The demo with finding a stick is for v. 1.1, so you may want to test out v. 2.1. It does include a quest like the one you are referring to, though it is talk to someone > get mushrooms > bring mushrooms back to complete.
With both 1.1 and 2.1 though, the script doesn't really make the quests - it is just a graphical representation of quests you make through eventing or other means. While 2.1 has more scripted options for tracking quest progress, etc. all that you need to do is update this script once the player reveals/fails/completes a quest objective.
So, in your example, the actual quest would all be through eventing and, in particular, through switches and conditional branches.
So, your quest giving event would be like this:
Page 1:
@>Text:
-, -, Normal, Bottom : :
Hi. Can you help me find a key? @>Show Choices:
Yes, No : When [Yes]
@>Text:
-, -, Normal, Bottom : :
Thanks! I dropped it down the sewer. @>
Control Self-Switch: A is ON @>
: When [No]
@>Text:
-, -, Normal, Bottom : :
Aww, what can I possibly do? @>
: Branch End
Page 2:
Condition: Self-Switch A is ON
@>
Conditional Branch: Self-Switch B == ON @>Text:
-, -, Normal, Bottom : :
Thanks again for finding my key! @>
:
Else @>
Conditional Branch: [Key] in Inventory @>Text:
-, -, Normal, Bottom : :
Wow! You found my key! Here's money! @>
Change Gold: +100 @>
Change Items: [Key], -1 @>
Control Self-Switch: B = ON @>
:
Else @>Text:
-, -, Normal, Bottom : :
Have you found my key yet? I told you it's in the sewers. @>
:
Branch End @>
:
Branch End @>
Then you'd have some event in the sewers somewhere where you actually receive the Key:
Page 1:
@>Conditional Branch:
Self-Switch A == OFF @>Text:
-, -, Normal, Bottom : :
You found a key! @>
Control Self-Switch: A = ON @>
:
Branch END So, that would functionally be the quest (though you'd likely want to add graphical flourishes and sound effects, etc.), without any updating of the Quest Journal.
All the quest journal does is give you a way to graphically show progress in the quest - it doesn't modify anything else.
So you would set the quest up in the Configuration section of the script (let's say it's Quest 10), and maybe you'd set it up like this:
when 10 # Quest 1 <- Remember: Quest IDs MUST be unique! name = "Sewer Key" description = "Quest Giver lost his key! Find it for him so he can go back home." objectives[0] = "Search in the sewer for Quest Giver's key" objectives[1] = "Return the key to Quest Giver" icon_index = 80
Then, the only changes you'd make to the events of the quest itself are script calls to update progress. Since I don't know if you are using 1.1 or 2.1, I will provide versions of both:
Spoiler for Quest Journal 2.1a :
Quest-Giving Event Page 1: @>Text: -, -, Normal, Bottom : : Hi. Can you help me find a key? @>Show Choices: Yes, No : When [Yes] @>Text: -, -, Normal, Bottom : : Thanks! I dropped it down the sewer. @>Control Self-Switch: A is ON @>Script: reveal_objective (10, 0) @> : When [No] @>Text: -, -, Normal, Bottom : : Aww, what can I possibly do? @> : Branch End Page 2: Condition: Self-Switch A is ON @>Conditional Branch: Self-Switch B == ON @>Text: -, -, Normal, Bottom : : Thanks again for finding my key! @> : Else @>Conditional Branch: [Key] in Inventory @>Text: -, -, Normal, Bottom : : Wow! You found my key! Here's money! @>Change Gold: +100 @>Change Items: [Key], -1 @>Control Self-Switch: B = ON @>Script: complete_objective (10, 1) @> : Else @>Text: -, -, Normal, Bottom : : Have you found my key yet? I told you it's in the sewers. @> : Branch End @> : Branch End @>Key giving event Page 1: @>Conditional Branch: Self-Switch A == OFF @>Text: -, -, Normal, Bottom : : You found a key! @>Control Self-Switch: A = ON @>Script: complete_objective (10, 0) : : reveal_objective (10, 1) @> : Branch END
Spoiler for Quest Journal 1.1 :
Quest-Giving Event Page 1: @>Text: -, -, Normal, Bottom : : Hi. Can you help me find a key? @>Show Choices: Yes, No : When [Yes] @>Text: -, -, Normal, Bottom : : Thanks! I dropped it down the sewer. @>Control Self-Switch: A is ON @>Script: q = $game_party.quests[10] : : q.reveal_objective (0) @> : When [No] @>Text: -, -, Normal, Bottom : : Aww, what can I possibly do? @> : Branch End Page 2: Condition: Self-Switch A is ON @>Conditional Branch: Self-Switch B == ON @>Text: -, -, Normal, Bottom : : Thanks again for finding my key! @> : Else @>Conditional Branch: [Key] in Inventory @>Text: -, -, Normal, Bottom : : Wow! You found my key! Here's money! @>Change Gold: +100 @>Change Items: [Key], -1 @>Control Self-Switch: B = ON @>Script: q = $game_party.quests[10] : : q.complete_objective (1) @> : Else @>Text: -, -, Normal, Bottom : : Have you found my key yet? I told you it's in the sewers. @> : Branch End @> : Branch End @>Key giving event Page 1: @>Conditional Branch: Self-Switch A == OFF @>Text: -, -, Normal, Bottom : : You found a key! @>Control Self-Switch: A = ON @>Script: q = $game_party.quests[10] : : q.complete_objective (0) : : q.reveal_objective (1) @> : Branch END