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"Simple" Quest log screen

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Back with RMVX!
Sweet, this script fixes the problem I've had with every other Quest Log I've found. I have a question though. I really need this script for my game, but I might be making my game commercial. Besides asking you for permission (which I am doing now) and including you in the credits, what would you require?
PROPERTY OF TEABAG!!! ALL HAIL TEABAG!!!

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Patriots all the way!!
Window_Command line 18 RGGS Error faild to creat bit map? what does that mean?
Im to cool to have my own signature!!!

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Project of the Month winner for April 2008
Whenever I use the Call Script Command
I get that This Line:

Quote
$descriptionm.push "Head to the Temple, and Retrieve The 'Lost Logia' Before Valmar."
 number (1)
$objectivesm.push

Saying it cannot be read, error on Nil.

***
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Level 89
I am yourself!
look at this line :
Code: [Select]
$objectivesm
make sure to change the m with objective numbers, like:
Code: [Select]
$objectives1

By the way, is that the old version?
I already updated it. Check this thread.
Symphony of Alderra : Memoirs of Life

Storyline : 200% (Overimaginatives)
Scripting : 100% (At last...)
Eventing  : 100%
Mapping   : 0.125%

***
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Level 89
I am yourself!
New Version Has Arrived!
No more editing at other places. Just put it!
Code: [Select]
#=============================================================================
# Quest Log Screen
#-----------------------------------------------------------------------------
# ** Version 2.3
# ** Original by Sthrattoff
#=============================================================================
# Description :
# This script enables the ability to show current active quest.

# Features :
# EXTREMELY SIMPLIFIED! Now the script is just about 150 lines length including comments.
# Unlimited amount of quest can be added.
# Use variable to mark quest's progress.

# Limitation :
# Only can store up to 12 progresses per quest.

# History :
# Version 1.0 : Initial release.
# Version 1.2 : Add "Types" features.
# Version 2.0 : Changes in programming style and infinite quest support.
# Version 2.2 : Cut the script length to about 150 lines.
# Version 2.3 : Add "Quest Progress" bar in exchange of "Types" removal.

# Instruction
# Just put this script above main.

# Configuration :
# To add a quest, fill these information by using .push
# $names.push "Name"
# $types.push "Type"
# $description.push (["line1", "line2", ..., "Line5"])
# $objectives.push (["onjective1", ..., "objective12"])
# $var_ID.push ID_NUMBER
# $end_val.push END_VALUE

# Credits
# See the header + Blizzard and Enterbrain
#=============================================================================
class Scene_Quest
  
  # Defines array variables
  $names = []
  $description = []
  $objectives = []
  $var_ID = []
  $end_val = []
  
  # The main process
  def main
    @quest_list = Window_Command.new(160, $names)
    @quest_window = Window_Quest.new
    @quest_window.x = 160
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      break if $scene != self
    end
    Graphics.freeze
    @quest_list.dispose
    @quest_window.dispose
  end
  
  def update
    @quest_list.update
    @quest_window.update
    if @quest_list.active
      update_quest
      return
    end
  end
  
  def update_quest
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Menu.new(2)
      return
    end
    $id = @quest_list.index
    return
  end
  
end    

class Window_Quest < Window_Base
  
  def initialize
    super(0, 0, 480, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(0, 0, self.width - 32, 32, $names[$id.to_i].to_s, 1)
    self.contents.draw_text(0, 192, self.width - 32, 32, "Objectives", 1)
    self.contents.draw_text(0, 416, self.width - 32, 32, "Quest Progress")
    self.contents.font.color = normal_color
    for i in 0..4
      self.contents.draw_text(0, i * 32 + 32, self.width - 32, 32, $description[$id.to_i][i].to_s)
    end
    a = b = $game_variables[$var_ID[$id.to_i]]
    if a > 5
      self.contents.draw_text(240, (a - 6) * 32 + 224, 240, 32, "• " + $objectives[$id.to_i][a].to_s)
    else
      self.contents.draw_text(0, a * 32 + 224, 240, 32, "• " + $objectives[$id.to_i][a].to_s)
    end
    self.contents.font.color = disabled_color
    if b > 0
      for j in 0..(b - 1)
        if j > 5
          self.contents.draw_text(240, (j - 6) * 32 + 224, 240, 32, "• " + $objectives[$id.to_i][j].to_s)
        else
          self.contents.draw_text(0, j * 32 + 224, 240, 32, "• " + $objectives[$id.to_i][j].to_s)
        end
      end
    end
    draw_quest_progress(96, 428, self.width - 128)
  end
  
  def update
    refresh
  end
  
end

class Window_Base < Window
  
  def draw_quest_progress(x, y, w = 200)
    current = $game_variables[$var_ID[$id.to_i]]
    ending = $end_val[$id.to_i]
    bordercolor = system_color
    outercolor  = Color.new(180, 210, 120, 255)
    midcolor    = Color.new(180, 210, 140, 255)
    innercolor  = Color.new(180, 210, 160, 255)
    emptycolor  = Color.new(0, 0, 0, 255)
    linewidth = (((current * 1.0) / ending) * (w - 2))
    emptywidth = ((w - 1) - linewidth)
    emptyx = ((x + 1) + linewidth)
    border = Rect.new(x, y, w, 8)
    emptyline = Rect.new(x + 1, y + 1, w - 2, 6)
    outerline = Rect.new(x + 1, y + 1, linewidth, 6)
    midline = Rect.new(x + 2, y + 2, linewidth - 2, 4)
    innerline = Rect.new(x + 3, y + 3, linewidth - 4, 2)
    self.contents.fill_rect(border, bordercolor)
    self.contents.fill_rect(emptyline, emptycolor)
    self.contents.fill_rect(outerline, outercolor)
    self.contents.fill_rect(midline, midcolor)
    self.contents.fill_rect(innerline, innercolor)
  end
  
end

class Scene_Save < Scene_File
  
  alias old_save_data write_save_data
  def write_save_data(file)
    old_save_data(file)
    Marshal.dump($names, file)
    Marshal.dump($description, file)
    Marshal.dump($objectives, file)
    Marshal.dump($var_ID, file)
    Marshal.dump($end_val, file)
  end
  
end

class Scene_Load < Scene_File
  
  alias old_load_data read_save_data
  def read_save_data(file)
    old_load_data(file)
    $names = Marshal.load(file)
    $description = Marshal.load(file)
    $objectives = Marshal.load(file)
    $var_ID = Marshal.load(file)
    $end_val = Marshal.load(file)
  end
  
end

class Scene_Title
  
  alias old_new_game command_new_game
  def command_new_game
    old_new_game
    $names.clear
    $description.clear
    $objectives.clear
    $var_ID.clear
    $end_val.clear
  end
  
end

class Scene_Menu
  
  def initialize(menu_index = 0)
    @menu_index = menu_index
    size = $names.size
    for i in 0..size
      var = $var_ID[i]
      ending = $end_val[i]
      if $game_variables[var.to_i] >= ending.to_i
        $names.delete_at i
        $description.delete_at i
        $objectives.delete_at i
        $var_ID.delete_at i
        $end_val.delete_at i
      end
    end
  end
  
end
« Last Edit: November 16, 2009, 12:01:17 AM by Sthrattoff »
Symphony of Alderra : Memoirs of Life

Storyline : 200% (Overimaginatives)
Scripting : 100% (At last...)
Eventing  : 100%
Mapping   : 0.125%

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I'm sorry, but i still don't understand it. Now you can ask what, but that's hard and much to explain, so i want to ask you (i think this sounds kinda rude  :)) if you can make a very small demo off this with 2 people and they both give you a quest, and ( of course) you can see that in the quest log, and you must do something and then you see that you're further in the quest. thanks. ;D

And My Game Too When It Ever Finishes :P
Martynator and 24 Sneaky Snoopers are viewing this board.
Why don't they join then? :lol:

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I am yourself!
Demo?
Sounds good. I'll make it when I have some time
Symphony of Alderra : Memoirs of Life

Storyline : 200% (Overimaginatives)
Scripting : 100% (At last...)
Eventing  : 100%
Mapping   : 0.125%

***
Rep:
Level 87
Just Helping.. And Getting Drunk :P
Kinda bussy i guess ?  ;8

And My Game Too When It Ever Finishes :P
Martynator and 24 Sneaky Snoopers are viewing this board.
Why don't they join then? :lol:

***
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I am yourself!
I'm busy. A lot.
I'm doing my project by myself...
Symphony of Alderra : Memoirs of Life

Storyline : 200% (Overimaginatives)
Scripting : 100% (At last...)
Eventing  : 100%
Mapping   : 0.125%

**
Rep:
Level 87
looks good! I understand it pretty well so far, I could make a demo for you :) i'll get started on it right now!



EDIT: I have taken the liberty and created a demo for this :) here's the link: http://www.box.net/shared/78qraeztaf
If the scripter or an admin/mod wishes to add this link to the first post, please do.
« Last Edit: July 11, 2007, 05:19:26 PM by swiftdeathsk »

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I've got a problem with this script. From what I have figured out, you must do each quest in order because of the $var_ID.push #. The problem is the .push, which basically makes it so that if you skip a quest between, say quest [ 0] and quest [2] (quest [1] basically), then you get an error of "cannot convert nil into String", and the error line is in the 'Window_Line' script on line 40 (this is the line:     self.contents.draw_text(rect, @commands[index]) ). This is a problem for my game because there is no specific order of quests that must be done, which means that using .push for the variable will not work for my game, because (as i have said) the quest can only be done in order... is there any way someone could help by making the $var_ID.push ID_NUMBER be similar to the $name variable in the sense that it goes like this: $var_ID[QUEST_ID] ID_NUMBER


« Last Edit: August 13, 2007, 04:22:22 PM by swiftdeathsk »

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Level 86
*Jams out to some serious tunes*
I know this may seem dumb, but..

Where do you put that script?

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i have the same problem as swiftdeathsk
also... my objextives are long descriptions and id prefer not to make them short cause most dont fit into the place where you type the objextives in that little box thing is there a way a can have more than one box... if you understand wat im asking

P.s gotta love the beas  :bean:

*
Rep: +0/-0Level 86
Could you make an example for as what to put in the call script command?

eg. for quest "The Dark Side"

type: Sidequest

Description: Frank wants me to gather the materials for his new experiments

Objectives: Gather Materials: King's Weed, Fireroot, Dead Leaves

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example, call script event command:
<code>
$names.push "The Dark Side"
$description.push ["I need something", "To become Darth Vader"]
$objectives.push ["Kill Palpatine", "Kill Yoda"]
</code>
Symphony of Alderra : Memoirs of Life

Storyline : 200% (Overimaginatives)
Scripting : 100% (At last...)
Eventing  : 100%
Mapping   : 0.125%

**
Rep:
Level 86
 :(help, i am using this script in my game, and i edited the menu so that you could have this where save normally is, as i am saving from events, i came to test my firsts ave event, and it gave me this error
Quote
Script 'quest log' line 161: argument error occured.
wrong number of arguments(0 for1)
whats wrong?
help!!! :(

**
Rep: +0/-0Level 86
i am using version 2.3 and im getting an error  :o


Script 'Window_Command' line 18:RGSSError occurred.
Failed to create bitmap


self.contents = Bitmap.new(width - 32, @item_max * 32)

can someone tell me what is wrong?

***
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I am yourself!
Hold on. I'll rewrite everything. Seems take some days...
Symphony of Alderra : Memoirs of Life

Storyline : 200% (Overimaginatives)
Scripting : 100% (At last...)
Eventing  : 100%
Mapping   : 0.125%

**
Rep: +0/-0Level 86
finaly a reply  ;D
thank u for the reply
thanks in advance for re-writing the script

***
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I am yourself!
So far...

It's quite simpler, and use no global variables (which that means less RAM usage, or so experts says), but I didn't put method to write the description yet, I'm still confused how to get the paragraphs looks good. And then, on my calculation, for a moment (until I update this script again), don't make a subquest MORE THAN 8. Otherwise, the other subquest (objectives) will not shown.

Usage:
$game_system.(properties).push details # to add quest detail. for objectives, push in form of array.

To call:
$scene = Scene_Quest.new

Because this is the specific version (for usage on Symphony of Alderra : Hourglasses And Memories, which is older name was Symphony of Alderra : Memoirs of Life), so on the Scene_Quest's def update, change $scene = Scene_Menu.new(2) to $scene = Scene_Map.new if you didn't planning to integrate this script to your CMS. And, I didn't test it yet. If you found error please PM me.

Code: [Select]
#==============================================================================
# Improvised Quest Log
# Written specifically for Symphony of Alderra : Hourglasses And Memories
# © 2007 by Sthrattoff
#==============================================================================

# Supplement for Game_System
class Game_System
 
  attr_accessor :quest_name           # Quest's title
  attr_accessor :quest_length         # Quest's subquests
  attr_accessor :quest_description    # Quest's description
  attr_accessor :quest_objectives     # Quest's objectives
  attr_accessor :quest_marker         # Quest's marker variable
 
  alias old_initialize initialize
  def initialize
    old_initialize
    @quest_name = []
    @quest_length = []
    @quest_description = []
    @quest_objectives = []
    @quest_marker = []
  end
 
end

# Supplement for Scene_Map
class Scene_Map
 
  alias old_update update
  def update
    quest_size = $game_system.quest_name.size
    for i in 0..quest_size - 1
      if $game_variables[$game_system.quest_marker[i].to_i] >= $game_system.quest_length
        $game_system.quest_name.delete_at i
        $game_system.quest_length.delete_at i
        $game_system.quest_description.delete_at i
        $game_system.quest_objectives.delete_at i
        $game_system.quest_marker.delete_at i
        quest_size -= 1
      end
    end
    old_update
  end
 
end

class Window_Quest < Window_Base
 
  def initialize(id)
    super(0, 0, 480, 480)
    self.contents = Bitmap.new
    refresh
    @id = id
  end
 
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(0, 0, 480, 32, $game_system.quest_name[@id].to_s, 1)
    self.contents.draw_text(0, 32, 480, 32, "Description")
    self.contents.draw_text(0, 192, 480, 32, "Objectives")
    self.contents.font.color = disabled_color
    size = $game_variables[$game_system.quest_marker[@id].to_i]
    for i in 0..size - 1
      self.contents.draw_text(0, 224 + i * 32, 480, 32, $game_system.quest_objectives[@id][i].to_s)
    end
    self.contents.font.color = normal_color
    self.contents.draw_text(0, 224 + size.to_i * 32, 480, 32, $game_system.quest_objectives[@id][size].to_s)
    self.contents.font.color = normal_color
    # Deskripsi dan segala methodnya...
  end
 
end

class Scene_Quest
 
  def main
    @command = Window_Command.new(160, $game_system.quest_name)
    @command.x = 480   
    @quest = Window_Quest.new(@command.index)   
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      break if $scene != self
    end
    Graphics.freeze
    @command.dispose
    @quest.dispose
  end
 
  def update
    @command.update
    @quest.update
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Menu.new(2)
      return
    end
    return
  end
 
end
« Last Edit: June 22, 2008, 04:48:35 PM by Sthrattoff »
Symphony of Alderra : Memoirs of Life

Storyline : 200% (Overimaginatives)
Scripting : 100% (At last...)
Eventing  : 100%
Mapping   : 0.125%

**
Rep: +0/-0Level 86
i get a syntaxerror on line 68 :o
hope u can fix it  ;)

***
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Level 89
I am yourself!
2 things fixed.
Copy paste the code below again...
Symphony of Alderra : Memoirs of Life

Storyline : 200% (Overimaginatives)
Scripting : 100% (At last...)
Eventing  : 100%
Mapping   : 0.125%

**
Rep: +0/-0Level 86
thank you
but now i get a SyntaxError on line 70  :(
i tried it both in a new one and an existing project.
« Last Edit: January 05, 2008, 03:44:43 PM by destiny »

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I am yourself!
Fixed!
Try copy paste again.
Symphony of Alderra : Memoirs of Life

Storyline : 200% (Overimaginatives)
Scripting : 100% (At last...)
Eventing  : 100%
Mapping   : 0.125%