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"Simple" Quest log screen

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What do you want... you can't force him!



I know, it's just I need that part to finish my game.
Hi...


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Please wait until I remake the updater or the 2nd version of this script.
Symphony of Alderra : Memoirs of Life

Storyline : 200% (Overimaginatives)
Scripting : 100% (At last...)
Eventing  : 100%
Mapping   : 0.125%

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Alright, the 2nd version is going to published...
Symphony of Alderra : Memoirs of Life

Storyline : 200% (Overimaginatives)
Scripting : 100% (At last...)
Eventing  : 100%
Mapping   : 0.125%

**
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Shut up and leave me alone!
Hi...

***
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This is it. But not perfect (yet...)
Code: [Select]
#=============================================================================
# Quest Log Screen
#-----------------------------------------------------------------------------
# ** Version 2.0
# ** Original by Sthrattoff
#=============================================================================
# Description :
# This script enables the ability to show current active quest.

# Features :
# SIMPLIFIED! Now the script is just about 300 lines length.
# Unlimited amount of quest can be added.
# Still use variable to mark quest's progress.

# Limitation :
# Only can store up to 12 progress per quest.

# History :
# Version 1.0 : Initial release.
# Version 1.2 : Add "Types" features.
# Version 2.0 : Changes in programming style and infinite quest support.

# Instruction
# Just put this script above main.

# Configuration :
# To add quest, use Call Script command and type this :
# $names.push "quest name" for the quest's name
# $types.push "quest type" for the quest's type (main or sidequest or something)
# $descriptionm.push "quest description line m" for the quest's description. m is the line
# number (1-5)
# $objectivesm.push "quest objectives m" for the quest's objectives. m is the objective
# number (1-12)
# $var_ID.push value for the quest's game variable marker ID
# To end a quest, set the marker variable's value to 12

# Credits
# See the header + Blizzard and Enterbrain
#=============================================================================

class Scene_Quest
 
  $names = []
  $types = []
  $description0 = []
  $description1 = []
  $description2 = []
  $description3 = []
  $description4 = []
  $objectives0 = []
  $objectives1 = []
  $objectives2 = []
  $objectives3 = []
  $objectives4 = []
  $objectives5 = []
  $objectives6 = []
  $objectives7 = []
  $objectives8 = []
  $objectives9 = []
  $objectives10 = []
  $objectives11 = []
  $var_ID = []
 
  def initialize
    $names.compact
  end
 
  def main
    @quest_list = Window_Command.new(160, $names)
    @quest_window = Window_Quest.new
    @quest_window.x = 160
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      break if $scene != self
    end
    Graphics.freeze
    @quest_list.dispose
    @quest_window.dispose
  end
 
  def update
    @quest_list.update
    @quest_window.update
    if @quest_list.active
      update_quest
      return
    end
  end
 
  def update_quest
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Menu.new(2)
      return
    end
    quest = @quest_list.index
    preview(quest)
  end
 
  def preview(x)
    $preview_name = $names[x]
    $preview_type = $types[x]
    $preview_description0 = $description0[x]
    $preview_description1 = $description1[x]
    $preview_description2 = $description2[x]
    $preview_description3 = $description3[x]
    $preview_description4 = $description4[x]
    $preview_objectives0 = $objectives0[x]
    $preview_objectives1 = $objectives1[x]
    $preview_objectives2 = $objectives2[x]
    $preview_objectives3 = $objectives3[x]
    $preview_objectives4 = $objectives4[x]
    $preview_objectives5 = $objectives5[x]
    $preview_objectives6 = $objectives6[x]
    $preview_objectives7 = $objectives7[x]
    $preview_objectives8 = $objectives8[x]
    $preview_objectives9 = $objectives9[x]
    $preview_objectives10 = $objectives10[x]
    $preview_objectives11 = $objectives11[x]
    $preview_variable = $var_ID[x]
    return
  end
 
end

class Window_Quest < Window_Base
 
  def initialize
    super(0, 0, 480, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
 
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(0, 32, self.width - 32, 32, $preview_type.to_s, 1)
    self.contents.draw_text(0, 224, self.width - 32, 32, "Objectives", 1) if $types.size != 0
    self.contents.font.color = normal_color
    self.contents.draw_text(0, 0, self.width - 32, 32, $preview_name.to_s, 1)
    self.contents.draw_text(0, 64, self.width - 32, 32 * 5, $preview_description0.to_s)
    self.contents.draw_text(0, 96, self.width - 32, 32 * 5, $preview_description1.to_s)
    self.contents.draw_text(0, 128, self.width - 32, 32 * 5, $preview_description2.to_s)
    self.contents.draw_text(0, 160, self.width - 32, 32 * 5, $preview_description3.to_s)
    self.contents.draw_text(0, 192, self.width - 32, 32 * 5, $preview_description4.to_s)
    case $game_variables[$preview_variable.to_i]
    when 0
      self.contents.font.color = normal_color
      self.contents.draw_text(0, 256, self.width / 2, 32, "•" + $preview_objectives0.to_s) if $types.size != 0
    when 1
      self.contents.font.color = normal_color
      self.contents.draw_text(0, 288, self.width / 2, 32, "•" + $preview_objectives1.to_s)
      self.contents.font.color = disabled_color
      self.contents.draw_text(0, 256, self.width / 2, 32, "•" + $preview_objectives0.to_s)
    when 2
      self.contents.font.color = normal_color
      self.contents.draw_text(0, 320, self.width / 2, 32, "•" + $preview_objectives2.to_s)
      self.contents.font.color = disabled_color
      self.contents.draw_text(0, 288, self.width / 2, 32, "•" + $preview_objectives1.to_s)
      self.contents.draw_text(0, 256, self.width / 2, 32, "•" + $preview_objectives0.to_s)
    when 3
      self.contents.font.color = normal_color
      self.contents.draw_text(0, 352, self.width / 2, 32, "•" + $preview_objectives3.to_s)
      self.contents.font.color = disabled_color
      self.contents.draw_text(0, 320, self.width / 2, 32, "•" + $preview_objectives2.to_s)
      self.contents.draw_text(0, 288, self.width / 2, 32, "•" + $preview_objectives1.to_s)
      self.contents.draw_text(0, 256, self.width / 2, 32, "•" + $preview_objectives0.to_s)
    when 4
      self.contents.font.color = normal_color
      self.contents.draw_text(0, 384, self.width / 2, 32, "•" + $preview_objectives4.to_s)
      self.contents.font.color = disabled_color
      self.contents.draw_text(0, 352, self.width / 2, 32, "•" + $preview_objectives3.to_s)
      self.contents.draw_text(0, 320, self.width / 2, 32, "•" + $preview_objectives2.to_s)
      self.contents.draw_text(0, 288, self.width / 2, 32, "•" + $preview_objectives1.to_s)
      self.contents.draw_text(0, 256, self.width / 2, 32, "•" + $preview_objectives0.to_s)
    when 5
      self.contents.font.color = normal_color
      self.contents.draw_text(0, 416, self.width / 2, 32, "•" + $preview_objectives5.to_s)
      self.contents.font.color = disabled_color
      self.contents.draw_text(0, 384, self.width / 2, 32, "•" + $preview_objectives4.to_s)
      self.contents.draw_text(0, 352, self.width / 2, 32, "•" + $preview_objectives3.to_s)
      self.contents.draw_text(0, 320, self.width / 2, 32, "•" + $preview_objectives2.to_s)
      self.contents.draw_text(0, 288, self.width / 2, 32, "•" + $preview_objectives1.to_s)
      self.contents.draw_text(0, 256, self.width / 2, 32, "•" + $preview_objectives0.to_s)
    when 6
      self.contents.font.color = normal_color
      self.contents.draw_text(240, 256, self.width / 2, 32, "•" + $preview_objectives6.to_s)
      self.contents.font.color = disabled_color
      self.contents.draw_text(0, 416, self.width / 2, 32, "•" + $preview_objectives5.to_s)
      self.contents.draw_text(0, 384, self.width / 2, 32, "•" + $preview_objectives4.to_s)
      self.contents.draw_text(0, 352, self.width / 2, 32, "•" + $preview_objectives3.to_s)
      self.contents.draw_text(0, 320, self.width / 2, 32, "•" + $preview_objectives2.to_s)
      self.contents.draw_text(0, 288, self.width / 2, 32, "•" + $preview_objectives1.to_s)
      self.contents.draw_text(0, 256, self.width / 2, 32, "•" + $preview_objectives0.to_s)
    when 7
      self.contents.font_color = normal_color
      self.contents.draw_text(240, 288, self.width / 2, 32, "•" + $preview_objectives7.to_s)
      self.contents.font.color = disabled_color
      self.contents.draw_text(240, 256, self.width / 2, 32, "•" + $preview_objectives6.to_s)
      self.contents.draw_text(0, 416, self.width / 2, 32, "•" + $preview_objectives5.to_s)
      self.contents.draw_text(0, 384, self.width / 2, 32, "•" + $preview_objectives4.to_s)
      self.contents.draw_text(0, 352, self.width / 2, 32, "•" + $preview_objectives3.to_s)
      self.contents.draw_text(0, 320, self.width / 2, 32, "•" + $preview_objectives2.to_s)
      self.contents.draw_text(0, 288, self.width / 2, 32, "•" + $preview_objectives1.to_s)
      self.contents.draw_text(0, 256, self.width / 2, 32, "•" + $preview_objectives0.to_s)
    when 8
      self.contents.font.color = normal_color
      self.contents.draw_text(240, 320, self.width / 2, 32, "•" + $preview_objectives8.to_s)
      self.contents.font.color = disabled_color
      self.contents.draw_text(240, 288, self.width / 2, 32, "•" + $preview_objectives7.to_s)
      self.contents.draw_text(240, 256, self.width / 2, 32, "•" + $preview_objectives6.to_s)
      self.contents.draw_text(0, 416, self.width / 2, 32, "•" + $preview_objectives5.to_s)
      self.contents.draw_text(0, 384, self.width / 2, 32, "•" + $preview_objectives4.to_s)
      self.contents.draw_text(0, 352, self.width / 2, 32, "•" + $preview_objectives3.to_s)
      self.contents.draw_text(0, 320, self.width / 2, 32, "•" + $preview_objectives2.to_s)
      self.contents.draw_text(0, 288, self.width / 2, 32, "•" + $preview_objectives1.to_s)
      self.contents.draw_text(0, 256, self.width / 2, 32, "•" + $preview_objectives0.to_s)
    when 9
      self.contents.font.color = normal_color
      self.contents.draw_text(240, 352, self.width / 2, 32, "•" + $preview_objectives9.to_s)
      self.contents.font.color = disabled_color
      self.contents.draw_text(240, 320, self.width / 2, 32, "•" + $preview_objectives8.to_s)
      self.contents.draw_text(240, 288, self.width / 2, 32, "•" + $preview_objectives7.to_s)
      self.contents.draw_text(240, 256, self.width / 2, 32, "•" + $preview_objectives6.to_s)
      self.contents.draw_text(0, 416, self.width / 2, 32, "•" + $preview_objectives5.to_s)
      self.contents.draw_text(0, 384, self.width / 2, 32, "•" + $preview_objectives4.to_s)
      self.contents.draw_text(0, 352, self.width / 2, 32, "•" + $preview_objectives3.to_s)
      self.contents.draw_text(0, 320, self.width / 2, 32, "•" + $preview_objectives2.to_s)
      self.contents.draw_text(0, 288, self.width / 2, 32, "•" + $preview_objectives1.to_s)
      self.contents.draw_text(0, 256, self.width / 2, 32, "•" + $preview_objectives0.to_s)
    when 10
      self.contents.font.color = normal_color
      self.contents.draw_text(240, 384, self.width / 2, 32, "•" + $preview_objectives10.to_s)
      self.contents.font.color = disabled_color
      self.contents.draw_text(240, 352, self.width / 2, 32, "•" + $preview_objectives9.to_s)
      self.contents.draw_text(240, 320, self.width / 2, 32, "•" + $preview_objectives8.to_s)
      self.contents.draw_text(240, 288, self.width / 2, 32, "•" + $preview_objectives7.to_s)
      self.contents.draw_text(240, 256, self.width / 2, 32, "•" + $preview_objectives6.to_s)
      self.contents.draw_text(0, 416, self.width / 2, 32, "•" + $preview_objectives5.to_s)
      self.contents.draw_text(0, 384, self.width / 2, 32, "•" + $preview_objectives4.to_s)
      self.contents.draw_text(0, 352, self.width / 2, 32, "•" + $preview_objectives3.to_s)
      self.contents.draw_text(0, 320, self.width / 2, 32, "•" + $preview_objectives2.to_s)
      self.contents.draw_text(0, 288, self.width / 2, 32, "•" + $preview_objectives1.to_s)
      self.contents.draw_text(0, 256, self.width / 2, 32, "•" + $preview_objectives0.to_s)
    when 11
      self.contents.font.color = normal_color
      self.contents.draw_text(240, 416, self.width / 2, 32, "•" + $preview_objectives11.to_s)
      self.contents.font.color = disabled_color
      self.contents.draw_text(240, 384, self.width / 2, 32, "•" + $preview_objectives10.to_s)
      self.contents.draw_text(240, 352, self.width / 2, 32, "•" + $preview_objectives9.to_s)
      self.contents.draw_text(240, 320, self.width / 2, 32, "•" + $preview_objectives8.to_s)
      self.contents.draw_text(240, 288, self.width / 2, 32, "•" + $preview_objectives7.to_s)
      self.contents.draw_text(240, 256, self.width / 2, 32, "•" + $preview_objectives6.to_s)
      self.contents.draw_text(0, 416, self.width / 2, 32, "•" + $preview_objectives5.to_s)
      self.contents.draw_text(0, 384, self.width / 2, 32, "•" + $preview_objectives4.to_s)
      self.contents.draw_text(0, 352, self.width / 2, 32, "•" + $preview_objectives3.to_s)
      self.contents.draw_text(0, 320, self.width / 2, 32, "•" + $preview_objectives2.to_s)
      self.contents.draw_text(0, 288, self.width / 2, 32, "•" + $preview_objectives1.to_s)
      self.contents.draw_text(0, 256, self.width / 2, 32, "•" + $preview_objectives0.to_s)
    end
  end   
 
  def update
    refresh
  end
 
end
Symphony of Alderra : Memoirs of Life

Storyline : 200% (Overimaginatives)
Scripting : 100% (At last...)
Eventing  : 100%
Mapping   : 0.125%

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This is a great script. I know it's from a while back but I'd like to recommend it for Scripts Database. Any mods around?
« Last Edit: February 23, 2007, 05:02:29 AM by modern algebra »

********
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Rep:
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Project of the Month winner for April 2007
I'm in the credits? :o
Can't remember that I did something in this script. I only remember making you that other Quest logger, but I don't see any code from it in your script, lol! *moves*

EDIT:

I updated your first post, BTW. :)
« Last Edit: February 23, 2007, 03:26:29 PM by Blizzard »
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Wondering...
How do I make it so when the Player finished the Quest it puts as Mission completed or something like that ?_?

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# To end a quest, set the marker variable's value to 12


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# To end a quest, set the marker variable's value to 12


?_? The Marker Variable? I have to set in the Variable a 12?

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yeah, $var_ID.push value identifies an in-game variable which is used to mark progress in a quest. i.e. if you put $var_ID.push 1, then variable 001 is used to mark progress.If you set that variable to 12, it should disable the quest. At least, that's what I understand from the instructions. It might be better if you ask Sthrattoff though, as he can help you better than I can.

***
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I am yourself!
First of all, I apologize for my terrible English...
modern algebra is right!
Blizzard : Oh, perhaps you're forgot if you're teach me, not givin' the code.

And...
Here's the version 2.2!
Code: [Select]
#=============================================================================
# Quest Log Screen
#-----------------------------------------------------------------------------
# ** Version 2.2
# ** Original by Sthrattoff
#=============================================================================
# Description :
# This script enables the ability to show current active quest.

# Features :
# EXTREMELY SIMPLIFIED! Now the script is just about 150 lines length.
# Unlimited amount of quest can be added.
# Use variable to mark quest's progress.

# Limitation :
# Only can store up to 12 progress per quest.

# History :
# Version 1.0 : Initial release.
# Version 1.2 : Add "Types" features.
# Version 2.0 : Changes in programming style and infinite quest support.
# Version 2.2 : Cut the script length to about 150 lines.

# Instruction
# Just put this script above main.

# Configuration :
# To add a quest, fill these information by using .push
# $names.push "Name"
# $types.push "Type"
# $description.push (["line1", "line2", ..., "Line5"])
# $objectives.push (["onjective1", ..., "objective12"])
# $var_ID.push ID_NUMBER

# Credits
# See the header + Blizzard and Enterbrain
#=============================================================================

class Scene_Quest
 
  $names = []
  $types = []
  $description = []
  $objectives = []
  $var_ID = []
 
  def main
    @quest_list = Window_Command.new(160, $names)
    @quest_window = Window_Quest.new
    @quest_window.x = 160
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      break if $scene != self
    end
    Graphics.freeze
    @quest_list.dispose
    @quest_window.dispose
  end
 
  def update
    @quest_list.update
    @quest_window.update
    if @quest_list.active
      update_quest
      return
    end
  end
 
  def update_quest
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Menu.new(2)
      return
    end
    $id = @quest_list.index
    return
  end
 
end   

class Window_Quest < Window_Base
 
  def initialize
    super(0, 0, 480, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
 
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
        self.contents.draw_text(0, 0, self.width - 32, 32, $names[$id.to_i].to_s, 1)
    self.contents.draw_text(0, 224, self.width - 32, 32, "Objectives", 1)
    self.contents.font.color = normal_color
    self.contents.draw_text(0, 32, self.width - 32, 32, $types[$id.to_i].to_s, 1)
    for i in 0..4
      self.contents.draw_text(0, i * 32 + 64, self.width - 32, 32, $description[$id.to_i][i].to_s)
    end
    a = b = $game_variables[$var_ID[$id.to_i]]
    if a > 5
      self.contents.draw_text(240, (a - 6) * 32 + 256, 240, 32, "• " + $objectives[$id.to_i][a].to_s)
    else
      self.contents.draw_text(0, a * 32 + 256, 240, 32, "• " + $objectives[$id.to_i][a].to_s)
    end
    self.contents.font.color = disabled_color
    if b > 0
      for j in 0..(b - 1)
        if j > 5
          self.contents.draw_text(240, (j - 6) * 32 + 256, 240, 32, "• " + $objectives[$id.to_i][j].to_s)
        else
          self.contents.draw_text(0, j * 32 + 256, 240, 32, "• " + $objectives[$id.to_i][j].to_s)
        end
      end
    end
  end
 
  def update
    refresh
  end
 
end

And before you're call the script, use this :
Code: [Select]
size = $names.size
  for i in 0..size
    var = $var_ID[i]
    if $game_variables[var.to_i] >= 12
      $names.delete_at i
      $types.delete_at i
      $description.delete_at i
      $objectives.delete_at i
      $var_ID.delete_at i
    end
  end

Personally, I used this script on the initialize method on Scene_Menu.
And still... Set the variable to 12 to disable the quest.
« Last Edit: February 25, 2007, 07:54:26 AM by Sthrattoff »
Symphony of Alderra : Memoirs of Life

Storyline : 200% (Overimaginatives)
Scripting : 100% (At last...)
Eventing  : 100%
Mapping   : 0.125%

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EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
Awesome, you've shorten it even more! ;8
BTW, you don't need to give me credit for my help, lol!
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**
Rep:
Level 88
Patriots all the way!!
I used the other script of this..but now I dont know how to open the quest log ??? Also where do you put the  # $names.push "Name"   things?
Im to cool to have my own signature!!!

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A man chooses,
Rep:
Level 92
a slave obeys
Project of the Month winner for April 2008
Quote
class Scene_Quest
 
  $names = []
  $types = []
  $description = []
  $objectives = []
  $var_ID = []
 
My Question, is this the Configuartion part? For Each Quest? ???

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Rep:
Level 87
Hell Hath No Fury
I don't understand ANY of it!  :'( :'( ???
Some help would be appericated!
Like, one time, I played RPG Maker, and I liked it.

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Rep:
Level 89
I am yourself!
Example, if you want to add quest named "Welcome to the Black Parade", you must use this syntax

Code: [Select]
$names.push "Welcome to the Black Parade"

Information, Id of variable used to control quest progress must be saved on $var_ID

Code: [Select]
$var_ID 4 # 4 is the variable's id

To enter those code, use Call Script event command.
« Last Edit: March 03, 2007, 07:39:12 AM by Sthrattoff »
Symphony of Alderra : Memoirs of Life

Storyline : 200% (Overimaginatives)
Scripting : 100% (At last...)
Eventing  : 100%
Mapping   : 0.125%

***
Rep:
Level 89
I am yourself!
I found some bugs.
To fix it, please add this line on Scene_Save below the last line of Marshal.dump
Code: [Select]
Marshal.dump($names, file)
Marshal.dump($types, file)
Marshal.dump($description, file)
Marshal.dump($objectives, file)
Marshal.dump($var_ID, file)
Marshal.dump($end_val, file)

and this one below the last line of Marshal.load on Scene_Load
Code: [Select]
$names = Marshal.load(file)
$types = Marshal.load(file)
$description = Marshal.load(file)
$objectives = Marshal.load(file)
$var_ID = Marshal.load(file)
$end_val = Marshal.load(file)

and this one somewhere on new game method on Scene_Title
Code: [Select]
$names.clear
$types.clear
$description.clear
$objectives.clear
$var_ID.clear
$end_val.clear

Any question can be pointed to me or Blizzard.
It will fix when you play a new game...
« Last Edit: March 03, 2007, 07:39:52 AM by Sthrattoff »
Symphony of Alderra : Memoirs of Life

Storyline : 200% (Overimaginatives)
Scripting : 100% (At last...)
Eventing  : 100%
Mapping   : 0.125%

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
Hey, Sthrattoff, I have a better idea. Use the Game_System class for your extra variables. That way they'll get saved automatically. (~_^)d

Spoiler for Template for add stuff to Game_System:
Code: [Select]
class Game_System
 
  attr_accessor :better_than_another_global_number
  attr_accessor :better_than_another_global_string
  attr_accessor :better_than_another_global_boolean
  attr_accessor :better_than_another_global_array
 
  alias init_your_script_whatever initialize
  def initialize
    init_your_script_whatever
    @better_than_another_global_number = 12345
    @better_than_another_global_string = "54321"
    @better_than_another_global_boolean = true
    @better_than_another_global_array = [1, "That's", " ", "sweet.", true]
  end
 
end

Reference is of course $game_system.better_than_another_global_number, etc.
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**
Rep: +0/-0Level 89
would it be possible to add this to the menu somehow? (it probably is, but i have no idea how to)
>Current Project: Time Killer 2<
Description: Random, plotless project designed to kill spare time. No storyline, just a building to explore.

Status: Fascinated by how appalling the default database is balance wise.


***
Rep:
Level 89
I am yourself!
Just open the menu script, find this code
Code: [Select]
s6=exit #Or whatever, I forgot
and add this line:
Code: [Select]
s7="quest"
on update command, below when 5's statement and end, add
Code: [Select]
when 6
$game_system.se_play($data_system.decision_se)
$scene=Scene_Quest.new
Still not understand? Ask blizzard. He explain better.
Symphony of Alderra : Memoirs of Life

Storyline : 200% (Overimaginatives)
Scripting : 100% (At last...)
Eventing  : 100%
Mapping   : 0.125%

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
In the tutorial section, stickied topic "Blizzard's little Tricks", look under 6. a) if you didn't get what Sthrathoff said.
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