
#===============================================================================
# This section will contain some useful information to avoid some nasty and
# annoying issues with our eventing process.
#===============================================================================
# 1. That message box, it just disappears! WTFruit?!
# Well, yeah, it happens for some unknown reasons, but at least if you read
# a bit longer, you can find out why...
# Placing any commands in the editor between a
# 'Show Text' and a 'Show Choices' command will make your message box
# disappear in the game as soon as the player press the confirm button at the
# end of the message text shown. The moment the player press the confirm
# button, the message box disappears and the choice selection window appears.
# It happens even if you place a single 'Comment' or a 'Label' command, for
# example, so take care where you put these!
# You can examine these anomalies in the demo as well, because I made a
# comment before the first question's 'Show Choices' command in the editor
# at some places.
# This can indeed be annoying, but now that you know what causes it, you can
# at least avoid it.
#
# 2. If you use graphics for these quiz events, then you will need to update
# their 'Autonomous Movement' settings, so that they will always face the
# player, regardless of how many pages your event has, and regardless from
# which side the player activated the event.
# Set their 'Speed' to 'x4 Faster' and their 'Freq' to 'Highest'.
# For their 'Type' select the 'Custom' option, and click on the now enabled
# 'Move Route' button.
# Here make a single command which will be the 'Turn toward player' command.
# Make sure to enable the 'Repeat Action' option too!
# This will make the event face toward the player all the time while the quiz
# is active.
# This setup is good for stationary quiz events. For moving quiz events, you
# will need to do this at the beginning of each page with the 'Set Move Route'
# event command. In this command box, first change the speed and frequency of
# the event with the respective commands shown, and then make the turn toward
# player command. Then at the reseting phase, revert back the speed and
# frequency of the event to their default values.
# You need to do this before the loop command!
#===============================================================================
Credits:
#===============================================================================
# Credits:
#===============================================================================
# Tsukihime for the following scripts used in this demo:
# - Choice Options
# - Window Timer
# - Bit Switches
# - Text Input
# (Loop Counts script did not work for some reason! >.>)
#-------------------------------------------------------------------------------
# Modern Algebra for the following scripts used in this demo:
# - ATS: Formatting
# - ATS: Message Options
# - ATS: Choice Options
#-------------------------------------------------------------------------------
# Dekita for the following scripts used in this demo:
# - $D13x Core
# - Keyboard Name Input
#===============================================================================
Quiz System Demo:
#===============================================================================
# Here is a demo with many of the features already set up for you!
# Read the comments in the events to understand the system!
# I made a lot of comments, don't let them be a waste of my time, pretty please!
# Thank you!
#===============================================================================
A (maybe) helpful screenshot:
I hope I explained everything in an understandable way.
I tried to be newbie friendly with the explanations, but if someone got any questions, requests, or ideas of how to enhance this system even more, I am here, shoot me with them!
Can't say that I can make requests come true for sure, but seeing what other people would want to see is a good way for me to get to know the expectations.
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Credits: Spoiler Code: #===============================================================================
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