[VXA] Quest Journal 1.0.3

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Please post your quests.

Copy and paste them, using the code tags -

Code: [Select]
It will look like this.

[code] Code in here [/code]
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Every time I try run the game this error appears, I have tried deleting the comments but that never worked so I just inputted the whole thing back into the script editor and error still appears. Any ideas?

Thanks
DEAD KARL

It looks like you're copying it in such a way as to also copy the line numbers. If you're copying the script from Pastebin, just click the brown clipboard icon at the top. It's the third one over. See the picture below. The button has a red rectangle around it.

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Every time I try run the game this error appears, I have tried deleting the comments but that never worked so I just inputted the whole thing back into the script editor and error still appears. Any ideas?

Thanks
DEAD KARL

It looks like you're copying it in such a way as to also copy the line numbers. If you're copying the script from Pastebin, just click the brown clipboard icon at the top. It's the third one over. See the picture below. The button has a red rectangle around it.

Thanks that worked, how is it we open the quest menu?
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Well, it is embedded into the menu by default, so you can access it from there. See lines 137-144, 196-201, and 236-246 for alternative ways to access it.

However, the quest journal is inaccessible until the player actually has a quest to look at. So you need to reveal the objective of at least one quest before it can be opened.

If you don't like that restriction, then you can go to the 2nd last line of the script. It currently shows:

Code: [Select]
  "!$game_system.quest_access_disabled && !$game_party.quests.list.empty?",

If you want the quest menu to be accessible before there are any quests, you can change it to:

Code: [Select]
  "!$game_system.quest_access_disabled",
« Last Edit: November 12, 2014, 01:21:50 AM by modern algebra »

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If I have something I not happen, and I found nothing on the net, I give up, on one side you have the same as a stable version and bug free.

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I am slightly confused, where about in my game would I put this code:

"q[:name]              = "Runaway Bride"


      q[:level]             = 3


      q[:icon_index]        = 7


      q[:description]       = "A local woman was abducted by bandits on the night of her wedding."


      q[:objectives][0]     = "Talk to Boris"


      q[:objectives][1]     = "Search the Haunted Woods for Boris' wife, Ladia"


      q[:objectives][2]     = "Slay the Bandits"


      q[:objectives][3]     = "Escort Ladia back to Boris"


      q[:prime_objectives]  = [1, 2]


      q[:custom_categories] = []


      q[:banner]            = ""


      q[:banner_hue]        = 0


      q[:client]            = "Boris"


      q[:location]          = "The Haunted Woods"


      q[:common_event_id]   = 0


      q[:rewards]           = [


        [:item, 1, 3],


        [:gold, 500],


      ]


      q[:layout]            = false"
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I believe it all stays in the script. Starting after the sample quest, you make one of those for each quest you intend to have in the game, under the editable region. Be sure to change the number in "when #" at the top, so the game knows to distinguish which quest you are on.

You then should activate the quest by script call command, using the ID # you set for it after "when".

*edit*

It should end up looking something like this (taken from the script):

Spoiler for:
Code: [Select]
    when 1 # Quest 1 - SAMPLE QUEST
      q[:name]              = "Runaway Bride"
      q[:level]             = 3
      q[:icon_index]        = 7
      q[:description]       = "A local woman was abducted by bandits on the night of her wedding."
      q[:objectives][0]     = "Talk to Boris"
      q[:objectives][1]     = "Search the Haunted Woods for Boris' wife, Ladia"
      q[:objectives][2]     = "Slay the Bandits"
      q[:objectives][3]     = "Escort Ladia back to Boris"
      q[:prime_objectives]  = [1, 2]
      q[:custom_categories] = []
      q[:banner]            = ""
      q[:banner_hue]        = 0
      q[:client]            = "Boris"
      q[:location]          = "The Haunted Woods"
      q[:common_event_id]   = 0
      q[:rewards]           = [
        [:item, 1, 3],
        [:gold, 500],
      ]
      q[:layout]            = false
     
    when 2 # Quest 2 - yuyu's Sample
      q[:name]              = "Uncle Boe's Cabin"
      q[:level]             = 5
      q[:icon_index]        = 25
      q[:description]       = "boe demands repremands from the pale folk."
      q[:objectives][0]     = "Bring boe a peace offering."
      q[:objectives][1]     = "Locate a human sacrifice."
      q[:objectives][2]     = "Give boe all your monies."
      q[:objectives][3]     = "Make boe a key lime, cherry-topped pie for his birthday."
      q[:prime_objectives]  = [1, 2]
      q[:custom_categories] = []
      q[:banner]            = ""
      q[:banner_hue]        = 0
      q[:client]            = "boe"
      q[:location]          = "boe's cabin"
      q[:common_event_id]   = 0
      q[:rewards]           = [
        [:item, 2, 5],
        [:gold, 1],
      ]
      q[:layout]            = false

You can just copy/paste the sample, and edit it to create a new quest. ;]
« Last Edit: December 15, 2014, 12:04:00 AM by yuyu! »
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I believe it all stays in the script. Starting after the sample quest, you make one of those for each quest you intend to have in the game, under the editable region. Be sure to change the number in "when #" at the top, so the game knows to distinguish which quest you are on.

You then should activate the quest by script call command, using the ID # you set for it after "when".

*edit*

It should end up looking something like this (taken from the script):

Spoiler for:
Code: [Select]
    when 1 # Quest 1 - SAMPLE QUEST
      q[:name]              = "Runaway Bride"
      q[:level]             = 3
      q[:icon_index]        = 7
      q[:description]       = "A local woman was abducted by bandits on the night of her wedding."
      q[:objectives][0]     = "Talk to Boris"
      q[:objectives][1]     = "Search the Haunted Woods for Boris' wife, Ladia"
      q[:objectives][2]     = "Slay the Bandits"
      q[:objectives][3]     = "Escort Ladia back to Boris"
      q[:prime_objectives]  = [1, 2]
      q[:custom_categories] = []
      q[:banner]            = ""
      q[:banner_hue]        = 0
      q[:client]            = "Boris"
      q[:location]          = "The Haunted Woods"
      q[:common_event_id]   = 0
      q[:rewards]           = [
        [:item, 1, 3],
        [:gold, 500],
      ]
      q[:layout]            = false
     
    when 2 # Quest 2 - yuyu's Sample
      q[:name]              = "Uncle Boe's Cabin"
      q[:level]             = 5
      q[:icon_index]        = 25
      q[:description]       = "boe demands repremands from the pale folk."
      q[:objectives][0]     = "Bring boe a peace offering."
      q[:objectives][1]     = "Locate a human sacrifice."
      q[:objectives][2]     = "Give boe all your monies."
      q[:objectives][3]     = "Make boe a key lime, cherry-topped pie for his birthday."
      q[:prime_objectives]  = [1, 2]
      q[:custom_categories] = []
      q[:banner]            = ""
      q[:banner_hue]        = 0
      q[:client]            = "boe"
      q[:location]          = "boe's cabin"
      q[:common_event_id]   = 0
      q[:rewards]           = [
        [:item, 2, 5],
        [:gold, 1],
      ]
      q[:layout]            = false

You can just copy/paste the sample, and edit it to create a new quest. ;]

Thanks for the help, but minutes after posting that I found a video explaining it. Bu thank you anyway for taking time out of your day to explain it. Means a lot :)
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No prob :) it was worth getting to make my stupid sample quest :V I hope boe-san rikes it
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(Sorry, had this posted in the VX forum by mistake. I'm using Ace)

I'm having an issue with the most recent quest I coded in. The "Rewards" line is appearing overlapping the last line of the objectives. None of the other few I have do this. Here is a side-by-side comparison:

http://imgur.com/zSbMvIi
http://imgur.com/cr1cOp1

I have the screen set to 640 x 480 through Yanfly's Core Engine, and am using Taurus' Fullscreen++. I don't believe anything else I'm using should affect the screen layout.

Here is the script for the quest that shows up wrong:

when 1004 #Apartment Side Quest
   q[:name] = "Laundry 'Adventure'"
   q[:level] = 1
   q[:icon_index] = 154
   q[:description] = "Get the laundry from the dryer!"
   q[:objectives][0] = "Get the laundry from the laundry room."
   q[:objectives][1] = "Bring them to apartment 2B."
   q[:prime_objectives] = [0,1]
   q[:client] = "Man in apartment 2B"
   q[:location] = "Your apartment building"
   q[:rewards] = [
      [:exp, 150],
      [:gold, 60],
      [:item, 8, 1] #tentative
   ]
   q[:layout] = false

Edit: I think I know what's going on. When I changed the screen resolution, I neglected to change the column widths in the quest journal script. I think it's drawing the rewards line where it thinks it should be based on the resolution, rather than where the text actually would place it based on the column widths. I'll try this when I get home and post.

New Edit: I changed Basic_Data_Width by adding the difference between the default resolution width (544) and the one I was using (640) assuming this would make the right column bigger and hopefully fix this issue. It didn't; the words still wrap at the same places and the Rewards line still overlaps the text in that one quest. Someone please help, this is really bumming me out!
« Last Edit: January 06, 2015, 03:04:29 AM by Japhasca »
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Having some problems with this.

Get this error
Code: [Select]
Can't convert true into integer

The only script I've used is this in one event:
Code: [Select]
reveal_objective(1, 0)

Nothing else has been altered. It's a fresh install of the script.

Any help appreciated, thanks.

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Maybe try

Code: [Select]
reveal_objective(1, 0, 0, 0)
&&&&&&&&&&&&&&&&

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The best script I've ever seen on VXA.

Great job.
Perfection?!

Meh.

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Hellos, I would like to know how to customize a category?
Ha is the Ace Quest Project Manager, is no longer updated, I grieve, but lack of time.
Someone told me that there was a forgets '[' when the script generates.
Just that, but I would have in the quest menu, this: "Main", "Secondary" "Finish"," Fail ", I had trouble to use the custom category.
The main quest in "Main", secondary quest in "Secondary", etc ...
Thank you in advance!

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Thanks smeros.

Hellos, I would like to know how to customize a category?
Ha is the Ace Quest Project Manager, is no longer updated, I grieve, but lack of time.
Someone told me that there was a forgets '[' when the script generates.
Just that, but I would have in the quest menu, this: "Main", "Secondary" "Finish"," Fail ", I had trouble to use the custom category.
The main quest in "Main", secondary quest in "Secondary", etc ...
Thank you in advance!

Try following the steps that I outline here: http://rmrk.net/index.php?topic=45127.msg541216#msg541216

Let me know if there is anything you don't understand.
« Last Edit: February 14, 2015, 03:52:45 PM by modern algebra »

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Thank you, I just trick here:
Code: [Select]
      SORT_TYPE = {
        :all =>      :id,       # Sort type for the All Quests category
        :active =>   :change,   # Sort type for the Active Quests category
        :complete => :complete, # Sort type for the Complete Quests category
        :failed =>   :failed,   # Sort type for the Failed Quests category
        :secondaire => :change,
        :principal => :change,
      } # <= Do not touch.
I put this:
Code: [Select]
        :secondaire => :secondaire,
        :principal => :principal,
Thank you Modern Algebra, if I find my Ace Manager Quest project, I will add this feature!

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Hi, Modern Algebra! Thanks for the wonderful journal, I think this is the best quest script.  ;)

I hava an answer:
1) Yes, but you have to do it manually. When you complete the quest, you can use the following code:

Code: [Select]
quest(4).custom_categories.clear

That would remove Quest 4 from all custom categories. Just replace the 4 with the ID of whatever quest you're completing.

Can i use this script call to remove a quest from :all and :active quest to put in a custom category?
The quest is already in the custum category. I suppose to change "custom_categories" with another code.

I'm sorry for my bad english.

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 HI first thing love your script. Design and all is very well thought and done!

I'm using mog's monogatari menu system (from moghunter/atelier-rgss) but when im going to the quest button and try to enter i get this error



Code: [Select]
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      # * Category OK
      #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      def on_category_ok; @quest_list_window.activate; end

Can you tell me what im doing wrong or how can i make it work with this menu system i attached menu script also.

EDIT: managed to get it to work had to delete .active and works now. NEW PROBLEM when the quest journal shows it has the default skin.

how can i make it so it blends in and looks nice like then the whole menu?

Thank you

EDIT 2: attached the images that go in to graphics folder to make the whole menu work sry just  only now remembered
« Last Edit: April 18, 2015, 10:50:40 PM by MoonStar »

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 BUMP!

 Can anyone tell me how to put the same skin from the menu system or at least how can i remove the quest category and quest list window?

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Code: [Select]
#  WINDOWSKIN - The windowskin for each window in the Quest scene. It must
  # refer to a graphic in the System folder of Graphics. If set to false, then
  # it will use whatever windowskin is default. If you are using a script which
  # lets the player choose the windowskin, false is the recommended value.
  WINDOWSKIN = false
  #  WINDOW_TONE - The tone for each window. It must be an array in the form:
  #      WINDOW_TONE = [red, green, blue, gray]
  # gray can be excluded, but the other three must be present. If you set this
  # value to false, then the windows will have whatever tone is default.
  WINDOW_TONE = false
  #  WINDOW_OPACITY - The opacity of the windows in the Quest scene. If set to
  # false, it will use the default opacity for windows.
  WINDOW_OPACITY = false
  #  BG_PICTURE - This is a string referring to a picture in the Picture folder
  # of Graphics. If set to "", then there will be no picture. Otherwise, it
  # will display the selected picture below the windows but above the map in
  # the Quest scene.
&&&&&&&&&&&&&&&&

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 boe

 Yes its already like this and i still cant make it look like the menu or remove the 2 windows

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I guess try replacing that with

Code: [Select]
self.windowskin = Cache.system("Window")
Replace Window with the name of your windowskin.
So if your windowskin is named Fartbabby it would be
Code: [Select]
self.windowskin = Cache.system("Fartbabby")

If that doesn't work then try

Code: [Select]
windowskin = Cache.system("Window")
Again, replacing Window with the name of your windowskin.
Like I said before, if your windowskin is named Fartbabby it would be
Code: [Select]
windowskin = Cache.system("Fartbabby")
&&&&&&&&&&&&&&&&

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I guess try replacing that with

Code: [Select]
self.windowskin = Cache.system("Window")
Replace Window with the name of your windowskin.
So if your windowskin is named Fartbabby it would be
Code: [Select]
self.windowskin = Cache.system("Fartbabby")

If that doesn't work then try

Code: [Select]
windowskin = Cache.system("Window")
Again, replacing Window with the name of your windowskin.
Like I said before, if your windowskin is named Fartbabby it would be
Code: [Select]
windowskin = Cache.system("Fartbabby")

Ok that worked but now all the text suppose to be there is gone


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 Bump!

 How do i make the text appear or how do i make the 2 windows (quest category and quest list) in the default normal view.