[spoiler]=begin
Quest Script v2.2 Free of Bugs by Samo, the thief.
I removed the Enournmous header and there is a more simple one.
Ok, this is posted because there was too much people that had the version 2.1 and it had too much bugs.
The thing is that that version was my first script. Now i have advanced greatly much in scripting, and
there is this new and refixed v.
~I see the script at the same than last v., what does it have of new?
-Bugs removed when saving and loading
-Advanced Text Paragrapher included, now you only do a long line and it will
be automatically paragraphed.
-More simple way to create quests.
-Removed stupid global variables
-Faster.
~How to install this?
-Add this in a new slot above Main
-Go to Scene_Title and add the lines between ADDED
$game_player = Game_Player.new
#-----------------ADDED------------------------
$quest = {}
#-----------------ADDED-----------------------
$game_party.setup_starting_members
~Come on, how to create a quest?
At the start of your game in a call script
-$quest[x] - Quest.new(name, image, line, difficulty, state)
x will be a number.
~Great, but, the quest is always the same, I want to update it, how?
-$quest[x].parameter = value
parameter will be one of these next:
name
image
state_number
difficulty_level
line
value will be the next value of the parameter.
~Do you have something more to say?
-Yes, if you find a bug report it.
-If you like this new version, please, say it.
-If you have a suggestion, please, post it.
Good luck!
Samo, the thief.
=end
#8 and 9 colors were done by me, and i replaced the def in window_base.
# if you want a new color, just add another when statement and copy the line.
#the color can be created more easily whith the script generator of Dubealex.
#Samo's Quest script begins
class Window_Base
#--------------ADDED---------------------
def text_color(n)
case n
when 0
return Color.new(255, 255, 255, 255)
when 1
return Color.new(128, 128, 255, 255)
when 2
return Color.new(255, 128, 128, 255)
when 3
return Color.new(128, 255, 128, 255)
when 4
return Color.new(255, 39, 39, 255)
when 5
return Color.new(255, 128, 255, 255)
when 6
return Color.new(255, 255, 128, 255)
when 7
return Color.new(192, 192, 192, 255)
when 8 # Celeste EXTRA EASY
return Color.new(0,255,255,255)
when 9 #rojo EXTRA HARD
return Color.new(155,0,80,255)
when 10 #complete
return Color.new(62,55,0,235)
when 11 #Primary
return Color.new(232,0,0,255)
else
normal_color
end
end
#--------------ADDED---------------------
end
#==============================================================================
# ? Window_Command_Quest
# created for complete color feature
#------------------------------------------------------------------------------
class Window_Command_Quest < Window_Selectable
#--------------------------------------------------------------------------
def initialize(width, commands)
super(0, 0, width, commands.size * 32 + 32)
@item_max = commands.size
@commands = commands
self.contents = Bitmap.new(width - 32, @item_max * 32)
self.contents.font.name = 'Arial'
self.contents.font.size = 28
refresh
self.index = 0
end
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
end
end
#--------------------------------------------------------------------------
def draw_item(index, color)
self.contents.font.color = color
rect = Rect.new(4, 32 * index, self.contents.width - 8, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index])
end
#--------------------------------------------------------------------------
def disable_item(index)
draw_item(index, disabled_color)
end
#-----------------ADDED-----------------------------------------------
def complete_item(index)
draw_item(index, text_color(10))
end
#---------------------------------------------------------------------
def just_finish_item(index)
draw_item(index, text_color(6))
end
end
#Command_Quest ends here, it doesn't replace the original window_command.
#---------------------------------------------------
#===================================================
# - CLASS Scene_Quest Begins
#===================================================
#---------------------------------------------------
class Scene_Quest
#---------------------------------------------------------------------------------
#---------------------------------------------------------------------------------
def initialize(quest_index = 0)
@quest_index = quest_index
$MAP_BACKGROUND = true #Map Background. True or false? set it as you wish.
@quest_options = []
end
#------------------------------------------------
def main
if $MAP_BACKGROUND
@spriteset = Spriteset_Map.new
end
@window5 = Window_Quest_Diary.new
@window5.z= 300
for i in $quest.keys.sort
name = $quest[i].name
@quest_options.push(name)
end
@command_window = Window_Command_Quest.new(160, @quest_options)
@command_window.index = @quest_index
@command_window.z = 250
@command_window.height = 150
for i in $quest.keys.sort
if $quest[i].state_number == 1
@command_window.disable_item(i)
elsif $quest[i].state_number == 4
@command_window.complete_item(i)
elsif $quest[i].state_number == 3
@command_window.just_finish_item(i)
end
end
Graphics.transition (20)
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.transition
Graphics.freeze
@command_window.dispose
@quest_options.clear
@window5.dispose
if $MAP_BACKGROUND
@spriteset.dispose
end
$quest_seen = false
end
#---------------------------------------------------------------------------------
#---------------------------------------------------------------------------------
def update
@command_window.update
if @command_window.active
update_command
return
end
if Input.trigger?(Input::B)
if @command_window.active == false
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@window1.dispose
@window2.dispose
@window3.dispose
@window4.dispose
else
$game_system.se_play($data_system.cancel_se)
#if you want that when you exit it calls the menu, just put a # before
# $scene = Scene_Map.new and delete the # in $scene = Scene_Menu.new
#$scene = Scene_Menu.new
$scene = Scene_Map.new
end
return
end
end
#---------------------------------------------------------------------------------
def update_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end
if Input.trigger?(Input::C)
for i in $quest.keys.sort
case @command_window.index
when i
if $quest[i].state_number == 1
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$ACTUAL_QUEST = $quest[i]
update_quest
end
end
end
end
def update_quest
@command_window.active = false
@window1 = Window1.new
@window2 = Window2.new
@window3 = Window_Difficulty.new
@window4 = Window_Status_Quest.new
@window1.z= 220
@window2.z= 200
@window3.z= 230
@window4.z= 230
end
end
class Window1 < Window_Base
#---------------------------------------------------------------------------------
def initialize
super(120, 10, 520,100)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Comic Sans MS"
self.contents.font.size = 40
self.contents.font.color = text_color(4) #color of name
self.contents.draw_text(50, 20, 400, 40, $ACTUAL_QUEST.name)
end
#--------------------------------
#--------------------------------
end
class Window2 < Window_Base
#---------------------------------------------------------------------------------
def initialize
super(80, 110, 540,340)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = 26
self.contents.font.color = text_color(0) # color of quest lines
src_rect = Rect.new(0, 0, 500, 100) # pictures can be 480x80
image = RPG::Cache.picture($ACTUAL_QUEST.image)
self.contents.blt(10, 10, image, src_rect, 255)
#self.contents.draw_text(20, 100, 500, 33, $ACTUAL_QUEST.line1)
paragraph = str_paragraph($ACTUAL_QUEST.line,500)
draw_paragraph(20,100,500,33,paragraph)
end
end
#---------------------------------------------------------------------------------
# this window puts the difficulty.
class Window_Difficulty < Window_Base
def initialize
super(50, 400, 300, 80)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = 26
self.opacity = 225
self.contents.font.color = system_color
self.contents.draw_text(10, 2, 80, 33, "Difficulty: ")
self.contents.font.color = text_color($ACTUAL_QUEST.difficulty[0])
self.contents.draw_text(100, 2, 100, 33, $ACTUAL_QUEST.difficulty[1])
end
end
#---------------------------------------------------
class Window_Status_Quest < Window_Base
def initialize
super(400, 400, 240, 80)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = 26
self.opacity = 225
self.contents.font.color = system_color
self.contents.draw_text(10, 2, 80, 33, "Status: ")
self.contents.font.color = text_color(0)
self.contents.draw_text(100, 2, 100, 33, $ACTUAL_QUEST.state)
end
end
#---------------------------------------------------
class Window_Quest_Diary < Window_Base
def initialize
super(490, 5, 150, 60)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = 26
self.opacity = 225
self.contents.font.color = text_color(4)
self.contents.draw_text(0, 0, 100, 33, "Quest Diary")
end
end
#______________________________________________________________________________
#______________________________________________________________________________
#================================================================
#================================================================
#================================================================
#QUEST CLASS BY SAMO
#The main proccess. This creates the quests and returns their name, lines, etc.
#Only the #EDITABLE can be modified. Don't touch something else.
#================================================================
#================================================================
#================================================================
#______________________________________________________________________________
#______________________________________________________________________________
class Quest
attr_accessor :name
attr_accessor :image
attr_accessor :line
attr_reader :difficulty_level
attr_reader :state_number
attr_reader :difficulty
attr_reader :state
#-----------------------------------------------------
def initialize(name, image, line, difficulty_level, state_number)
@name = name
@image = image
@line = line
@difficulty_level = difficulty_level
set_difficulty_name
@state_number = state_number
set_state_name
end
#-----------------------------------------------------
def set_state_name#EDITABLE change the strings and if you want add another
#when statement
case @state_number
when 0
@state = "------"
when 1
@state = "Active"
when 2
@state = "Complete"
end
end
#-----------------------------------------------------
def set_difficulty_name
case @difficulty_level#EDITABLE#case of the level of difficulty. To add another difficulty
#just put another when statement and copy the line. the values are
# [color, "name of difficulty"]
when 0 #Nothing
@difficulty = [0, " "]
when 1 #EXTRA EASY
@difficulty = [8, "Very Easy"]
when 2 #EASY
@difficulty = [4, "Easy"]
when 3 #NORMAL
@difficulty = [3, "Normal"]
when 4 #HARD
@difficulty = [2, "Hard"]
when 5 #EXTRA HARD
@difficulty = [9, "Extra Hard"]
end
end
def name
if @state_number == 1
return '----'
else
return @name
end
end
def state_number=(value)
@state_number = value
set_state_name
end
def difficulty_level=(value)
@difficulty_level = value
set_difficulty_name
end
end
#-----THE FINAL END-------------
class Scene_Save < Scene_File
alias samo_new_save write_save_data
def write_save_data(file)
samo_new_save(file)
Marshal.dump($quest, file)
end
end
class Scene_Load < Scene_File
alias samo_new_load read_save_data
def read_save_data(file)
samo_new_load(file)
$quest = Marshal.load(file)
end
end
#---------------
=begin
ATP(Advanced Text Paragrapher) V1.0 by Samo, The thief
Ok, Something of The Scripters do normally to draw a text in form of a paragraph is
doing an array [] that contains each line. The Time Has come For
This Microsoft Word Effect!
This Script Just need a Long String and it will paragraph it!
How to call it?
paragraph = str_paragraph(string, width of the paragraph.)
Example :
@my_paragraph = str_paragraph("La la la la la la la la la , This is a Looooong Strriiiing!", 120)
Returns an Array with each line separately.
How to draw it?
draw_paragraph(x,y,width,height, paragraph)
width and height for each line, not for the paragraph.
.::-NOTE-::.
If you put a ' ^ '(must be between spaces), the text will pass to the next line.
This Symbol Won't be drawed.
Reminder: Always use '' instead of ""! It works faster!
=end
class Window_Base < Window
#--------------------------------------------------
def str_paragraph(str_old, width)
temp_str = ''
str = '' + str_old
words = []
size = 0
str_size = 0
#
while ((c = str.slice!(/./m)) != nil)
temp_str += c
str_size += 1
if c == ' '
words.push(temp_str)
temp_str = ''
end
if str.size == 0
words.push(temp_str)
temp_str = ''
end
end
lines = []
for i in 0...words.size
word = words[i]
if word == '^ '
lines.push(temp_str)
temp_str = ''
next
end
temp_str += word
size = contents.text_size(temp_str).width
if size > width - contents.text_size(' ').width
for i in 1..word.size
temp_str = temp_str.chop
end
lines.push(temp_str)
temp_str = ''
temp_str += word
end
end
words = words.compact
if temp_str != ''
lines.push(temp_str)
end
return lines
end
#---------------------------------------------------------------------
def draw_paragraph(x,y,width,height,lines,align = 0)
for i in 0...lines.size
self.contents.draw_text(x, y + i * self.contents.font.size + 1, width, height, lines[i], align)
end
end
#-----------------------------------------------------------------
end[/spoiler]
Okay, that's Samo's quest script for XP. Following the instructions, I made a self-terminating parrallel process event adding the quest like this to activate it:
$quest[1] = Quest.new('Test', 'Quest',
'This is a test', 1, 1)
but, whenever I try to open the log screen using the S key through a parrallel event, I get this error:
Script 'Samo Quest Script' line 144: TypeError occured.
Cannot convert nil into string
And here's line 144 for quick reference:
self.contents.draw_text(rect, @commands[index])
Anyone know what I'm doing wrong?
It is likely because you split the arguments into two lines. Try this:
a = 'Test'
b = 'Quest'
c = 'This is a test'
$quest[1] = Quest.new (a, b, c, 1, 1)
Still get the same thing.
When I booted up the original script, there was an error with the font size and fone face, which I editted to fix, but it leads me to believe that the fact that it was int here to begin with means taht this script has one or two parts that don't work in it. If that's the case, is there anything I can do with my limited knowledge of scripting to fix it?
And, if it can't be fixed, are there any other quest log scripts I can use? I believe I saw one on this site, but I think it was only for one main quest, and I will have many quests I wish to list.
Are you using PK?
The only reason I can think of to cause that error is if you have a quest without a name. Since that isn't the problem, I can't really think of anything that would be causing it, unless you have called a second quest :'(
Sorry. See if the error still occurs without initializing your first quest.
If you mean not capitolizing the 'a = 'Test'', when I tested itout, nothing but 'Quest.new' was capitolized, so that isn't the problem. And I'm not using PK. Man, this script is becoming more trouble than its worth...
No, that's not what I was saying. The name is the first argument, so 'Test' in your case. The error looks like it is occurring because the array @commands has a nil element in it, but from my brief overview of the script, that array is garnered by this:
for i in $quest.keys.sort
name = $quest[i].name
@quest_options.push(name)
end
which would imply that
$quest[i].name == nil for some i
. If you could, place just before those lines:
p $quest
and tell me what you get.
Okay, didn't understand a word you, err, typed, but this is what came up:
{1=>#<Quest:0x12fabc0 @state="Active", @name="test", @difficulty_level=1, @line="this is a test", @state_number=1, @image="Quest", @difficulty=[8, "Very Easy"]>}
And then, the error.
Okay, well then we can try something else. Right below this part of the script:
class Window_Command_Quest < Window_Selectable
#--------------------------------------------------------------------------
def initialize(width, commands)
super(0, 0, width, commands.size * 32 + 32)
@item_max = commands.size
@commands = commands
put p @commands.
You can delete the p $quest now though - it wasn't helpful.
All that comes up is
"[----]"
Ok, well I imagine the script is taking the index of the quests and sending them in as the index of the command window. For now, see if the error still occurs if you add this line in at around line 141:
return if index >= @commands.size
so that the method looks like this:
def draw_item(index, color)
return if index >= @commands.size
self.contents.font.color = color
rect = Rect.new(4, 32 * index, self.contents.width - 8, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index])
end
It's just a quick fix at best and doesn't fix the actual problem, but it is hard to read that script and so that's as far as I will go if it works. If it doesn't work, I'll actually read the script <sigh>
Well, while it does fix the error, it causes the script not to work beyond the menu part of it.... This thing's a hassle.
Thanks for your help, but you don't have to go any further into this unless you actually want to. I have stopped working on the project I once required this script for for two reasons: 1) I got VX and am now tinkering around with that. 2) The project was going to be in the style of ORPGs, and by the time it was finished, RPG Maker 123456 would have been released :D
Again, thank you, but I don't wish to trouble you with it anymore. Afterall, I got a better one for use with VX- yours! :D
:P
Good to hear