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mission script(not mine,credit to some guy called leon on rmxp unlimited)

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***
3==D This is my bellend.
Rep:
Level 83
i found this script on rmxpunlimited.net,it was done by sum dude called leon on there.





#===================================#  Leon's Mission Script v2.0#----------------------------------------------------------------------#  2006-09-22#====================================beginDescription:I did a drastic overhaul on this Mission/Quest script to make it much better and user friendly.Features:There is 2 new features:  1.  If the user doesn't know of the mission, it doesn't appear in the list, nor does a slot for it.2.  Completed missions are in green.3.  Number of missions.  (X/Y)  X is completed missions, Y can be either known missions,          or your game's total missions.  Set Mission_Setup to 'true' if you want known missions,         false for total.Instructions:Put it above main.The instructions have changed alot more than the features.  Just go throughthe short list below, and you'll know.  Just remember, go in order, and if you have 10different missions in 1 spot, you must have the same number in each other segmentof the module, with the exception of the lines of text.  (Yes, i made that one all the easier.)Changing the status of the missions is different than before as well.$game_party.mission[mission_id] = xMission ID:  The ID of the mission, as defined in the module.  In this example, "Lost Cat" would be 0X:1 = they do not know the mission exists.  This is optional, unless they forget a mission.2 = they know the mission, but it is incomplete3 = the mission is complete.BY DEFAULT, ALL MISSIONS ARE UNKNOWN unless specified in the script before the game begins.Do NOT post my work in any other forums without my permission, and NEVER take creditfor my work. =end#==================================#  ** Mission_Menu#==================================module Mission_Menu  #--------------------------------------------------------------------  #  * Mission Name-  Write the mission number, and the name you want to appear.  #  ~ mission_id => "mission name"  #--------------------------------------------------------------------  Mission_Name = {  0 => "Lost Cat",  1 => "Old Blade",  2 => "Seize Sentries",  3 => "Hidden Heirloom",  4 => "A Gooey Mess.",  5 => "Hidden Horror"  }  #--------------------------------------------------------------------  #   * Mission_Sprite.  holds data on the name of the sprite, it's hue, name, locale, and   #   * reward all in one.  #   ~ mission_id => ["sprite name", hue, name, location, Reward]  #--------------------------------------------------------------------  Mission_Sprite = {  0 => ["113-Civilian13", 330, "Amy", "Logres", "Potion x 3"],  1 => ["005-Fighter05", 0, "L'eric", "Logres", "Rusty Sword"],  2 => ["002-Fighter02", 0, "Wallace", "Resistance H.Q.", "500 Gold"],  3 => ["122-Civilian22", 30, "Old Woman", "Cyris Home", "Sound Effect"],  4 => ["011-Lancer03", 0, "Soldier", "Cyris Barracks", "Kite Shield"],  5 => ["006-Fighter06", 0, "Lady", "Cyris", "Lion's Head Earring"]  }  #--------------------------------------------------------------------  #   * Defines the mission.  Remember, if it is too long for 1 line, you can drop it  #   * down to line 2.  #   ~ mission_id => "Line One"  #--------------------------------------------------------------------  Mission_L1 = {  0 => "Amy has lost her cat and needs help",  1 => "Somebody said they saw L'eric's blade",  2 => "Head north toward enemy territory, and",  3 => "Seek out the caverns south of Cyris.  There",  4 => "A monster to the west of the town every",  5 => "Somewhere in the Belin Caverns, there is a"  }  #--------------------------------------------------------------------  #   * Same as the above one.  #   ~ mission_id => "Line Two"  #--------------------------------------------------------------------  Mission_L2 = {  0 => "finding him.  He likes to play in the",  1 => "just south of here by the river.  He ",  2 => "capture two sentry towers.  Be careful ",  3 => "you will find a blue chest.  Retrieve its",  4 => "now and then terrorizes the caravans.",  5 => "creature holding an item the lady in"  }  #--------------------------------------------------------------------  #   * Same as the above one.  #   ~ mission_id => "Line Three"  #--------------------------------------------------------------------  Mission_L3 = {  0 => " North East side of Tiberian Plains.",  1 => "wants Will to confirm the story, and",  2 => "and don't get caught.  Return to Wallace",  3 => "contents and bring it back to the old",  4 => "A soldier in the barracks has asked you",  5 => "Cyris is looking for.  She said the monster"  }  #--------------------------------------------------------------------  #   * Same as the above one.  #   ~ mission_id => "Line Four"  #--------------------------------------------------------------------  Mission_L4 = {  1 => "if it is true, bring back the sword.",  2 => "once this job is complete.",  3 => "woman.",  4 => "to exterminate it.",  5 => "would be hiding."  }  #--------------------------------------------------------------------  #   * Same as the above one.  #   ~ mission_id => "Line Five"  #--------------------------------------------------------------------  Mission_L5 = {  }  #--------------------------------------------------------------------  #   * Same as the above one.  #   ~ mission_id => "Line Six"  #--------------------------------------------------------------------  Mission_L6 = {  }  #--------------------------------------------------------------------  #   * Same as the above one.  #   ~ mission_id => "Line Seven"  #--------------------------------------------------------------------  Mission_L7 = {  }  #--------------------------------------------------------------------  #   * Same as the above one.  #   ~ mission_id => "Line Eight"  #--------------------------------------------------------------------  Mission_L8 = {  }  #--------------------------------------------------------------------  #   * Mission Set-up  #--------------------------------------------------------------------  Mission_Setup = trueend#----------------------------------------------------------------------#  * Game_Party#----------------------------------------------------------------------class Game_Party  #--------------------------------------------------------------------  #  * Attributes  #--------------------------------------------------------------------  attr_accessor :mission  #--------------------------------------------------------------------  #  * Alias Listings  #--------------------------------------------------------------------  alias leon_gp_mission_initialize initialize  #--------------------------------------------------------------------  #  * Object initialization  #--------------------------------------------------------------------  #  Leon_Edit  add an array for each mission in @mission.  #  [mission_id, 1]  #--------------------------------------------------------------------  def initialize        leon_gp_mission_initialize        @mission = {        0 => 1,        1 => 2,        2 => 3,        3 => 2        }  endend#--------------------------------------------------------------------#  * Ends Game_Party#--------------------------------------------------------------------#----------------------------------------------------------------------#  * Window_Missionhelp#----------------------------------------------------------------------class Window_Missionhelp < Window_Base  #--------------------------------------------------------------------  #  * Object Initialization  #--------------------------------------------------------------------  def initialize        super(0, 0, 400, 60)        self.contents = Bitmap.new(width - 32, height - 32)  end  #--------------------------------------------------------------------  #  * Update  #--------------------------------------------------------------------  def update(help_text)        self.contents.clear        self.contents.draw_text(0, 0, 440, 32, help_text)  end  end#----------------------------------------------------------------------#  * End Window_Missionhelp#----------------------------------------------------------------------#----------------------------------------------------------------------#  Window_MissionNum#----------------------------------------------------------------------class Window_MissionNum < Window_Base  #--------------------------------------------------------------------  #  * Object Initialization  #--------------------------------------------------------------------  def initialize        super(400, 0, 240, 64)        self.contents = Bitmap.new(width - 32, height - 32)        refresh  end    #--------------------------------------------------------------------  #  * Refresh  #--------------------------------------------------------------------  def refresh        self.contents.clear        mis = Mission_Menu        self.contents.font.color = system_color        self.contents.draw_text(0, 0, 120, 32, "Missions:")        self.contents.font.color = normal_color        @mission_comp = []        @mission_know = []        #Calls Mission number of completed missions        for i in 0...$game_party.mission.keys.size          if $game_party.mission[$game_party.mission.keys] == 3                @mission_comp.push(i)          end        end        #Calls Mission number of missions        for j in 0...$game_party.mission.keys.size          if $game_party.mission[$game_party.mission.keys[j]] > 1                @mission_know.push(j)          end        end        #if Mission_Setup is false...        if mis::Mission_Setup == false          if @mission_comp.size == $game_party.mission.size                self.contents.font.color = Color.new(40, 250, 40, 255)                self.contents.draw_text(0, 0, 208, 32, @mission_comp.size.to_s +                 "/" + $game_party.mission.size.to_s, 2)                self.contents.font.color = normal_color          else                self.contents.draw_text(0, 0, 208, 32, @mission_comp.size.to_s +                 "/" + $game_party.mission.size.to_s, 2)          end          #if Mission_Setup is true...        elsif mis::Mission_Setup == true          if @mission_comp.size == @mission_know.size                self.contents.font.color = Color.new(40, 250, 40, 255)                self.contents.draw_text(0, 0, 208, 32, @mission_comp.size.to_s +                 "/" + @mission_know.size.to_s, 2)                self.contents.font.color = normal_color          else                self.contents.draw_text(0, 0, 208, 32, @mission_comp.size.to_s +                 "/" + @mission_know.size.to_s, 2)          end        end  endend#----------------------------------------------------------------------#  * End Window_Missionnum#----------------------------------------------------------------------#----------------------------------------------------------------------#  Window_Missionlist#----------------------------------------------------------------------class Window_Missionlist < Window_Selectable  #--------------------------------------------------------------------  #  * Attribute listings  #--------------------------------------------------------------------  attr_accessor :mission  #--------------------------------------------------------------------  #  * Object Initialization  #--------------------------------------------------------------------  def initialize        super(0, 60, 260, 420)        self.contents = Bitmap.new(width - 32, height - 32)        self.index = 0        refresh  end  #--------------------------------------------------------------------  #  * Mission  #--------------------------------------------------------------------  def mission        return @data[self.index]  end  #--------------------------------------------------------------------  #  * Refresh  #--------------------------------------------------------------------  def refresh        if self.contents != nil          self.contents.dispose          self.contents = nil        end        mis = Mission_Menu        @data = []        for i in 0...$game_party.mission.keys.size          if $game_party.mission[$game_party.mission.keys] > 1                @data.push($game_party.mission.keys)          end        end        @item_max = @data.size        if @item_max > 0          self.contents = Bitmap.new(width - 32, row_max * 32)          for i in 0...@item_max                draw_item(i)          end        end  end  #--------------------------------------------------------------------  #  * Draw_Item  #--------------------------------------------------------------------  def draw_item(index)        mis = Mission_Menu        mission_name = @data[index]        x = 4        y = index * 32        rect = Rect.new(x, y, self.width - 32, 32)        self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))        if $game_party.mission[mission_name] == 3          self.contents.font.color = Color.new(40, 250, 40, 255)          self.contents.draw_text(x, y, 228, 32, mis::Mission_Name[mission_name])        else          self.contents.font.color = normal_color          self.contents.draw_text(x, y, 228, 32, mis::Mission_Name[mission_name])        end  end  end#----------------------------------------------------------------------#  * End Window_Missionlist#----------------------------------------------------------------------#----------------------------------------------------------------------#  Window_Missioncomp#----------------------------------------------------------------------class  Window_Missioncomp < Window_Base  #--------------------------------------------------------------------  #  * Object Initialization  #--------------------------------------------------------------------  def initialize(mission)        super(260, 365, 380, 115)        self.contents = Bitmap.new(width - 32, height - 32)        refresh(mission)  end  #--------------------------------------------------------------------  #  * Refresh  #--------------------------------------------------------------------  def refresh(mission)        self.contents.clear        self.contents.font.color = system_color        self.contents.draw_text(0, 52, 440, 32, "Status:")        self.contents.draw_text(170, 52, 440, 32, "Reward:")        self.contents.font.color = normal_color        #person place status reward        mis = Mission_Menu        if mis::Mission_Sprite.has_key?(mission)          if $game_party.mission[mission] > 1                self.contents.draw_text(36, 6, 440, 32,                 mis::Mission_Sprite[mission][2] + ", " + mis::Mission_Sprite[mission][3])                case $game_party.mission[mission]                when 1                  self.contents.draw_text(62, 52, 400, 32, "")                when 2                  self.contents.draw_text(62, 52, 400, 32, "Incomplete")                  self.contents.draw_text(242, 52, 138, 32, "Unknown")                when 3                  self.contents.font.color = Color.new(40, 250, 40, 255)                  self.contents.draw_text(62, 52, 400, 32, "Complete")                  self.contents.draw_text(242, 52, 138, 32, mis::Mission_Sprite[mission][4])                end                bitmap = RPG::Cache.character(mis::Mission_Sprite[mission][0],                 mis::Mission_Sprite[mission][1])                cw = bitmap.width / 4                ch = bitmap.height / 4                facing = 0                src_rect = Rect.new(0, facing * ch, cw, ch)                self.contents.blt(0, 0, bitmap, src_rect)          end        end  end    def clear        self.contents.clear  end  end#--------------------------------------------------------------------#  * Ends Window_Missioncomp#--------------------------------------------------------------------  #----------------------------------------------------------------------#  Window_Missiondesc#----------------------------------------------------------------------class Window_Missiondesc < Window_Base  #--------------------------------------------------------------------  #  * Object Initialization  #--------------------------------------------------------------------  def initialize(mission)        super(260, 60, 380, 305)        self.contents = Bitmap.new(width - 32, height - 32)  end  #--------------------------------------------------------------------  #  * Refresh  #--------------------------------------------------------------------  def refresh(mission)        self.contents.clear        mis = Mission_Menu        self.contents.draw_text(0, 0, 348, 32, mis::Mission_L1[mission].to_s)        self.contents.draw_text(0, 32, 348, 32, mis::Mission_L2[mission].to_s)        self.contents.draw_text(0, 64, 348, 32, mis::Mission_L3[mission].to_s)        self.contents.draw_text(0, 96, 348, 32, mis::Mission_L4[mission].to_s)        self.contents.draw_text(0, 128, 348, 32, mis::Mission_L5[mission].to_s)        self.contents.draw_text(0, 160, 348, 32, mis::Mission_L6[mission].to_s)        self.contents.draw_text(0, 192, 348, 32, mis::Mission_L7[mission].to_s)        self.contents.draw_text(0, 224, 348, 32, mis::Mission_L8[mission].to_s)        endend#--------------------------------------------------------------------#  * Ends Window_Missiondesc#--------------------------------------------------------------------#====================================#  Scene_MissionMenu#====================================class Scene_MissionMenu  #--------------------------------------------------------------------  #  * Object Initialization  #--------------------------------------------------------------------  def initialize(menu_index = 0)        @menu_index = menu_index  end  #--------------------------------------------------------------------  #  * Main  #--------------------------------------------------------------------  def main                @missionhelp_window = Window_Missionhelp.new        @missionlist_window = Window_Missionlist.new        @missionnum_window = Window_MissionNum.new        @missioncomp_window = Window_Missioncomp.new(@missionlist_window.mission)        @missiondesc_window = Window_Missiondesc.new(@missionlist_window.mission)        @mission = @missionlist_window.mission                @missiondesc_window.refresh(@missionlist_window.mission)        @missioncomp_window.refresh(@missionlist_window.mission)                Graphics.transition        loop do          Graphics.update          Input.update          update          if $scene != self                break          end        end        Graphics.freeze        @missionhelp_window.dispose        @missiondesc_window.dispose        @missioncomp_window.dispose        @missionlist_window.dispose        @missionnum_window.dispose  end  #--------------------------------------------------------------------  #  * Update  #--------------------------------------------------------------------  def update        mis = Mission_Menu        @missionlist_window.update        @missionnum_window.update        @missionhelp_window.update("Select a mission to see details.")        if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN) or Input.repeat?(Input::DOWN) or Input.repeat?(Input::UP)        @missiondesc_window.refresh(@missionlist_window.mission)        @missioncomp_window.refresh(@missionlist_window.mission)        end        if Input.trigger?(Input::B)          $game_system.se_play($data_system.cancel_se)          $scene = Scene_Map.new        end  end        end#--------------------------------------------------------------------#  * Ends Scene_Missionmenu#--------------------------------------------------------------------
no

By Kraft

***
3==D This is my bellend.
Rep:
Level 83
sorry for the mixed up bit,this should be better



#===================================
#  Leon's Mission Script v2.0
#----------------------------------------------------------------------
#  2006-09-22
=begin
Description:
I did a drastic overhaul on this Mission/Quest script to make it much better and user friendly.
Features:
There is 2 new features:
1.  If the user doesn't know of the mission, it doesn't appear in the list, nor does a slot for it.
2.  Completed missions are in green.
3.  Number of missions.  (X/Y)  X is completed missions, Y can be either known missions,
or your game's total missions.  Set Mission_Setup to 'true' if you want known missions,
false for total.
Instructions:
Put it above main.
The instructions have changed alot more than the features.  Just go through
the short list below, and you'll know.  Just remember, go in order, and if you have 10
different missions in 1 spot, you must have the same number in each other segment
of the module, with the exception of the lines of text.  (Yes, i made that one all the easier.)
Changing the status of the missions is different than before as well.
$game_party.mission[mission_id] = x
Mission ID:  The ID of the mission, as defined in the module.  In this example,
"Lost Cat" would be 0
X:
1 = they do not know the mission exists.  This is optional, unless they forget a mission.
2 = they know the mission, but it is incomplete
3 = the mission is complete.
BY DEFAULT, ALL MISSIONS ARE UNKNOWN unless specified in the script before the game begins.
Do NOT post my work in any other forums without my permission, and NEVER take credit
for my work.
=end
#==================================
#  ** Mission_Menu
#==================================
module Mission_Menu
#--------------------------------------------------------------------
#  * Mission Name-  Write the mission number, and the name you want to appear.
#  ~ mission_id => "mission name"
#--------------------------------------------------------------------
Mission_Name = {
0 => "Lost Cat",
1 => "Old Blade",
2 => "Seize Sentries",
3 => "Hidden Heirloom",
4 => "A Gooey Mess.",
5 => "Hidden Horror"
}
#--------------------------------------------------------------------
#   * Mission_Sprite.  holds data on the name of the sprite, it's hue, name, locale, and
#   * reward all in one.
#   ~ mission_id => ["sprite name", hue, name, location, Reward]
#--------------------------------------------------------------------
Mission_Sprite = {
0 => ["113-Civilian13", 330, "Amy", "Logres", "Potion x 3"],
1 => ["005-Fighter05", 0, "L'eric", "Logres", "Rusty Sword"],
2 => ["002-Fighter02", 0, "Wallace", "Resistance H.Q.", "500 Gold"],
3 => ["122-Civilian22", 30, "Old Woman", "Cyris Home", "Sound Effect"],
4 => ["011-Lancer03", 0, "Soldier", "Cyris Barracks", "Kite Shield"],
5 => ["006-Fighter06", 0, "Lady", "Cyris", "Lion's Head Earring"]
 }
#--------------------------------------------------------------------
#   * Defines the mission.  Remember, if it is too long for 1 line, you can drop it
#   * down to line 2.
#   ~ mission_id => "Line One"
#--------------------------------------------------------------------
Mission_L1 = {
0 => "Amy has lost her cat and needs help",
1 => "Somebody said they saw L'eric's blade",
2 => "Head north toward enemy territory, and",
3 => "Seek out the caverns south of Cyris.  There",
4 => "A monster to the west of the town every",
5 => "Somewhere in the Belin Caverns, there is a"
}
#--------------------------------------------------------------------
#   * Same as the above one.
#   ~ mission_id => "Line Two"
#--------------------------------------------------------------------
Mission_L2 = {
0 => "finding him.  He likes to play in the",
1 => "just south of here by the river.  He ",
2 => "capture two sentry towers.  Be careful ",
3 => "you will find a blue chest.  Retrieve its",
4 => "now and then terrorizes the caravans.",
5 => "creature holding an item the lady in"
}
#--------------------------------------------------------------------
#   * Same as the above one.
#   ~ mission_id => "Line Three"
#--------------------------------------------------------------------
Mission_L3 = {
0 => " North East side of Tiberian Plains.",
1 => "wants Will to confirm the story, and",
2 => "and don't get caught.  Return to Wallace",
3 => "contents and bring it back to the old",
4 => "A soldier in the barracks has asked you",
5 => "Cyris is looking for.  She said the monster"
}
#--------------------------------------------------------------------
#   * Same as the above one.
#   ~ mission_id => "Line Four"
#--------------------------------------------------------------------
Mission_L4 = {
1 => "if it is true, bring back the sword.",
2 => "once this job is complete.",
3 => "woman.",
4 => "to exterminate it.",
5 => "would be hiding."
}
#--------------------------------------------------------------------
#   * Same as the above one.
#   ~ mission_id => "Line Five"
#--------------------------------------------------------------------
Mission_L5 = {
}
#--------------------------------------------------------------------
#   * Same as the above one.
#   ~ mission_id => "Line Six"
#--------------------------------------------------------------------
Mission_L6 = {
}
#--------------------------------------------------------------------
#   * Same as the above one.
#   ~ mission_id => "Line Seven"
#--------------------------------------------------------------------
Mission_L7 = {
}
#--------------------------------------------------------------------
#   * Same as the above one.
#   ~ mission_id => "Line Eight"
#--------------------------------------------------------------------
Mission_L8 = {
}
#--------------------------------------------------------------------
#   * Mission Set-up
#--------------------------------------------------------------------
Mission_Setup = true
end
#----------------------------------------------------------------------
#  * Game_Party
#----------------------------------------------------------------------
class Game_Party
#--------------------------------------------------------------------
#  * Attributes
#--------------------------------------------------------------------
attr_accessor :mission
#--------------------------------------------------------------------
#  * Alias Listings
#--------------------------------------------------------------------
alias leon_gp_mission_initialize initialize
#--------------------------------------------------------------------
#  * Object initialization
#--------------------------------------------------------------------
#  Leon_Edit  add an array for each mission in @mission.
#  [mission_id, 1]
#--------------------------------------------------------------------
    def initialize
          leon_gp_mission_initialize
          @mission = {
          0 => 1,
          1 => 2,
          2 => 3,
          3 => 2
          }

  end
end
#--------------------------------------------------------------------
#  * Ends Game_Party
#--------------------------------------------------------------------
#----------------------------------------------------------------------
#  * Window_Missionhelp
#----------------------------------------------------------------------
class Window_Missionhelp < Window_Base
  #--------------------------------------------------------------------
  #  * Object Initialization
  #-------------------------------------------------------------------
  def initialize
         super(400, 0, 240, 64)
         self.contents = Bitmap.new(width - 32, height - 32)
         refresh
end
#--------------------------------------------------------------------
#  * Refresh
#--------------------------------------------------------------------
def refresh
        self.contents.clear       
        mis = Mission_Menu       
        self.contents.font.color = system_color       
        self.contents.draw_text(0, 0, 120, 32, "Missions:")       
        self.contents.font.color = normal_color       
        @mission_comp = []       
        @mission_know = []       
        #Calls Mission number of completed missions       
        for i in 0...$game_party.mission.keys.size         
           if $game_party.mission[$game_party.mission.keys] == 3               
                  @mission_comp.push(i)
            end
         end
         #Calls Mission number of missions       
         for j in 0...$game_party.mission.keys.size       
            if $game_party.mission[$game_party.mission.keys[j]] > 1
                     @mission_know.push(j)
            end
         end
         #if Mission_Setup is false...



nah,it's too long,someone else sort it out plz




no

By Kraft

*
Rep:
Level 97
2014 Most Unsung Member2014 Best RPG Maker User - Engine2013 Best RPG Maker User (Scripting)2012 Best Member2012 Best RPG Maker User (Scripting)2012 Favorite Staff Member2012 Most Mature MemberSecret Santa 2012 ParticipantProject of the Month winner for July 20092011 Best Veteran2011 Favourite Staff Member2011 Most Mature Member2011 Best RPG Maker User (Scripting)2011 Best Use of Avatar and Signature Space2010 Most Mature Member2010 Favourite Staff Member
I'm just going to lock this topic. Use code tags or attach a text document next time please.

Also, did you ask permission from Leon to post this script?

If not, you should.

*
Rep:
Level 94
2012 Most Attractive Male MemberSecret Santa 2012 ParticipantProject of the Month winner for June 20092010 Best Counsel
This is going to get good soon. I just have a feeling. I'll probably miss it though.