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[VXA] Quest Journal 1.0.3

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Level 52
RMRK Junior
Edit line 2257 to expand the text width
Code: [Select]
draw_text(x + w - 40, y, this_space, line_height, sprintf(QuestData::VOCAB[:reward_amount], amount), 2)
Spoiler for "More About Vindaca":

Spoiler for "General Prices":
You can also build packages containing multiple resources. (Package prices are not included.)


Music

Basic Songs = $20 - $50 USD
Advanced Songs = $100+


Graphics
32 x 32, 4 Directional Sprite = $7 USD each / $50 USD per sheet
64 x 32, 4 Directional Sprite = $10 USD each / $60 USD per sheet
Backgrounds = $10 - $40 USD
Tilesets = $5 each / $20 - $50 USD per group
(depending on types of tilesets)
Iconset = $5 each / $35 - $80 if buying more then 10
(depending on quantity)
Windowskins = $7 each


Animations
Titles = $20+ USD (Depending on complexity)
Backgrounds= $20+ USD (Depending on complexity)
Regular Evented Scenes = $40+ USD each (Depending on complexity)
Parallax Scenes = $60+ USD each (Depending on complexity)
CG  = $300+ USD (Depending on complexity)
Maps

Basic Map Design = $7 USD each
Advanced Map Design = $10+ USD (Depending on complexity)
Scripts

Basic Custom Menu Script = $60 - $100 USD
More Advanced Menu Script = $120 - $300 USD (Animated, ext.)
Mini-games = $100 - $300 USD (Depending on complexity)
I am willing to build a custom card game if specifications are given Commissioned out E.T.A. 3 - 6 months
Battle Systems = $100 - $300 USD (Depending on complexity) Commissioned out E.T.A. 3 - 6 months
Others Scripts = $80 - $300 USD (Depending on complexity)

We are also willing to build games for you with as little or as much direction as you want. (Prices vary depending on complexity of game)
If you want to use your resources in multiple titles there is an additional charge of half the cost of the resource. (Prices vary depending on packages)
I require half of the total cost of any projects up front and the other half before completion.
If a project is finished and not picked up within 1 month of notification,
your resources will be resold and no money will be refunded.


**
Rep: +0/-0Level 40
StoryTeller
I've changed it to this:

Code: [Select]
draw_text(x + w - 40, y, 80, line_height, sprintf(QuestData::VOCAB[:reward_amount], amount), 2)

But nothing happened. It's weird because if you notice the screens i've posted, you will noitice that the gold word, apart from being small, is also cutted.
Thanks a lot for the help so far. Maybe i did something wrong too. And this line in my script is the line 2434, and i am using version 1.0.3  :).

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This line is the third line above that one. 20 should do it.
Code: [Select]
draw_item_name(item, x, y, true, w - change_this_number)

That was actually the code for the values. Sorry  ;D
Spoiler for "More About Vindaca":

Spoiler for "General Prices":
You can also build packages containing multiple resources. (Package prices are not included.)


Music

Basic Songs = $20 - $50 USD
Advanced Songs = $100+


Graphics
32 x 32, 4 Directional Sprite = $7 USD each / $50 USD per sheet
64 x 32, 4 Directional Sprite = $10 USD each / $60 USD per sheet
Backgrounds = $10 - $40 USD
Tilesets = $5 each / $20 - $50 USD per group
(depending on types of tilesets)
Iconset = $5 each / $35 - $80 if buying more then 10
(depending on quantity)
Windowskins = $7 each


Animations
Titles = $20+ USD (Depending on complexity)
Backgrounds= $20+ USD (Depending on complexity)
Regular Evented Scenes = $40+ USD each (Depending on complexity)
Parallax Scenes = $60+ USD each (Depending on complexity)
CG  = $300+ USD (Depending on complexity)
Maps

Basic Map Design = $7 USD each
Advanced Map Design = $10+ USD (Depending on complexity)
Scripts

Basic Custom Menu Script = $60 - $100 USD
More Advanced Menu Script = $120 - $300 USD (Animated, ext.)
Mini-games = $100 - $300 USD (Depending on complexity)
I am willing to build a custom card game if specifications are given Commissioned out E.T.A. 3 - 6 months
Battle Systems = $100 - $300 USD (Depending on complexity) Commissioned out E.T.A. 3 - 6 months
Others Scripts = $80 - $300 USD (Depending on complexity)

We are also willing to build games for you with as little or as much direction as you want. (Prices vary depending on complexity of game)
If you want to use your resources in multiple titles there is an additional charge of half the cost of the resource. (Prices vary depending on packages)
I require half of the total cost of any projects up front and the other half before completion.
If a project is finished and not picked up within 1 month of notification,
your resources will be resold and no money will be refunded.


**
Rep: +0/-0Level 40
StoryTeller
Really weird...i tryed a lot of values (Starting from 20), but the cut in the words is exactly at the same place from my screens. It didnt change a thing at all :o.
It's like both "Reward" and "gold" words are being cut only in the reward section, but if it was a width problem, why is the gold word also being cutted since it's a very small word?
 
 And thanks for the help so far Vindaca, i really appreciate.

*
Rep:
Level 52
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It has to do with the text's width vs the font's width. That font is Italic so the text letters are a little bit wider. I will keep working on it for you though.

** Do you think you can set up a demo. It would make things a lot easier.
« Last Edit: October 19, 2013, 05:12:29 AM by vindaca »
Spoiler for "More About Vindaca":

Spoiler for "General Prices":
You can also build packages containing multiple resources. (Package prices are not included.)


Music

Basic Songs = $20 - $50 USD
Advanced Songs = $100+


Graphics
32 x 32, 4 Directional Sprite = $7 USD each / $50 USD per sheet
64 x 32, 4 Directional Sprite = $10 USD each / $60 USD per sheet
Backgrounds = $10 - $40 USD
Tilesets = $5 each / $20 - $50 USD per group
(depending on types of tilesets)
Iconset = $5 each / $35 - $80 if buying more then 10
(depending on quantity)
Windowskins = $7 each


Animations
Titles = $20+ USD (Depending on complexity)
Backgrounds= $20+ USD (Depending on complexity)
Regular Evented Scenes = $40+ USD each (Depending on complexity)
Parallax Scenes = $60+ USD each (Depending on complexity)
CG  = $300+ USD (Depending on complexity)
Maps

Basic Map Design = $7 USD each
Advanced Map Design = $10+ USD (Depending on complexity)
Scripts

Basic Custom Menu Script = $60 - $100 USD
More Advanced Menu Script = $120 - $300 USD (Animated, ext.)
Mini-games = $100 - $300 USD (Depending on complexity)
I am willing to build a custom card game if specifications are given Commissioned out E.T.A. 3 - 6 months
Battle Systems = $100 - $300 USD (Depending on complexity) Commissioned out E.T.A. 3 - 6 months
Others Scripts = $80 - $300 USD (Depending on complexity)

We are also willing to build games for you with as little or as much direction as you want. (Prices vary depending on complexity of game)
If you want to use your resources in multiple titles there is an additional charge of half the cost of the resource. (Prices vary depending on packages)
I require half of the total cost of any projects up front and the other half before completion.
If a project is finished and not picked up within 1 month of notification,
your resources will be resold and no money will be refunded.


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Thanks for helping out vindaca. The line you identified is engaged only when drawing item rewards though, not string rewards or gold rewards.

For those, the draw_basic_data method is engaged, and the problem is because the text_size method does not accurately calculate the size of words for the font Nosleinad is using.

To "fix" it, you need to find this method:

Code: [Select]

  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Basic Data
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def draw_basic_data(y, icon_index, vocab, value)
    w = contents_width
    w = QuestData::BASIC_DATA_WIDTH if QuestData::BASIC_DATA_WIDTH.between?(1, w)
    x = (contents_width - w) / 2
    unless icon_index == 0
      draw_icon(icon_index, x, y)
      x += 24
      w -= 24
    end
    tw = text_size(vocab).width
    change_color(text_color(QuestData::COLOURS[:basic_label]))
    draw_text(x, y, tw, line_height, vocab)
    change_color(text_color(QuestData::COLOURS[:basic_value]))
    draw_text(x + tw, y, w - tw, line_height, value, 2)
  end

You can try changing this line:

Code: [Select]
    tw = text_size(vocab).width

to something like:

Code: [Select]
    tw = w - 40

But no guarantee that that's enough. And, more problematically, whatever width you choose, the width in which the value will be drawn will also be changed. Feel free to play around with it though.

**
Rep: +0/-0Level 40
StoryTeller
  Seems like no matter what value i set, it messes the rewards text or the [:client] and [:location] texts. The catch is that i added an option for the player to change the fonts at the system options, so the player can choose which font he likes best (it changes a switch that activates a commom event) and stick with it. Here's the commom event and the zalerinian font changer script:

http://imageshack.us/photo/my-images/822/3avn.jpg/

Code: [Select]
module Fonts
Original_Fonts = [ "VL Gothic", "Verdana", "Arial", "Courier New"]

def self.add_font(font_name, bold = false)
return if Font.default_name[0] == font_name
if font_name == "ORIGINAL_FONTS" then
Font.default_name = Original_Fonts
return
end
Font.default_bold = bold
puts "Bold set to " + Font.default_bold.to_s + "!"
Font.default_name.unshift(font_name)
puts "New Font System: " + Font.default_name.to_s + "\n\n"
end

def self.set_size(size)
Font.default_size = size
puts "Font size set to: " + Font.default_size.to_s
end

def self.set_bold(value)
if value == true || value == false
Font.default_bold = value
end
end

def self.remove_first
if Font.default_name.size == 1 then
puts "You should save at least one font, you know."
else
Font.default_name.shift
end
end
end

class Window_Base < Window
def line_height
return Font.default_size
end
end

class Window_Base < Window
alias convert_e_chars convert_escape_characters
def convert_escape_characters(text)
result = text.to_s.clone
result.gsub!(/\\F\[(\w+)\]/i) { Fonts.add_font($1) }
convert_e_chars(result)
end
end

  Would it be doable (not much work) to make the quest scene stay fixed at the default font? From my undersandings of the possible solution, this seems to be the most straightforward. I can make a demo with all my scripts if it helps this different solution to be made easier.
   

And lastly, i found this bug with the 1.0.3 version of the quest scene. I think this one shall be much easier to solve than that font incompability.

Bug:

  The :gold and :exp are having it's texts exchanged between each other in the reward section of the quest scene. The icon and values are working allright, but when i set a reward to be :gold, it writes "XP" in the quest scene, and vice-versa.

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@MA~ No problem. I know you have been in and out, so, I figured I'd help out.

@Nosleinad~
To answer your question about the font not being affected with that script try switching the order of the scripts on the list. Most of the time that will fix it otherwise it might take a small bit of coding.

As far as the words being switched make sure that you have them named right inside of the module first. It should be around line 355. I'm not sure thought that is in the newest update.
« Last Edit: October 19, 2013, 10:20:46 PM by vindaca »
Spoiler for "More About Vindaca":

Spoiler for "General Prices":
You can also build packages containing multiple resources. (Package prices are not included.)


Music

Basic Songs = $20 - $50 USD
Advanced Songs = $100+


Graphics
32 x 32, 4 Directional Sprite = $7 USD each / $50 USD per sheet
64 x 32, 4 Directional Sprite = $10 USD each / $60 USD per sheet
Backgrounds = $10 - $40 USD
Tilesets = $5 each / $20 - $50 USD per group
(depending on types of tilesets)
Iconset = $5 each / $35 - $80 if buying more then 10
(depending on quantity)
Windowskins = $7 each


Animations
Titles = $20+ USD (Depending on complexity)
Backgrounds= $20+ USD (Depending on complexity)
Regular Evented Scenes = $40+ USD each (Depending on complexity)
Parallax Scenes = $60+ USD each (Depending on complexity)
CG  = $300+ USD (Depending on complexity)
Maps

Basic Map Design = $7 USD each
Advanced Map Design = $10+ USD (Depending on complexity)
Scripts

Basic Custom Menu Script = $60 - $100 USD
More Advanced Menu Script = $120 - $300 USD (Animated, ext.)
Mini-games = $100 - $300 USD (Depending on complexity)
I am willing to build a custom card game if specifications are given Commissioned out E.T.A. 3 - 6 months
Battle Systems = $100 - $300 USD (Depending on complexity) Commissioned out E.T.A. 3 - 6 months
Others Scripts = $80 - $300 USD (Depending on complexity)

We are also willing to build games for you with as little or as much direction as you want. (Prices vary depending on complexity of game)
If you want to use your resources in multiple titles there is an additional charge of half the cost of the resource. (Prices vary depending on packages)
I require half of the total cost of any projects up front and the other half before completion.
If a project is finished and not picked up within 1 month of notification,
your resources will be resold and no money will be refunded.


**
Rep: +0/-0Level 40
StoryTeller
Hi again Vindaca ;).

 You're right about the module part, my bad. I really changed the words, stopped a bit with my project and when i came back i didnt remember this part of the script  :o.
 About the new font not being applied to the quest scene, unfortunatelly it's not a simple matter of order (I tryed it b4 rsrs). I will try to do somethings here, and if i can't solve it, i will be willing to make a comissioned work if you guys accept (i will negotiate via PM).
 Thanks a lot for the amazing help guys.

Off topic: Vindaca, for some odd reason your forum avatar resembles the face of a colossus of the game "Shadow of Colossus".  :P
« Last Edit: October 20, 2013, 12:31:42 AM by Nosleinad »

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lol, Yeah I guess it does, I never noticed that. I loved that game too. It's actually a couple waterfalls and a river. I wont be using that title any more though now that I wrote my animated title script.

I glad I could help with that, we all make mistakes. I know I've made my fair share.
If MA doesn't take the commission PM me and I can help you out.
Spoiler for "More About Vindaca":

Spoiler for "General Prices":
You can also build packages containing multiple resources. (Package prices are not included.)


Music

Basic Songs = $20 - $50 USD
Advanced Songs = $100+


Graphics
32 x 32, 4 Directional Sprite = $7 USD each / $50 USD per sheet
64 x 32, 4 Directional Sprite = $10 USD each / $60 USD per sheet
Backgrounds = $10 - $40 USD
Tilesets = $5 each / $20 - $50 USD per group
(depending on types of tilesets)
Iconset = $5 each / $35 - $80 if buying more then 10
(depending on quantity)
Windowskins = $7 each


Animations
Titles = $20+ USD (Depending on complexity)
Backgrounds= $20+ USD (Depending on complexity)
Regular Evented Scenes = $40+ USD each (Depending on complexity)
Parallax Scenes = $60+ USD each (Depending on complexity)
CG  = $300+ USD (Depending on complexity)
Maps

Basic Map Design = $7 USD each
Advanced Map Design = $10+ USD (Depending on complexity)
Scripts

Basic Custom Menu Script = $60 - $100 USD
More Advanced Menu Script = $120 - $300 USD (Animated, ext.)
Mini-games = $100 - $300 USD (Depending on complexity)
I am willing to build a custom card game if specifications are given Commissioned out E.T.A. 3 - 6 months
Battle Systems = $100 - $300 USD (Depending on complexity) Commissioned out E.T.A. 3 - 6 months
Others Scripts = $80 - $300 USD (Depending on complexity)

We are also willing to build games for you with as little or as much direction as you want. (Prices vary depending on complexity of game)
If you want to use your resources in multiple titles there is an additional charge of half the cost of the resource. (Prices vary depending on packages)
I require half of the total cost of any projects up front and the other half before completion.
If a project is finished and not picked up within 1 month of notification,
your resources will be resold and no money will be refunded.


**
Rep: +0/-0Level 40
StoryTeller
Thanks Vindaca, i sure will. This is the last scene to be fixed as i want to mantain this 02 font options to the player.

**
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Lightning charged swords are good for RPG's
I'm sorry if this is a necro but I can't get the quests to complete and give me the rewards for some reason.  I cannot figure out what I am doing wrong and my computer isn't letting me in the site with the demo.  Please help I am extremely confused and I really want to use this script in my game.

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Is there a way to  sort the quests in the order you received them? No matter if it was updated or not, newest quests received on top.

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2014 Most Unsung Member2014 Best RPG Maker User - Engine2013 Best RPG Maker User (Scripting)2012 Most Mature Member2012 Favorite Staff Member2012 Best RPG Maker User (Scripting)2012 Best MemberSecret Santa 2012 ParticipantProject of the Month winner for July 20092011 Best Use of Avatar and Signature Space2011 Best RPG Maker User (Scripting)2011 Most Mature Member2011 Favourite Staff Member2011 Best Veteran2010 Most Mature Member2010 Favourite Staff Member
@Pinky - Well, quests are completed once all objectives listed as prime objectives are completed. If you don't set prime specifically then all objectives must be completed. Have you completed all the objectives?

@TheMaddHatter - Yes, go to the SORT_TYPE array, where you will see this or something like this:

Code: [Select]
  #  SORT_TYPE - This hash allows you to choose how each category is sorted.
  # For each category, default or custom, you can set a different sort method
  # There are seven options to choose from:
  #    :id - The quests are sorted from lowest to highest ID
  #    :alphabet - The quests are sorted in alphabetical order
  #    :level - The quests are sorted from the lowest to highest level
  #    :reveal - The quests are sorted from most recently revealed on.
  #            Every time a new quest is revealed, it will be at the top.
  #    :change - The quests are sorted from the one whose status most recently
  #            changed on. So, every time an objective is modified, that quest
  #            will be thrown to the top.
  #    :complete - The quests are sorted from the most recently completed on.
  #            Every time a quest is completed, it will be thrown to the top.
  #    :failed - The quests are sorted from the most recently failed on.
  #            Every time a quest is failed, it will be thrown to the top.
  #
  # Additionally, you can put _r at the end of any of the sort options and it
  # will reverse the order. So, for instance, if the sort method for a category
  # is :alphabet_r, then the quests will show up from Z-A
  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
  } # <= Do not touch.

Change the sort type for whichever category you want to :reveal.

**
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ok cool. I saw that section earlier, i must of just over looked the :reveal part. thanks.

**
Rep:
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I feel like a noob considering my previous question, how easy and dumb it was, to me at least,  so let me rectify that by asking this, how can I set it so completed quests show a check mark graphic(which i added to my iconset) or at least a 'X' instead of a color change?

fyi: I'm using the font entitled Blackadder ITC (http://www.freefontsdb.com/detail/4580/Blackadder-ITC) as my default and a square is drawn as opposed to a diamond, which is perfectly fine with me.
« Last Edit: March 10, 2014, 07:16:37 AM by TheMaddHatter »

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Oh, easy questions are better than hard questions, since they don't require me to do any work.

To get rid of the colour change, you should see this around line 461:

Code: [Select]

  #  COLOURS - This lets you change the colour for various aspects of the
  # quest scene. Each can be set in one of three ways:
  #    :symbol - If you use a symbol, the colour will be the result of calling
  #      the method of the same name. For instance, if you set something to
  #      :system_color, it will set the colour to the result of the Window_Base
  #      system_color method.
  #    Integer - If you set the colour to an integer, then it will take its
  #      colour from the windowskin palette, just like using \c[x] in messages.
  #    Array - You can also set the rgba values directly with an array in the
  #      format: [red, green, blue, alpha]. alpha can be excluded, but you must
  #      have values for red, green, and blue.
  COLOURS = {
    # active: This sets the colour for active quests in the list and the name
    #  of the active quest when shown in the data window.
    active:           :normal_color,
    # complete: This sets the colour for complete quests in the list and the
    #  name of the complete quest when shown in the data window.
    complete:         3,
    # failed: This sets the colour for failed quests in the list and the name
    #  of the failed quest when shown in the data window.
    failed:           10,
    # line:  This sets the colour for lines or boxes drawn in the quest scene
    line:             :system_color,
    # line_shadow:  This sets the colour of the shadow for lines or boxes drawn
    #  in the quest scene
    line_shadow: [0, 0, 0, 128],
    # scene_label: This sets the colour for the scene label, if shown
    scene_label:      :system_color,
    # category_label: This sets the colour for the category label, if shown
    category_label:   :normal_color,
    # level_signal: This sets the colour for the level signal, if shown
    level_signal:     :normal_color,
    # objective_bullet: This sets the colour for objectives; if set to
    #  :maqj_objective_color, it will reflect the completion status of the
    #  objective, but you can change it to something else if you prefer
    objective_bullet: :maqj_objective_color,
    # reward_amount: The colour of the item amount, when shown
    reward_amount:    :normal_color,
    # heading: The colour of any headings in the script, like "Description"
    heading:          :system_color,
    # basic_label: For basic data, like client, the colour of the label
    basic_label:      :system_color,
    # basic_value: For basic data, like client, the colour of the value
    basic_value:      :normal_color,
  } # <= Do not touch.

Replace

Code: [Select]
    complete:         3,

with:

Code: [Select]
    complete:         :normal_color,

As for the icon, I am not sure what you mean. If you mean you want to change the icon of the Completed Quests category, then you can find this around line 318:

Code: [Select]
  #  ICONS - This is where you setup many of the icons used in the script. The
  # purpose of each is listed next to it. Also, if you make any custom
  # categories, you NEED to give them an icon by placing a line like the
  # others. So, if the new custom category is :romance then you would need to
  # set it like this:
  #    romance:     107,
  ICONS = {
    all:         226, # The icon for the All Quests category
    active:      236, # The icon for the Active Quests category
    complete:    238, # The icon for the Complete Quests category
    failed:      227, # The icon for the Failed Quests category
    client:      121, # The icon for client data. If none wanted, set to 0
    location:    231, # The icon for location data. If none wanted, set to 0
    reward_gold: 262, # The icon for gold rewards. If none wanted, set to 0
    reward_exp:  117, # The icon for exp rewards. If none wanted, set to 0
  } # <= Do not touch.


At this line:

Code: [Select]
    complete:    238, # The icon for the Complete Quests category

Replace 238 with the ID of your checkmark icon, which is the number that shows up in the bottom left corner when you select an icon in the database.

However, if you meant you want to change the icon of the specific quest (the one that shows up to the left of it in the list), then that cannot be done automatically. Rather, you will need to use the Script event command when you finish your quest, and use the following code:

Code: [Select]
quest(id).icon_index = num

Where you replace id with the ID of the quest and num with the ID of the icon. So, if your checkmark icon is 144 and the quest you just completed is 17, then the code would be:

Code: [Select]
quest(17).icon_index = 144

**
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for the icon I want to have it change for each objective completed. On the right.

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By "on the right", do you mean you want it after the text? Or did you mean on the left, to replace the bullet?

Either way, there's no good way to do it without editing the script itself. You could perhaps change the objective when you complete it to add an icon at the end with a \\i[n] code, but it would be easier to edit the script once you clarify what you mean.

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Changing the bullet itself to an icon in the iconset.

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Hey guys, a bit of a noob, being using RPG Maker for a bit now, so decided to step it up and look at something like this..
But... few questions, the quest thing in my menu is grayed out, is this because there is no quests active?
I just can't get it working, I have tried follow the instructions to the letter..
Can anyone give a link to a video? or anything such so I can SEE what to do?
I've tried clicking on the demo om the page, but the link just sends me to a lot of different forum posts..
Really sorry in advance guys.. Like I said I am a bit of a noob when it comes to all of this.. :/

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Bye-bye, Taisai.
Hello!  First post here, I have to say thank you modern algebra for this... it's truly a dream come true - so easy to integrate and use and so easy to customize.

I'm hitting a little snag though.  I've set everything up and attempted to integrate the system into a quest.  Everything works fine, the triggers, the gui, and the objective completion scripts.  The only problem comes when the final objective is marked as complete (thus completing the quest).  The player is crashing and giving the following error:

Code: [Select]
Script 'Game_Interpreter' line 1411: NameError occurred.

undefined local variable or method 'complete' for
#<Game_Interpreter:0x8f97c40>

It seems as if the program is having trouble moving the quest from active to complete.  Any thoughts?

Edit: @Crazy960 there is a reaaaally long tutorial video here : https://www.youtube.com/watch?v=Py8bWcTnq5A - the pace is ruthlessly slow, but it really does go through step by step how to set up a quest and use the system.
« Last Edit: March 11, 2014, 09:09:29 AM by hcmjmagic »

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@TheMaddHatter - Try inserting the following code into its own slot in the Script Editor, below the Quest Journal but still above Main:

Code: [Select]
#==============================================================================
#  MaddHatter Icon Bullets when Complete
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Instructions:
#
#    Insert this script into its own slot in the Script Editor, below the
#   Quest Journal but still above Main. Next, go to line 27 and change the
#   number (125 by default) to the index of whatever icon you want to show when
#   the objective is complete.
#==============================================================================

class Window_QuestData
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Objective
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def draw_objective(obj_id, y)
    bullet = QuestData::VOCAB[:objective_bullet]
    bullet_tw = [text_size(bullet).width + 2, 26].max
    buff = (objective_x*2) + bullet_tw
    paragraph = mapf_format_paragraph(@quest.objectives[obj_id], contents_width - buff)
    line_num = 1 + paragraph.scan(/\n/).size
    # Since draw_text_ex resets the font, set colour here
    @maqj_objective_color = quest_objective_colour(@quest, obj_id)
    change_color(text_color(QuestData::COLOURS[:objective_bullet]))
    if @quest.objective_status?(:complete, obj_id)
      # Change the number below to the index of the icon you want to show
      draw_icon(125, objective_x, y)
    else
      draw_text(objective_x, y, bullet_tw, line_height, sprintf(bullet, obj_id + 1))
    end
    draw_text_ex(objective_x + bullet_tw, y, paragraph)
    @maqj_objective_color = false
    y += (line_num*line_height)
  end
end

Replace 125 at line 27 with the index of the checkmark icon you want to use.

@Crazy960 - Yes, the quest menu is greyed out until the player receives his or her first quest. Brady's demo is at http://www.mediafire.com/?sy17loho2mofc02. Other than that, you could try the video hcmjmagic has shared. I don't have any official video tutorials or demos out. Sorry!

@hcmjmagic - Welcome to RMRK, and I am happy that you like the script. Judging by that error message, the error is in the script call of the event in which the final objective is completed. Can you screenshot what you have for that for me?
« Last Edit: March 11, 2014, 11:12:01 PM by modern algebra »

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Bye-bye, Taisai.
Doh, sure enough - I had typed complete.objective instead of complete_objective.  Works beautifully now, thanks for pointing me in the right direction!!

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@TheMaddHatter - Try inserting the following code into its own slot in the Script Editor, below the Quest Journal but still above Main:

Yeah that worked, thanks a lot. And my bad for that bit of confusion, to be honest I was a little bit drunk when I posted some of those (i.e."On the right."). I shall refrain from doing so in the future.