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[制作教程] Eventing a Quiz System with random, non-repeatable questions

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    2026-7-12 04:10
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    灌水之王

    发表于 2026-7-12 07:12:32 | 显示全部楼层 |阅读模式
    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.

    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":
    Spoiler                 Code:        
    1. #===============================================================================
    2. # To understand this system, you need to have the following things:
    3. #===============================================================================
    4. # - Basic eventing knowledge
    5. # - Knowledge about switches and their operations
    6. # - Knowledge about self-switches and their operations
    7. # - Knowledge about variables and their operations
    8. # - Knowledge about (nested) conditional branches and their usage
    9. # - Knowledge about loop commands
    10. # - Knowledge about the used scripts in the demo and knowing their functional
    11. #   usage in practice (optional)
    12. # - A careful read-through for all comments made in the events itself
    13. #   (some of them are repetitive)
    14. # - A careful read-through of the instructions in this post (which can be found
    15. #   in the demo too on the script list)
    16. #===============================================================================
    复制代码





    When all of the things above are checked, it is time to get down to business!

    Setting the system up:
    Spoiler                 Code:        
    1. #===============================================================================
    2. # I will explain the actual question setup and the ending phase here only, as
    3. # that is the only thing which really needs explanation.
    4. # It is up to you how to use this new-found knowledge!
    5. #===============================================================================
    6. # 1. Create the event.
    7. #    Can't make anything happen in the game without those, right?
    8. #-------------------------------------------------------------------------------
    9. # 2. We will start with setting up our variables and switches for the system.
    10. #
    11. #  ~ Variable setup:
    12. #
    13. #  - The first variable will be the 'Question Randomizer'. This will make the
    14. #    questions appear at random instead of the order at which we create them in
    15. #    the event.
    16. #  - The second variable will be the 'Questions Asked'. This will record the
    17. #    number of questions asked. You can define how many questions the player
    18. #    needs to answer before the evaluation/results scene with this variable.
    19. #  - The third variable will be the 'Correct Answers'. This will record the
    20. #    number of correct answers given in a finished quiz mini-game.
    21. #    Optionally, there can be more/other variables which could record points,
    22. #    for example, for some kind of point system, etc.
    23. #    These optional variables will operate the same as our 'Correct Answers'
    24. #    variable, so for the sake of simplicity, I will use one variable for this.
    25. #
    26. #  ~ Switch setup:
    27. #
    28. #  - Without using any external scripts, we need the same amount of switches
    29. #    as the amount of questions we prepared for the system.
    30. #    Seeing as the whole point of this system is to properly randomize the
    31. #    questions and to eliminate the possibility of the questions repeating,
    32. #    I guess, it is safe to say that the maker needs at least 20 switches
    33. #    reserved for this or more.
    34. #    These switches will be the "question eliminators", which means that these
    35. #    will control the questions, so that a question which appeared already will
    36. #    not be able to appear again until the quiz mini-game is finished and reset.
    37. #  - Depending on how we trigger the 'Ending Phase' we might need another switch
    38. #    to be reserved. We will name this switch as the 'Ending Phase'.
    39. #-------------------------------------------------------------------------------
    40. # 3. Time to start with the actual event making!
    41. #    We will make our question page now!
    42. #    The page should be set to 'Autorun' at the 'Trigger' settings!
    43. #
    44. # - 1. We will start with a loop command.
    45. #
    46. # - 2. Inside the loop, make a 'Control Variables' command.
    47. #      The variable which you will need to set up here is the 'Question Randomizer'.
    48. #      Set this variable to a random value between 0 and the number of questions
    49. #      you prepared for the quiz system minus 1!
    50. #      So if you got 20 questions, you need to set this variable to a random
    51. #      value between 0 and 19!
    52. #      When I say "set it to a random value" I mean that you need to use the
    53. #      'Random' operand on the 'Control Variables' box and the operation should
    54. #      be set to 'Set'. Wow, now this last part sounds weird.
    55. #
    56. # - 3. After this variable operation, we need to make a 'Conditional Branch'
    57. #      command. This conditional branch should check for a variable.
    58. #      The variable will be the 'Questions Asked' variable. The range of the check
    59. #      should be set to 'Equal to'. And the number used should be set to the
    60. #      number of questions you want to ask from the player before the quiz ends.
    61. #      So, if you want to ask the player 10 random questions from 20, for example,
    62. #      you should set the number to 10.
    63. #      Make sure to enable the 'Set handling when conditions do not apply' option!
    64. #
    65. # - 4. In the 'condition is true' part (which is above the 'Else' part from our
    66. #      conditional branch made) you have two options to use:
    67. #      You can either turn ON a self-switch if you got a spare one, or you could
    68. #      turn ON a switch. For the sake of simplicity, I will use a switch here
    69. #      and will name it 'Ending Phase'.
    70. #
    71. # - 5. After the switch operation, we need to make a 'Break Loop' command.
    72. #      If you forget to make this command, your game will be stuck in a
    73. #      never-ending quiz question bombarding, so do not forget it!
    74. #
    75. # - 6. Time to hop onto the other side of our conditional check! Our next command
    76. #      goes below the 'Else' part of the conditional branch command we made.
    77. #      Here comes another 'Conditional Branch' command! We will use another
    78. #      variable to be checked here, namely our 'Question Randomizer' variable.
    79. #      This check will be responsible for the randomization of the questions
    80. #      in the quiz system.
    81. #      The range is 'Equal to', the number used at our first question is 0.
    82. #      For every following question, you need to add +1 to this number for the
    83. #      check! So, for the first question, we check for 0, for the second
    84. #      question we will check for number 1, for the third we will check for 2,
    85. #      and so on to the infinity and beyond!
    86. #      But first, let's finish our first question, shall we?
    87. #      Ohh, and we don't need the 'Set handling when conditions do not apply'
    88. #      option here, so un-check it to save a lot of space on the event page!
    89. #
    90. # - 7. And guess what? Inside this conditional branch command, we need to make
    91. #      another one, yay! This time, we will check for a switch. Remember those
    92. #      20 (or more) switches needed to be reserved at the beginning? Those are
    93. #      the switches checked here. For the sake of simplicity I will name the
    94. #      switch as 'First Question'. The conditional branch should check if this
    95. #      switch is OFF! Remember, it needs to check if it is turned OFF and not ON,
    96. #      so make sure to change the default 'ON' check to 'OFF'!
    97. #      Again, we do not need the 'Set handling if conditions do not apply'
    98. #      option, so un-check it to save a lot of space on the event page!
    99. #      This check will be responsible to eliminate the already asked questions
    100. #      from the question pool.
    101. #
    102. # - 8. You will be delighted to hear, that we are done with the conditional
    103. #      checks for now, yeeehaaaa!
    104. #      Now, if everything is done right, we are inside of a double conditional
    105. #      check now (not counting our very first check made!).
    106. #      All the magic happens here! You can ask the actual question here too.
    107. #      As a matter of fact, that is the first thing to do here.
    108. #      For this example, I will use a message box + choice based question.
    109. #      But do note, there are many different ways of asking a question, some of
    110. #      them includes using certain scripts, some of them doesn't.
    111. #      First, make a 'Show Text' command. Enter your question in the text box.
    112. #
    113. # - 9. Next, make a 'Show Choices' command. The name of the choices will be
    114. #      the possible pool of answers the player will see. By default, the maximum
    115. #      amount of choices shown at once is 4, this can be extended by certain
    116. #      scripts, however. An empty choice name will not show up in the game!
    117. #      So, make your answers with the choices, place as many as you want (or can)!
    118. #      Make sure to select 'Disallow' in the little 'When Cancel' part of the box
    119. #      at the right side of the 'Show Choices' box. This won't let the player to
    120. #      exit the question without being answered by pressing the cancel button.
    121. #
    122. # -10. When you are done with setting up the possible answers, head over to the
    123. #      "correct" answer. Below the 'When [correct answer]' part of our
    124. #      'Show Choices' command make a 'Control Variables' command.
    125. #      In this command, select the 'Correct Answers' variable and add +1 to it.
    126. #      So, set the operation to 'Add', and the operand should be set to
    127. #      'Constant' with the number 1. This will add +1 to the variable but only
    128. #      if the player selects the correct answer.
    129. #      This way, at the end of the quiz mini-game we can show the number of
    130. #      correct answers given to the player if we want.
    131. #      Note that this step is purely optional only, as it will not affect the
    132. #      functionality of the quiz system at all.
    133. #      You can also do any other effects you want here.
    134. #      For example a sound effect on a correct answer, or a message shown, or
    135. #      an animation shown, or raising some points with another variable for some
    136. #      kind of point system, or anything else you want, literally.
    137. #
    138. # -11. If you are done with setting up the effects on the correct answer, do the
    139. #      same with the wrong answers. As for the correct answer, everything you do
    140. #      here is optional.
    141. #
    142. # -12. When you are finished with the wrong answer setup too, move to the end of
    143. #      our 'Show Choices' command. It is indicated by a black 'Branch End' note.
    144. #      Pay attention! It is a BLACK 'Branch End' note, not a BLUE one!
    145. #      Mixing the two up will break the quiz system completely!
    146. #      Once at the right place, make a 'Control Switches' command.
    147. #      Now we need to turn ON our 'First Question' switch which we used to check
    148. #      at the beginning of our first question.
    149. #      Once this switch is ON, this question can not be asked again until the
    150. #      player finishes the quiz mini-game and only if the quiz will be reseted
    151. #      after that! More information on resetting later!
    152. #
    153. # -13. Immediately below, make a 'Control Variables' command.
    154. #      Select the 'Questions Asked' variable and add +1 to it.
    155. #      So, set the operation to 'Add' and the operand to 'Constant' with the
    156. #      number 1.
    157. #      This increments the 'Questions Asked' variable by 1 every time the player
    158. #      has answered a question, regardless if the player answered the question
    159. #      correctly or not.
    160. #      Remember our very first 'Conditional Branch' command? That one checks for
    161. #      this variable, and if this variable reaches the number defined in that
    162. #      check, the loop we made at the very beginning of the page, will break,
    163. #      and no more questions will pop up after!
    164. #
    165. # -14. And this is it! We made our first question! Congrats to us, right?
    166. #      What you should see now below our last command added is exactly 3 BLUE
    167. #      'Branch End' notes and one 'Repeat Above' note.
    168. #      The next question should go AFTER the SECOND 'Branch End' note but
    169. #      BEFORE the THIRD one! If you put it anywhere else, it will break the
    170. #      quiz system! Yay for caps-locked words!
    171. #-------------------------------------------------------------------------------
    172. # 4. Time to make our 'Ending Phase' for reseting (or not) the quiz event!
    173. #    Most of the things done here is optional. These are needed if you want the
    174. #    player to be able to start the quiz mini-game again.
    175. #    The page should be set to 'Autorun' at the 'Trigger' settings!
    176. #    If you don't want it to be reset-able, just place a single text or whatever
    177. #    else you want on this page and after the contents you made, you need to
    178. #    switch to another page of the event which is not set to 'Autorun', or else
    179. #    your player will be stuck!
    180. #   
    181. #    The following series of conditional branches and texts will make a message
    182. #    box appear at the end of the quiz mini-game to show the player how many
    183. #    correct answers he/she got. You can make any additional effects here, such
    184. #    as giving a special item to the player, or a special buff, gold reward,
    185. #    sound/graphic effects, and so on, and so on, and all of these can be
    186. #    dependent on the number of correct answers given or points collected through
    187. #    the quiz mini-game!
    188. #    I will use the 'Correct Answers' variable for all of the following
    189. #    'Conditional Branch' commands! None of these conditional checks need the
    190. #    'Set handling when conditions do not apply' option, so un-check it
    191. #    everywhere! Let's get started!
    192. #
    193. # - 1. First, this whole 'Ending Phase' uses a different page, not the one where
    194. #      we set up our questions to save some space for that page. If we use a lot
    195. #      of questions, we need every inch of space there to be saved!
    196. #      So create another page in our quiz event. Now, we will give this page a
    197. #      condition, so that it will not trigger before that condition is met.
    198. #      The condition can be (as mentioned above at the questions setup) either
    199. #      a self-switch or a switch. As I mentioned way above, I will use a switch
    200. #      called 'Ending Phase' here.
    201. #      So, at the left side of the event page, over the 'Conditions' part,
    202. #      check the first 'Switch' box, and select our 'Ending Phase' switch here.
    203. #
    204. # - 2. Now to populate this page with commands...
    205. #      Immediately at the start, we make our first 'Conditional Branch' command.
    206. #      It should check for the 'Correct Answers' variable, and it should check
    207. #      if the variable is 'Less than or Equal to' 3.
    208. #      This means that the contents inside this conditional check will only
    209. #      activate if the player got 3 or less correct answers in the quiz.
    210. #
    211. # - 3. Insert any effect inside the conditional branch. I choose to show a simple
    212. #      text which shows how many correct answers the player gave during the quiz.
    213. #      If you want to show a variable inside a message box, use the '\V[x]'
    214. #      message code (without the apostrophes!), where 'x' is the ID of the
    215. #      variable you want to show. You can find the IDs of the variables at the
    216. #      left of the names of the variables. There is no need to put all those
    217. #      zeros before the numbers, so instead of '0001', you can just put a simple
    218. #      '1' there.
    219. #
    220. # - 4. After the blue 'Branch End' note, we shall create another conditional
    221. #      check! We use the same variable as before, but now we will check if
    222. #      the variable is 'Greater than or Equal to' 4.
    223. #      Hold your horses here, we are not done with the conditional checks yet!
    224. #
    225. # - 5. Inside the previous check, make another one! This one should check if
    226. #      the variable is 'Less than or Equal to' 6.
    227. #      With this we are now inside a double conditional check!
    228. #      Ohh, the memories!
    229. #      Anything you put here will only happen if the player got
    230. #      at least 4, 5 or 6 correct answers!
    231. #
    232. # - 6. So, put your effects here, just like you did inside the previous check.
    233. #
    234. # - 7. Our next check goes after the second blue 'Branch End' note.
    235. #      We are going to make another double check. The first one should check if
    236. #      the variable is 'Greater than or Equal to' 7. The second one should check
    237. #      if the variable is 'Less than or Equal to' 9.
    238. #      So, the content inside the double check will only show if the player got
    239. #      7, 8 or 9 correct answers during the quiz.
    240. #
    241. # - 8. Make your effects inside the double check!
    242. #
    243. # - 9. And the last check should go below the two blue 'Branch End' notes
    244. #      again! This time we check if the variable is 'Equal to' 10.
    245. #      Anything inside this check will only happen if the player managed to answer
    246. #      all the questions asked correctly!
    247. #
    248. # -10. Put your effects inside the check!
    249. #
    250. # -11. Of course, you can make as many checks like these here as you want.
    251. #      Just make sure you condition your checks the right way!
    252. #
    253. # -11. After the last blue 'Branch End' note, you can put any additional effects
    254. #      to trigger. Anything you put here will happen regardless how well or bad
    255. #      the player answered the questions!
    256. #
    257. # -12. After our content commands we did above, it is time to make our
    258. #      functional commands. The following process is the "reset" process.
    259. #      These commands will make this whole quiz event repeat-able!
    260. #      This is fully optional, mind you!
    261. #      Our first step here is to switch OFF any switches we made for the
    262. #      questions on the question page (switches like 'First Question').
    263. #
    264. # -13. The second step is to reset all the variables used in the quiz event.
    265. #      We do this with simple 'Control Variables' commands.
    266. #      We will reset the 'Questions Asked', the 'Correct Answers' and the
    267. #      'Question Randomizer' variables by setting all of them to 0!
    268. #      Remember, set the operation to 'Set' and the operand to 'Constant' with
    269. #      the number 0!
    270. #      Setting the 'Question Randomizer' to 0 is not necessary, I guess, so you
    271. #      can skip that one, if you wish.
    272. #
    273. # -14. And our last thing to do on this page to wrap up the reseting process
    274. #      is to switch off the used self-switch(es) or switch(es).
    275. #      We used the switch named 'Ending Phase' to trigger this page, so we need
    276. #      to switch off that one with a 'Control Switches' command.
    277. #   
    278. #    With this, we successfully reseted the quiz event, and the player is ready
    279. #    to take on the challenge again! Yay!
    280. #===============================================================================
    复制代码






    How to enhance our system:
    Spoiler                 Code:        
    1. #===============================================================================
    2. # Let's see how could we enhance our quiz system in various ways!
    3. #===============================================================================
    4. #  1. The first thing anyone can notice, is that this system uses hell of a lot
    5. #     switches to function properly if you made a lot of questions.
    6. #     But there is a solution for this, and comes in a form of a script called
    7. #     "Bit Switches" made by Tsukihime. Thousand thanks goes to him for making
    8. #     that scipt!
    9. #     So how will that script help us?
    10. #     By using that script, it is possible to exchange all those switches used
    11. #     for a single variable! If your quiz got 50 questions, that is no less than
    12. #     50 switches saved! I say, that is a pretty nice save!
    13. #     In the demo, I have set up some quiz events with these bit switches for
    14. #     your convenience. Examine them to understand how they work!
    15. #     But before that, make sure to read the mentioned script's header for some
    16. #     examples on their usage! It might help with understanding bit switches and
    17. #     their functions.
    18. #
    19. #  2. Another great addition might be the timed questions! Wouldn't that be
    20. #     awesome? Well, great news to you, it is possible to do that with another
    21. #     script called "Window Timer" made by no other than Tsukihime... again!
    22. #     Another thousand thanks goes to him for it!
    23. #     As always, read the script's header to understand the usage of the script!
    24. #     You can also look some quiz events in the demo to understand how this
    25. #     script functions. Read the comments I made inside these events!
    26. #
    27. #  3. And how about ditching all of these choice based quiz mini-games and making
    28. #     a quiz system on a whole new level? Like with real, text input based
    29. #     answers, for example!
    30. #     Well, I be damned, this one is too possible! Who could have guessed, right?
    31. #     We can use yet another script called "Simple Text Input" made by...
    32. #     yeah, you guessed it right, Tsukihime made that one too!
    33. #     One second... This makes this how many thanks now? Right, three thousands!
    34. #     Read the script's header to understand the usage of this script!
    35. #     You can also look at the example quizes I set up in the demo to see it in
    36. #     action! Read the comments made in these events!
    37. #
    38. #  4. Alright, that text input based answer system rocks, but making the player
    39. #     to enter all these text with an on screen selectable keyboard is just not
    40. #     very convenient...
    41. #     So how about a real keyboard input instead?
    42. #     What? No way, you say? Yes, there is a way!
    43. #     By using yet another script called "Keyboard Name Input" made by...
    44. #     no, no, this one is made by Dekita! Hahh, gotcha!
    45. #     Thousand thanks goes to him for making this script!
    46. #     This script is plug-and-play, no extra knowledge is needed for this!
    47. #     Configure the settings of the script once, and you can forget about it!
    48. #     This script requires the script named "$D13x - Core" made by Dekita also.
    49. #     You can take a look at that script too, configure it if you need, but that
    50. #     script is not used in making this quiz system, it's there only because it
    51. #     is needed for the "Keyboard Name Input" script.
    52. #     And even though it is not really used in this demo, I still give another
    53. #     thousand thanks to Dekita for making it, if not for anything else, than
    54. #     because I actually use it in my own project in development!
    55. #
    56. #  5. Unlockable choices? So... unlockable answers as well?
    57. #     Hmm... Could be useful! If not for anything else, than maybe for a
    58. #     difficulty system with unlockable difficulties! Not bad!
    59. #     The script used to make this is called "ATS: Choice Options" made by
    60. #     Modern Algebra. Thousand thanks to him for making this script!
    61. #     It has many other uses and setups, read the script's header to understand
    62. #     the usage of this script!
    63. #     There is also one quiz event made with a difficulty system in the demo,
    64. #     so you should take a look at that one too!
    65. #
    66. #  6. Descriptions for choices? Could be used for something too, right?
    67. #     Like describing a category from the quiz, or describing the differences
    68. #     between different difficulties. So many "diff"s!
    69. #     The script used to make this possible is the same as for the unlockable
    70. #     choices, so another thousand thanks goes to Modern Algebra for making it!
    71. #     An example of the usage of the script is present in the demo too, so
    72. #     peek inside that event too!
    73. #
    74. #  7. Colored choices? Fancy! Can be used to color different categories or
    75. #     difficulties or even choice answers!
    76. #     This will surely make your quiz system a bit more lively!
    77. #     The script used for this is called "Choice Options" by Tsukihime.
    78. #     Another thousand thanks to him! Wow, so many thanks! *.*
    79. #     Consult to the script's header to see the usage instructions, or examine
    80. #     the event made with this in the demo!
    81. #
    82. #  8. More than 4 choices for the answers? Yes, please!
    83. #     Script used to make this happen is called "ATS: Choice Options" made by
    84. #     Modern Algebra, so another thousand thanks to him for this feature!
    85. #     It is not used in the demo for making any quiz systems, but you can see
    86. #     a choice selection of 5 choices on the starting map.
    87. #     No special knowledge is needed for using this function, just place
    88. #     'Show Choices' commands below each other and they will be merged
    89. #     automatically!
    90. #
    91. #  9. Longer choices than the default maximum length (which is 50 characters)?
    92. #     There could be some use of that too, right?
    93. #     Two scripts in the demo can do that, either Tsukihime's "Choice Options" or
    94. #     Modern Algebra's "ATS: Choice Options". Another thousand thanks goes to
    95. #     them for this feature!
    96. #     It is not used in the demo, but the possibility is there for you!
    97. #
    98. # 10. Got bored by the placement of the choices on the screen?
    99. #     Well, I certainly am, dunno about you...
    100. #     With the aid of Modern Algebra's "ATS: Choice Options' script, it is
    101. #     possible to place your choices anywhere you want on the screen!
    102. #     Another thousand thanks goes to Modern Algebra for this feature!
    103. #     You can even make multiple columns for the choices! Super-cool!
    104. #     Not used in the demo, but the possibility is there for you!
    105. #
    106. # 11. Two additional scripts are included in the demo, to make writing message
    107. #     boxes a bit easier. These script are called "ATS: Text Formatting" and
    108. #     "ATS: Message Options" made by Modern Algebra. This adds another two
    109. #     thousand thanks to him!
    110. #     Read the header of the scripts to understand what each of these scripts do!
    111. #
    112. # I guess, I included every little enhancement in this list.
    113. # But if someone thinks there are some other features which could be added with
    114. # or without a script, please let me know! Thanks!
    115. #===============================================================================
    复制代码






    Might be good to know things:

    Spoiler                 Code:        
    1. #===============================================================================
    2. # This section will contain some useful information to avoid some nasty and
    3. # annoying issues with our eventing process.
    4. #===============================================================================
    5. # 1. That message box, it just disappears! WTFruit?!
    6. #    Well, yeah, it happens for some unknown reasons, but at least if you read
    7. #    a bit longer, you can find out why...
    8. #    Placing any commands in the editor between a
    9. #    'Show Text' and a 'Show Choices' command will make your message box
    10. #    disappear in the game as soon as the player press the confirm button at the
    11. #    end of the message text shown. The moment the player press the confirm
    12. #    button, the message box disappears and the choice selection window appears.
    13. #    It happens even if you place a single 'Comment' or a 'Label' command, for
    14. #    example, so take care where you put these!
    15. #    You can examine these anomalies in the demo as well, because I made a
    16. #    comment before the first question's 'Show Choices' command in the editor
    17. #    at some places.
    18. #    This can indeed be annoying, but now that you know what causes it, you can
    19. #    at least avoid it.
    20. #
    21. # 2. If you use graphics for these quiz events, then you will need to update
    22. #    their 'Autonomous Movement' settings, so that they will always face the
    23. #    player, regardless of how many pages your event has, and regardless from
    24. #    which side the player activated the event.
    25. #    Set their 'Speed' to 'x4 Faster' and their 'Freq' to 'Highest'.
    26. #    For their 'Type' select the 'Custom' option, and click on the now enabled
    27. #    'Move Route' button.
    28. #    Here make a single command which will be the 'Turn toward player' command.
    29. #    Make sure to enable the 'Repeat Action' option too!
    30. #    This will make the event face toward the player all the time while the quiz
    31. #    is active.
    32. #    This setup is good for stationary quiz events. For moving quiz events, you
    33. #    will need to do this at the beginning of each page with the 'Set Move Route'
    34. #    event command. In this command box, first change the speed and frequency of
    35. #    the event with the respective commands shown, and then make the turn toward
    36. #    player command. Then at the reseting phase, revert back the speed and
    37. #    frequency of the event to their default values.
    38. #    You need to do this before the loop command!
    39. #===============================================================================
    复制代码






    Credits:
    Spoiler                 Code:        
    1. #===============================================================================
    2. # Credits:
    3. #===============================================================================
    4. # Tsukihime for the following scripts used in this demo:
    5. # - Choice Options
    6. # - Window Timer
    7. # - Bit Switches
    8. # - Text Input
    9. # (Loop Counts script did not work for some reason! >.>)
    10. #-------------------------------------------------------------------------------
    11. # Modern Algebra for the following scripts used in this demo:
    12. # - ATS: Formatting
    13. # - ATS: Message Options
    14. # - ATS: Choice Options
    15. #-------------------------------------------------------------------------------
    16. # Dekita for the following scripts used in this demo:
    17. # - $D13x Core
    18. # - Keyboard Name Input
    19. #===============================================================================
    复制代码






    Quiz System Demo:

    Spoiler                 Code:        
    1. #===============================================================================
    2. # Here is a demo with many of the features already set up for you!
    3. # Read the comments in the events to understand the system!
    4. # I made a lot of comments, don't let them be a waste of my time, pretty please!
    5. # Thank you!
    6. #===============================================================================
    复制代码

    Demo link: https://www.mediafire.com/?hc9vo5b0bk17adg




    A (maybe) helpful screenshot:

    Spoiler






    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.  



    本贴来自国际rpgmaker官方论坛作者:Sixth处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/eventing-a-quiz-system-with-random-non-repeatable-questions.31226/

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