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[VXA] Quest Journal 1.0.3

Started by modern algebra, February 19, 2012, 08:01:42 PM

0 Members and 1 Guest are viewing this topic.

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Please post your quests.

Copy and paste them, using the code tags -

It will look like this.

[code] Code in here [/code]
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modern algebra

Quote from: DEAD KARL on November 10, 2014, 09:52:13 PM
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.

DEAD KARL

Quote from: modern algebra on November 11, 2014, 01:52:53 AM
Quote from: DEAD KARL on November 10, 2014, 09:52:13 PM
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?
"Everyone, even he, is a Silhouette" - Kana Boon

modern algebra

#278
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:


  "!$game_system.quest_access_disabled && !$game_party.quests.list.empty?",


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


  "!$game_system.quest_access_disabled",

iVarlix

FYI, the software does not'll java and will remain in C #, and also, I know if I continue to develop the log ', I have a design idea, but impossible to do so, then that is possible, but I have not yet figured out how.

And a side, I have a game project and software level, I was not too head that.
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.

DEAD KARL

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"
"Everyone, even he, is a Silhouette" - Kana Boon

yuyu!

#281
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]

    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
[/Spoiler]

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

[Spoiler=My Games and Art]
ℒℴѵℯ❤


My Artwork Thread

The Lhuvia Tales [Current]

Ambassador [Complete]

The Postman [Complete]

The Wyvern [Complete]

Phoenix Wright: Haunted Turnabout [Complete]

Major Arcana [Cancelled]

[/Spoiler]

DEAD KARL

Quote from: yuyu! on December 14, 2014, 11:56:28 PM
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]

    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
[/Spoiler]

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 :)
"Everyone, even he, is a Silhouette" - Kana Boon

yuyu!

No prob :) it was worth getting to make my stupid sample quest :V I hope boe-san rikes it

[Spoiler=My Games and Art]
ℒℴѵℯ❤


My Artwork Thread

The Lhuvia Tales [Current]

Ambassador [Complete]

The Postman [Complete]

The Wyvern [Complete]

Phoenix Wright: Haunted Turnabout [Complete]

Major Arcana [Cancelled]

[/Spoiler]

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Japhasca

#285
(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!
DrunkDorks.com (us)
Facebook.com/DrunkDorks (us)
Twitter.com/OrihimeWarlock (me)

stringcraftgaming

Having some problems with this.

Get this error
Can't convert true into integer

The only script I've used is this in one event:
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

reveal_objective(1, 0, 0, 0)
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smeros

The best script I've ever seen on VXA.

Great job.
Perfection?!

Meh.

iVarlix

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!

modern algebra

#290
Thanks smeros.

Quote from: iVarlix on February 13, 2015, 09:12:04 PM
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.

iVarlix

Thank you, I just trick here:
      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:
        :secondaire => :secondaire,
        :principal => :principal,

Thank you Modern Algebra, if I find my Ace Manager Quest project, I will add this feature!

CyndaBytes

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

I hava an answer:
Quote from: modern algebra on February 24, 2013, 10:29:10 PM
1) Yes, but you have to do it manually. When you complete the quest, you can use the following code:

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.

MoonStar

#293
 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



#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      # * 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

MoonStar


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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#  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.
&&&&&&&&&&&&&&&&

MoonStar

 
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

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

If that doesn't work then try

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
windowskin = Cache.system("Fartbabby")
&&&&&&&&&&&&&&&&

MoonStar

Quote from: boe on April 19, 2015, 10:12:33 PM
I guess try replacing that with

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

If that doesn't work then try

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
windowskin = Cache.system("Fartbabby")

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


MoonStar


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.