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Author Topic: Quest Journal v. 2.1  (Read 78438 times)

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Re: Quest Journal v. 1.1
« Reply #75 on: July 31, 2008, 08:04:02 PM »

  • Hi, sorry to trouble.

    I would like to ask if i can use this script with Syvkal's ring menu. http://www.rpgrevolution.com/forums/?showtopic=15958 .

    I thought i can just disable your menu and add "$scene =scene_Quest.new" on his menu ... but i encountered many errors as soon i hit menu. So i thought (i am sorry for this) and removed your game window part to test it out, i can open the ring out but i got the

    ArgumentError Occured while running script

    wrong number of arguments (3 for 2)


    Do you know which script is causing the error?
    modern algebra Male
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    Re: Quest Journal v. 1.1
    « Reply #76 on: July 31, 2008, 11:38:16 PM »

  • Hmm, well that's a weird error. I just tested the two scripts in a new project and they seemed to work fine. The only thing I changed was this, in the Syvkal script:

    Code: [Select]
       
       ["Quests", Cache::picture ('Icon_Equip'), "$scene =  Scene_Quest.new"],

    underneath:

    Code: [Select]

       # Preferably Insert your custom Menu Options Here
       # Otherwise the existing Menu Options will return to wrong point on the Menu

    at line 60. It worked fine. I used Icon_Equip just to test - I imagine you'd want to change that though.
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    Re: Quest Journal v. 1.1
    « Reply #77 on: August 01, 2008, 09:26:57 PM »

  • Ok, sorry again.

    I tried again this time by pasting the syvkal's menu bar (required by ring menu) and the ring menu into your Quest journal V1.1 demo.

    as soon i open the menu

    i get

    Script 'Quest Journal" line 915: NoMethodError occurred.

    Undefined method 'commands' for #<Window_RingMenu:0x1928a40> 

    i am sorry for the trouble.
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    Re: Quest Journal v. 1.1
    « Reply #78 on: August 02, 2008, 02:13:20 AM »

  • Try attaching that project to your post and I will take a look. I did the exact same thing with the script and it worked perfectly fine.


    P.S. I put it below the Quest Journal. I think that the error you reported may occur if you put it above. So put it below.
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    Re: Quest Journal v. 1.1
    « Reply #79 on: August 02, 2008, 02:42:03 AM »

  • Actually i don't have a project yet, i am looking to find a compatible quest log before i start.
    But all i did was pasting ... them in this order in your Quest journal Demo

    Syvkal's menu bar   (the link for this is in the same webpage i posted)
    Ring menu
    ------- (waves here)
    Paragraph Formatter
    Quest Journal
    ------- (waves here)

    and i put all her icon under picture folder.

    After i begin your demo from the start. ...after the autorun messages. I open the menu with ESC Then i get  the messages.

    I can't find a way to post the stuff on your demo. The attach isn't taking my things.

    sorry for the trouble. If it really doesn't work.. don't worry about it. I can always use the "input" keys to use the quest log. Thank you.
    modern algebra Male
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    Re: Quest Journal v. 1.1
    « Reply #80 on: August 02, 2008, 11:07:51 AM »

  • Yeah, put the Ring Menu below the Quest Journal in the editor.
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    Re: Quest Journal v. 1.1
    « Reply #81 on: August 03, 2008, 02:52:34 AM »

  • It works now, thank you.
    moejoeman Male
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    Re: Quest Journal v. 1.1
    « Reply #82 on: August 22, 2008, 02:31:04 AM »

  • Thanx mate
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    Re: Quest Journal v. 1.1
    « Reply #83 on: September 06, 2008, 11:00:48 PM »

  • A bit of a nitpick. Quests don't appear in order of their Quest ID.



    At first, I wondered if I was going crazy while I was creating my game, but I fired up my test engine and put in these values to test it:

    Code: [Select]
        when 1
          name = 'Number 1'
          description = 'Number 1'
          objectives[0] = 'Objective 1'
          prime = [0]
          icon_index = 1
       
        when 2
          name = 'Number 2'
          description = 'Number 2'
          objectives[0] = 'Objective 1'
          prime = [0]
          icon_index = 1
         
        when 3
          name = 'Number 3'
          description = 'Number 3'
          objectives[0] = 'Objective 1'
          prime = [0]
          icon_index = 1
         
        when 4
          name = 'Number 4'
          description = 'Number 4'
          objectives[0] = 'Objective 1'
          prime = [0]
          icon_index = 1
         
        when 5
          name = 'Number 5'
          description = 'Number 5'
          objectives[0] = 'Objective 1'
          prime = [0]
          icon_index = 1
         
        when 6
          name = 'Number 6'
          description = 'Number 6'
          objectives[0] = 'Objective 1'
          prime = [0]
          icon_index = 1
         
        when 7
          name = 'Number 7'
          description = 'Number 7'
          objectives[0] = 'Objective 1'
          prime = [0]
          icon_index = 1
         
        when 8
          name = 'Number 8'
          description = 'Number 8'
          objectives[0] = 'Objective 1'
          prime = [0]
          icon_index = 1
         
        when 9
          name = 'Number 9'
          description = 'Number 9'
          objectives[0] = 'Objective 1'
          prime = [0]
          icon_index = 1
         
        when 10
          name = 'Number 10'
          description = 'Number 10'
          objectives[0] = 'Objective 1'
          prime = [0]
          icon_index = 1

    The results are as shown as in the screenshot I posted just above.
    Now, is there any way to sort the array? Every attempt I've tried to do so far has lead me to revel in an undefined [] operation.
    To make sure it wasn't just incompatibility issues, I copied and pasted the dummy quests 1 through 10 into the demo you delivered as well. Same problem and same order.
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    Re: Quest Journal v. 1.1
    « Reply #84 on: September 07, 2008, 03:19:21 PM »

  • Yeah, it is a little strange I know.

    Anyway, go to this section of code (line 518 with demo settings):

    Code: [Select]
      #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      # * Get Quest List
      #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      def list
        quest_list = @data.values
        quest_list.each { |i| quest_list.delete (i) if i.concealed }
        return quest_list
      end

    and change it to:

    Code: [Select]
      #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      # * Get Quest List
      #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      def list
        quest_list = @data.values.sort { |a, b| a.id <=> b.id }
        quest_list.each { |i| quest_list.delete (i) if i.concealed }
        return quest_list
      end

    That should sort it out.
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    Re: Quest Journal v. 1.1
    « Reply #85 on: September 08, 2008, 03:35:58 AM »

  • Very rocking. Works nicely now~

    This script is definitely one of your strongest due to its game-staple utility so I'm very glad to see it working at full capacity.
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    Re: Quest Journal v. 1.1
    « Reply #86 on: September 08, 2008, 03:37:28 AM »

  • Thanks. It was one of my first for VX so I'm happy that you like it. I still haven't gotten around to Version 2 yet though, with the actual Journal :(
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    Re: Quest Journal v. 1.1
    « Reply #87 on: September 22, 2008, 09:36:52 PM »

  • This is a great script but I'm running into a problem.

    My quest has 10 objectives, and  objective 9 and 10 are cut off by the window. Is it possible to have the window scrollable?
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    Re: Quest Journal v. 1.1
    « Reply #88 on: September 22, 2008, 11:59:23 PM »

  • No. It technically wouldn't be hard to add, but it would interfere with the secondary goal of this script, which is not yet implemented but is a user-editable Journal that would be called by selecting a quest. Since that feature is planned, I had not added scrolling functionality.

    I would suggest one of two things:

    (A) Split the quest in two
    (B) Conceal some of the earlier objectives as they grow more distant
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    Re: Quest Journal v. 1.1
    « Reply #89 on: September 23, 2008, 12:48:32 AM »

  • hmm okay, thanks for the reply.

    I've looked and I cant find it but is there an area where I can reduce the spacing between the bullet objective items?
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    Re: Quest Journal v. 1.1
    « Reply #90 on: September 23, 2008, 01:03:09 AM »

  • Yeah, if you go down to Window_QuestInfo, you can change it. In the demo, this line is at 859, but with quests added it's probably much further down.

    Code: [Select]

          y += WLH*([formatted_obj.lines.size, 2].min)

    It is directly surrounded by these lines:

    Code: [Select]
    quest.revealed_objectives.each { |i|
          # Get the correct color
          contents.font.color = quest.complete_objectives.include? (i) ?
            text_color (ModAlg_QuestData::COMPLETE_COLOUR) : quest.failed_objectives.include? (i) ?
            text_color (ModAlg_QuestData::FAILED_COLOUR) : text_color (ModAlg_QuestData::ACTIVE_COLOUR)
          # Get objective
          objective = quest.objectives[i]
          # Draw Bullet
          tw = contents.text_size (ModAlg_QuestData::BULLET_CHARACTER).width
          x = 8
          contents.draw_text (x, y, tw, WLH, ModAlg_QuestData::BULLET_CHARACTER)
          x += tw + 4
          # Format the objective
          obj_bitmap = Bitmap.new (contents.width - x, 2*WLH)
          obj_bitmap.font = contents.font
          obj_bitmap.font.size -= 4
          formatted_obj = formatter.format (objective, obj_bitmap)
          # Draw Objective
          bmp = artist.draw (formatted_obj)
          contents.blt (x, y + 4, bmp, bmp.rect)
          # Modify the Y accordingly
          y += WLH*([formatted_obj.lines.size, 2].min)
        }
      end

    Anyway, if you change what is added there, then that will change the spacing between each objective.
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    Re: Quest Journal v. 1.1
    « Reply #91 on: September 23, 2008, 01:08:09 AM »

  • Perfect that works great!!! Thank you!!
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    Re: Quest Journal v. 1.1
    « Reply #92 on: September 27, 2008, 04:17:27 AM »

  • Great script. I am curious of two things.
    a) Could u separate the quest definitions into a separate file for ease of management?
    b) How can you check to see if certain objectives are revealed. As in, I have some events which I want to appear only when the player is at a certain place in a quest line.

    Thanks again
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    Re: Quest Journal v. 1.1
    « Reply #93 on: October 02, 2008, 01:30:24 AM »

  • Anything on the two questions in the post above? More so how to check if certain objectives are revealed/completed?
    Thanks.
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    Re: Quest Journal v. 1.1
    « Reply #94 on: October 02, 2008, 03:32:31 AM »

  • a) What do you mean by this? Separate file as in text document?

    b) You can, but it doesn't have a nice command:

    It can be done like this though:

    $game_party.quests[quest_id].revealed_objectives.include? (index)

    Just put that code in a Conditional Branch: Script command.
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    Re: Quest Journal v. 1.1
    « Reply #95 on: October 02, 2008, 01:12:23 PM »

  • a) Create a second script module for us to create quests in. Just so they are separate from the main script and things aren't so long etc.

    b) Yea thats what I am looking for. certain events depend on whether certain objectives are complete. Thanks.

    Also, if I have your permission I would like to attempt to modify the script to include automatic quest started, object updated and quest completion messages. Also going to try to to put quest defined gold and experience and have it automatically given out upon quest completion.
    « Last Edit: October 02, 2008, 01:16:21 PM by Selacius »
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    Re: Quest Journal v. 1.1
    « Reply #96 on: October 02, 2008, 03:22:19 PM »

  • Well, knock yourself out.

    And if you want to separate it into a separate script file, just cut out this part:

    Code: [Select]
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      # * Constants
      #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      # * Editable Region
      #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      QUESTS_LABEL = 'Quests'        # What you want Quests to be called (eg. 'Missions')
      ACTIVE_QUEST_ICON = 149        # What icon signifies a quest is active
      COMPLETE_QUEST_ICON = 150      # What icon signifies a quest is complete
      FAILED_QUEST_ICON = 179        # What icon signifies a quest is failed
      BULLET_CHARACTER = '?'         # The character used for listing objectives
      ACTIVE_COLOUR = 0              # The colour of a quest that is active
      COMPLETE_COLOUR = 11           # The colour of a quest that is complete
      FAILED_COLOUR = 18             # The colour of a quest that is failed
      MENU_ACCESS = true             # Can the script be accessed through the menu?
      MENU_INDEX = 4                 # If above is true, where in the command window?
      KEY_ACCESS = false             # Can the quest log be accessed by a key         
      MAPKEY_BUTTON = Input::L       # If above is true, which button?
      #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      # * Quest Data
      #----------------------------------------------------------------------------
      #  Returns skeleton data for the quesr
      #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      def self.quest_data (id)
        # Set class variables to corresponding arguments
        objectives = []
        name = '??????'
        description = '??????????'
        icon_index = 0
        case id
        #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
        # * EDITABLE REGION
        #------------------------------------------------------------------------
        #  To set up a quest, first identify it with an ID - this can be anything
        #  as long as it is not the same as another quest, but it is important to
        #  remember this ID as it is the only way to access your quest.
        #    In any case, the format for setting up a quest is:
        #
        #      when <quest_id> # Give the quest an ID number
        #        name = '<quest_name>'
        #        description = '<quest_description>'
        #        objectives[0] = '<first_objective>'
        #        ...
        #        objectives[n] = '<nth objective>'
        #        prime = [<objective_id>, ..., <objective_id>]
        #        icon_index = <quest_icon_index>
        #
        #    Each of these values have an importance.
        #      name is the name of the quest
        #      description is a small blurb explaining the overall goal of the quest
        #      objective[0..n] are short-term goals that lead to the overall goal
        #      primes are which objectives need to be complete before the quest is
        #        considered to be complete
        #      icon_index is the icon that represents the quest
        #
        #    Note that any of the above values can be omitted without throwing an
        #    error, but for the quest to work properly you should at least set the
        #    name, description, and objectives. If you do omit these, the default
        #    values are:
        #   
        #      name = '??????'
        #      description = '??????????'
        #      objectives = []
        #      prime = [all objectives]
        #      icon_index = 0
        #
        #   If you do want to require that all objectives must be satisfied before
        #   the quest is complete, then do not bother defining it. Otherwise, be
        #   sure to set it.
        #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
        when 1 # Fetch
          name = 'Fetch'
          description = 'Martha needs someone to play with her dog'
          objectives[0] = 'Find a stick'
          objectives[1] = 'Throw the stick to the dog'
          objectives[2] = 'Retrieve the stick from the dog'
          icon_index = 79
        when 4 # Cat Retrieval
          name = 'Cat Retrieval'
          description = 'Mrs. Bunderby has lost her cat, and she has employed you to find it.'
          objectives[0] = 'Find the lost cat'
          objectives[1] = 'Climb the tree and retrieve the cat'
          objectives[2] = "Return a cat to Mrs. Bunderby"
          # Set prime objectives in an array based on index
          prime = [0, 2]
          icon_index = 137
        #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
        # * END EDITABLE REGION
        #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
        end
        return name, description, objectives, prime, icon_index
      end

    Insert a new script Entry, and put this in:

    Code: [Select]
    module ModAlg_QuestData
      <paste the part you cut out here>
    end
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    Re: Quest Journal v. 1.1
    « Reply #97 on: October 03, 2008, 04:09:29 AM »

  • Hey having a minor problem with that code you gave me:
    $game_party.quests[quest_id].revealed_objectives.include? (index)

    If I go to a map which has a parallel event with that code as a conditional element before the quest has been started then the quest will be revealed but none of the objectives will be displayed. Once again I need this because I have a boat I want to appear as soon as a certain objective of a quest has been completed, and requires a parallel process. It works fine for action button and player touch systems.
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    Re: Quest Journal v. 1.1
    « Reply #98 on: October 03, 2008, 04:22:27 AM »

  • Well, then just put it within a con. branch checking if the quest has been revealed:

    $game_party.quests.revealed? (quest_id)
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    Re: Quest Journal v. 1.1
    « Reply #99 on: October 13, 2008, 04:54:29 AM »

  • Im getting an error with this when I use MOGs Scene Menu. It is in the Window_VaryHelpSize super() line. I don't know what the problem is though. Any ideas?
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