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Quest Journal v. 2.1

0 Members and 8 Guests are viewing this topic.

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ALright, edd, try two things:

First, place Quest Journal below all of the other scripts that modify the menu in the Script Editor.
Second, go into the script, press CTRL-H and replace all instances of:

Code: [Select]
disabled_commands

with:

Code: [Select]
ma_disabled_commands

And delete the p statement I asked you to include.

Tell me if there are other problems from there.

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Rep: +0/-0Level 83
Aww....Crap......
Thanks much! I deleted some of the scripts i dont use and after the 1st one and your change it worked perfectly! Thanks a ton! ;D
I used to think I was indisisive, but now i'm not so sure.

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aww, imageshack took it down. I put up a new screen though.

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Rep: +0/-0Level 83
How do you make a quest? it works and all but i dont know how to make a quest! Help me or be forced to make bad games!
When life gives you lemons
Throw them back and tell them to make
their own lemonade!
LOL

********
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this is where you put the :V at the end of your message

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This script is fabulous! However, I am facing a bit of a problem. Forgive me if I sound stupid but, how do I set my quest's ID? Also, after writing down the editable things, what else do I need to add in the script? Plus, do I have to do all of the things (like, the editable and uneditable) for every quest? If not, then what?

Forgive me, for I am new!  ::)

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I'm not sure what you mean.

To set up a quest, you make one of these for each quest in the area where it tells you to, somewhere around line 157

Code: [Select]
    #      when <quest_id> # Give the quest an ID number
    #        name = '<quest_name>'
    #        description = '<quest_description>'
    #        objectives[0] = '<first_objective>'
    #        ...
    #        objectives[n] = '<nth objective>'
    #        prime = [<objective_id>, ..., <objective_id>]
    #        icon_index = <quest_icon_index>

The quest ID of that quest is whatever you put as when <quest_id>. They have to be unique, and then that quest ID will refer to the quest you make below it.

As for having to set everything every time, no. The values will default to something, but something highly non-specific. Basically, the default values, if you don't set anything, are:

Code: [Select]
#      name = '??????'
    #      description = '??????????'
    #      objectives = []
    #      prime = [all objectives]
    #      icon_index = 0


So, if you have a quest like this:

Code: [Select]
      when 8 # Give the quest an ID number
        name = 'Feed the Bears'
        objectives[0] = 'Get Killed by a bear.'

Then the quest stats would be:

Code: [Select]
#      name = 'Feed the Bears'
    #      description = '??????????'
    #      objectives = ["Get KIlled by a bear"]
    #      prime = [0]
    #      icon_index = 0

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Rep: +0/-0Level 83
I'm not sure what you mean.

To set up a quest, you make one of these for each quest in the area where it tells you to, somewhere around line 157

Code: [Select]
    #      when <quest_id> # Give the quest an ID number
    #        name = '<quest_name>'
    #        description = '<quest_description>'
    #        objectives[0] = '<first_objective>'
    #        ...
    #        objectives[n] = '<nth objective>'
    #        prime = [<objective_id>, ..., <objective_id>]
    #        icon_index = <quest_icon_index>

The quest ID of that quest is whatever you put as when <quest_id>. They have to be unique, and then that quest ID will refer to the quest you make below it.

As for having to set everything every time, no. The values will default to something, but something highly non-specific. Basically, the default values, if you don't set anything, are:

Code: [Select]
#      name = '??????'
    #      description = '??????????'
    #      objectives = []
    #      prime = [all objectives]
    #      icon_index = 0


So, if you have a quest like this:

Code: [Select]
      when 8 # Give the quest an ID number
        name = 'Feed the Bears'
        objectives[0] = 'Get Killed by a bear.'

Then the quest stats would be:

Code: [Select]
#      name = 'Feed the Bears'
    #      description = '??????????'
    #      objectives = ["Get KIlled by a bear"]
    #      prime = [0]
    #      icon_index = 0
Where do I, not in the script, type in the Quest ID? Like... who or what is the Quest ID? Is it the NPC who starts the quest? Also, do I put in all of the editable things (for every quest) and then put the uneditable thing only once afterwards?

Thank you for taking some time to help me!

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You initiate quests with a call script in events.

These are the commands:

Code: [Select]
#        $game_party.quests[quest_id].reveal_objective (objective_id)
#        $game_party.quests[quest_id].conceal_objective (objective_id)
#        $game_party.quests[quest_id].complete_objective (objective_id)
#        $game_party.quests[quest_id].uncomplete_objective (objective_id)
#        $game_party.quests[quest_id].fail_objective (objective_id)
#        $game_party.quests[quest_id].unfail_objective (objective_id)
#        $game_party.quests[quest_id].complete?
#        $game_party.quests[quest_id].failed?
#        $game_party.quests[quest_id].reward_given = true/false
#        $game_party.quests[quest_id].concealed = true/false
#        $game_party.quests.remove (quest_id)

Everywhere it says quest_id is where you set put in the quest ID.

If I understand correctly what your second question is, you put all of the editable stuff before the non-editable stuff, so:

Code: [Select]
when 1
...
when 2
...
when 3
...
# Non-Editable

I really suggest you grab the demo to see how everything works.


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Rep: +0/-0Level 83
Thanks for clarifying the vague image! Now... the only question left... what is the Quest ID?  ???

Plus, I downloaded the demo and extracted it... but it doesn't open.  :-[

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I've explained what the quest ID is a lot though. What about it don't you understand specifically?

The quest ID is a number that identifies a specific quest and is unique to it.

Thus, when you make a quest:

when <quest_id>
  etc...

the quest ID is the number you put after when. And that number has to be unique to that quest and is the number you use to identify it.

So if you have three quests:

Code: [Select]
when 1
  name = "Quest A"
when 2
  name = "Quest B"
when 3
  name = "Quest C"

Then 1 is the quest ID for "Quest A", 2 is the quest ID for "Quest B", 3 is the quest ID for "Quest C"

and then when you call that quest in a script call, such as with $game_party.quests[1], you will be accessing all of the information you set under "when 1"

So $game_party.quests[1].name would give you "Quest A"

I think I've been pretty clear. The demo is the best way, of course, so I think we should focus on figuring out why you are unable to open it. What program are you using to extract it? What is it saying when you can't open it?

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I am using Mozilla Firefox and I downloaded it through Internet Download Manager. And when I open it, it doesn't say anything neither does it open. Perhaps you could give me some screen shots?

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Use WinRAR to extract it: http://www.rarsoft.com/


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This is NOT the will of the gods!
This might sound noobish....but it's making me nuts!

I copied the scripts of the demo as well as the Paragraph Formatter....

I even copied the events to my project...

I am getting this error: NoMethodError occurred while running the script.
                               undefined method `quests' for #<Game_Party:0x2311390>

Here is my project with the problem...

Thanks!

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Touch me im soft
Your project is broken, it wont open up in VX.

Click for my current project.

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This might sound noobish....but it's making me nuts!

I copied the scripts of the demo as well as the Paragraph Formatter....

I even copied the events to my project...

I am getting this error: NoMethodError occurred while running the script.
                               undefined method `quests' for #<Game_Party:0x2311390>

Here is my project with the problem...

Thanks!

Make sure that you put it below other custom scripts that modify Game_Party.

And yeah, I can't open your project. I will try doing some replacement stuff and seeing if I can get it open.

EDIT::

Oh, you put it below Main. Put it above Main. I still couldn't run your project so I don't know if that will work, but give it a try. I know that that could cause that error though.
« Last Edit: June 07, 2009, 07:50:10 PM by modern algebra »

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Ok, I copied the script from the demo and inputted my quest, I tried it in the demo and it worked fine, but when I pasted it into my own game I got several errors, and I'm stumped right now with this:

 

 I'd appreciate a little help  ;D
Shadow Resistance - My first VX game.

Mapping - 60% done
Eventing - 33% done
Scripting - 47% done
Plot - 72% done
Database - 12% done


http://rmrk.net/index.php/topic,33686.0.html


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It's likely a compatibility issue. Which other scripts do you have?

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I have Recover HP/MP/States when Level Up, MiniGame: Win the Lottery!,  Battle Result Window, Outline Text, a simple debugger, Item/Equipment/Skill Conditions, On-Screen Shop, Monster Book, Basic HUD, Floating Event's Name, Paragraph Formatter, and the Quest Journal.

I'm only getting an error when I try to initiate a quest, the game at least works.
« Last Edit: June 26, 2009, 12:30:40 AM by Sartory »
Shadow Resistance - My first VX game.

Mapping - 60% done
Eventing - 33% done
Scripting - 47% done
Plot - 72% done
Database - 12% done


http://rmrk.net/index.php/topic,33686.0.html


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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
Can you upload your Scripts.rvdata?

I'm not too too familiar with those scripts. My initial guess would've been that Paragraph Formatter is included in one of the scripts, but I'm not too familiar with those scripts so that's probably not the case.

Just in case, try deleting the Paragraph Formatter and see if the Quest Journal still works. If not, put it back in and send me the Scripts.rvdata

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Ok, I've attached my scripts to the previous post.  I hope you can find out what's wrong with it, I've been trying to figure it out for hours  :o
Shadow Resistance - My first VX game.

Mapping - 60% done
Eventing - 33% done
Scripting - 47% done
Plot - 72% done
Database - 12% done


http://rmrk.net/index.php/topic,33686.0.html


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Yup, I think I fixed it. At least I got it to the menu.

Initially, it is a naming problem. Go to Quest Journal, and press CTRL-H

replace all instances of
Code: [Select]
disabled_commands
with:
Code: [Select]
ma_disabled_commands


However, I think in your attempts to fix the error on your own, you accidentally repasted part of the bestiary script. So, go to line 492 and notice that you have the same approx. 50 lines twice. Delete one of the:

Code: [Select]
#=============================================================
# * Add command linked to Monster Book in Menu
#=============================================================
if Wora_Monbook::SHOW_IN_MENU
  class Scene_Menu < Scene_Base  
    #--------------------------------------------------------------------------
    # * Sort New Command(s)
    #--------------------------------------------------------------------------
    def wsort_newcommand
      @wsorted_command ||= [] # Array to collect sorted commands
      wnewcommand = @wnewcommand - @wsorted_command # Remove sorted commands
      wnewcommand.sort.each {|i| @menu_index += 2 if @menu_index >= i }
      @command_window.index = @menu_index # Set window's index to new index
      @wsorted_command = @wsorted_command + @wnewcommand # Add sorted commands
    end

    #--------------------------------------------------------------------------
    # * [Alias] Create Command Window
    #--------------------------------------------------------------------------
    alias wora_menucomorg_scemenu_crecomwin create_command_window
    def create_command_window(*args)
      wora_menucomorg_scemenu_crecomwin(*args)
      # Insert new command
      @command_window.ins_command(Wora_Monbook::MENU_INDEX,
    Wora_Monbook::MENU_COMMAND)
      # Set index to correct one if @menu_index is after/equal to new command
      @wnewcommand ||= []
      @wnewcommand << Wora_Monbook::MENU_INDEX
      wsort_newcommand
    end

    #--------------------------------------------------------------------------
    # * [Alias] Update Command Selection
    #--------------------------------------------------------------------------
    alias wora_menucomorg_scemenu_updcomsel update_command_selection
    def update_command_selection(*args)
      @menucomorpg_change = false
      # If player choose new command
      if Input.trigger?(Input::C) and @command_window.index ==
      Wora_Monbook::MENU_INDEX
        Sound.play_decision
        $scene = Scene_MonsterBook.new(true)
      else # If player choose index after new command
        if Input.trigger?(Input::C) and @command_window.index >
        Wora_Monbook::MENU_INDEX
          @command_window.index -= 1 # Decrease index to make old update works
          @menucomorpg_change = true
        end
        wora_menucomorg_scemenu_updcomsel(*args)
      end
      @command_window.index += 1 if @menucomorpg_change # Increase index back
    end
    
    #--------------------------------------------------------------------------
    # * [Alias] Update Actor Selection
    #--------------------------------------------------------------------------
    alias wora_menucomorg_scemenu_updactsel update_actor_selection
    def update_actor_selection(*args)
      @menucomorpg_change = false
      # If player choose index after new command
      if Input.trigger?(Input::C) and @command_window.index >
      Wora_Monbook::MENU_INDEX
        @command_window.index -= 1 # Decrease index to make old update works
        @menucomorpg_change = true
      end
      wora_menucomorg_scemenu_updactsel(*args)
      @command_window.index += 1 if @menucomorpg_change # Increase index back
    end
  end
end

So there should only be one of that section of code when you're finished.

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I fixed that, but when I try to open the menu via the escape button, I get this error:

I've attached the game itself this time, hopefully you can get it up and running  ;9
Shadow Resistance - My first VX game.

Mapping - 60% done
Eventing - 33% done
Scripting - 47% done
Plot - 72% done
Database - 12% done


http://rmrk.net/index.php/topic,33686.0.html


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Rep:
Level 84
Yes, hoh my gawd!
Hey modern algebra I made a program in visual basic that helps users easily make quests. I decided to post it here if thats ok. I actually made it for a friend who used your script but why not let everyone use it right?

http://www.sendspace.com/file/b2mdpo

Should be simple enough if anyone needs help on it let me know!

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I fixed that, but when I try to open the menu via the escape button, I get this error:

I've attached the game itself this time, hopefully you can get it up and running  ;9

You attached the exe, which is not the game itself. It needs everything else in the folder to run.

That said, I suspect you missed at least one of the disabled_commands -> ma_disabled_commands, or else you edited something yourself and caused the error.

Unfortunately, I'm going away very soon and I won't be back for about a week, so hopefully that's the problem and you get it fixed.

In case it is something else, I edited the Scripts.rvdata you sent me and now it works for me, so I attached it to this post. Hopefully it will work for you. Save it into your Data folder and replace the Scripts.rvdata already there. Hopefully that will resolve your problem.


@game_guy - that's awesome! Thank you. I will take a look at it and link to it in the first post.


EDIT::

Just tried it out. That is a very nice interface and very easy to use. Thank you for doing that; it's great!
« Last Edit: June 26, 2009, 05:23:58 PM by modern algebra »