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Quest Journal v. 2.1

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2014 Most Unsung Member2014 Best RPG Maker User - Engine2013 Best RPG Maker User (Scripting)2012 Best Member2012 Best RPG Maker User (Scripting)2012 Favorite Staff Member2012 Most Mature MemberSecret Santa 2012 ParticipantProject of the Month winner for July 20092011 Best Veteran2011 Favourite Staff Member2011 Most Mature Member2011 Best RPG Maker User (Scripting)2011 Best Use of Avatar and Signature Space2010 Most Mature Member2010 Favourite Staff Member
In a call script:
Code: [Select]
remove_quest(quest_id)

So, if you wanted to get rid of Quest 7, then it would be:

Code: [Select]
remove_quest(5)

That's assuming you're using 2.1 and not 1.1

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RMRK Junior
Hi, I am having a problem with the Script v. 2.1, it seems like a bug, because it will only happen if i press the "Esc"  Menu button really fast after loading a file, if i wait like 2 seconds and press it, it wont happen, its really wierd. heres the error:
Script 'Quest Journal2.1' line 2154: NomethodError occured.    Undefined method 'each' for nil:class, thanks, it would be really cool if this could be fixed, because it is very useful and beautiful in my game. Chronicles: The Sacred Verses...

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Rep:
Level 97
2014 Most Unsung Member2014 Best RPG Maker User - Engine2013 Best RPG Maker User (Scripting)2012 Best Member2012 Best RPG Maker User (Scripting)2012 Favorite Staff Member2012 Most Mature MemberSecret Santa 2012 ParticipantProject of the Month winner for July 20092011 Best Veteran2011 Favourite Staff Member2011 Most Mature Member2011 Best RPG Maker User (Scripting)2011 Best Use of Avatar and Signature Space2010 Most Mature Member2010 Favourite Staff Member
I need more information than that. Line 2154 is not the same for both of us, since as you add quests and the like, the line numbers get changed (I'm assuming that you have not separated CONFIGURATION and IMPLEMENTATION into separate slots). So, just post the immediate context of that line in your game - ie. between 2-3 lines above it and 2-3 lines below it, and tell me which one in the section you post is line 2154.

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Rep: +0/-0Level 59
RMRK Junior
Hey there. I'm trying to update my game's quest log from 1.1 to 2.1 but im having a really big issue. i am using vx Neo Save System VI, and i cannot load files saved with the old quest lolg 1.1. It says
Script 'Neo Save System VI' line 517: ArgumentError occurred.
undefined class/module ModAlg_QuestData::

this is its script:
Code: [Select]
#==========================================================================
# ? [VX] ? Neo Save System VI ? ?
#---------------------------------------------------------------------------
# ? Author: Woratana [woratana@hotmail.com]
# ? Thaiware RPG Maker Community
# ? Last Updated:
# ? Version: III -> VI (By Helladen)
# ? Screenshot image credit Andreas21, and Cybersam
# ? Commerical usage ask Wortana.
#---------------------------------------------------------------------------
# ? Log VI:
# - Cleaned up comments and code format.
# - Added corresponding map variables system to MAP_NO_NAME.
# - Added where you can use premade images that use a map's name.
#---------------------------------------------------------------------------
# ? Log V:
# - Screenshot support for those who want tone/weather/sprites.
# - Added an option to stay in save screen after you save the game.
#---------------------------------------------------------------------------
# ? Log IV:
# - New addition for hiding map names. You can control the switch to
#   allow MAP_NO_NAME_LIST to work or not.
# - Revised some of the settings and script organization.
# - Added an option to disable the vocab::Gold text right of the number.
# - Added an option to use default opacity or not.
# - Swap tile compatibility support.
#---------------------------------------------------------------------------
# ? Log III:
# - Changed back to draw tile map for save image, don't need any image.
# - For drawing tile map, the characters won't show on the tile map.
#---------------------------------------------------------------------------
# ? Log II:
# - Screenshot DLL is not work with Vista Aero, so I remove it
#   and use image for each map instead of screenshot.
# - Actor's level in last version (V.1) is incorrect.
#---------------------------------------------------------------------------
# ? Features:
# - Unlimited save slots, you can choose max save slot
# - Many configuration options
# - Swap tile support
# - You can use image for scene's background
# - Choose your save file's name, and folder to store save files
# - Choose to show only information you want
# - Editable text for information's title
# - Draw tile map for map that player is currently on.
# - Remove text you don't want from map's name (e.g. tags for special script)
# - Choose map that you don't want to show the name on
# - Include save confirmation window before overwrite old save
#===========================================================================

module Wora_NSS Wora_NSS
  #==========================================================================
  # * START NEO SAVE SYSTEM - SETUP
  #--------------------------------------------------------------------------
  OPACITY_DEFAULT = true # This will use the default opacity for windows.
  # Please note that this will affect both opacitys below.
 
  NSS_WINDOW_OPACITY = 255 # All windows' opacity (Lowest 0 - 255 Highest).
 
  # You can change this to 0 in case you want to use image for background.
  NSS_IMAGE_BG = '' # Background image file name, it must be in folder picture
  #    use '' for no background.
  NSS_IMAGE_BG_OPACITY = 255 # Opacity for background image.
 
  # If you use the screenshot method this does not matter.
  SWAP_TILE = true # Make this false if you don't use the swap_tile script
  SWAP_TILE_SWITCH = 278 # The switch needs to be the same as your swap tile
  #    switch, but if SWAP_TILE is false it does not matter.
 
  # If this is true it will screenshot the map, if false it will draw it.
  SCREENSHOT_IMAGE = true # Drawing the map is good because it doesn't require
  # a .DLL or images for the screenshot, and it will have tone and
  # weather. If you are using SwapXT and this value is false you need to turn
  # on swap tile.
 
  # Do you want to use your own custom images for each map via map name.
  PREMADE_IMAGE = false # If this is true it sets its priority over
  #    screenshots/etc.
 
  # Image type for screenshot '.bmp', or '.jpg', or '.png'.
  IMAGE_FILETYPE = '.png'
 
  # If this is true then the scene will not change when you save the game.
  SCENE_CHANGE = true # Changes scene to map instead of remaining in Save screen.

  MAX_SAVE_SLOT = 20 # Max save slots.
  SLOT_NAME = 'SLOT {id}'
 
  # Name of the slot (show in save slots list), use {id} for slot ID.
  SAVE_FILE_NAME = 'Save{id}.rvdata'
  # Save file name, you can also change its file type from .rvdata to other.
 
  # Use {id} for save slot ID.
  SAVE_PATH = 'Save/' # Path to store save file, e.g. 'Save/' or '' (for game folder).
  SAVED_SLOT_ICON = 133 # Icon Index for saved slot.
 
  EMPTY_SLOT_ICON = 141 # Icon Index for empty slot.
  EMPTY_SLOT_TEXT = '-NO DATA-' # Text to show for empty slot's data.
 
  DRAW_GOLD = true # Draw Gold.
  DRAW_PLAYTIME = true # Draw playtime.
  DRAW_LOCATION = true # Draw location.
  DRAW_FACE = true # Draw actor's face.
  DRAW_LEVEL = true # Draw actor's level.
  DRAW_NAME = true # Draw actor's name.
  DRAW_TEXT_GOLD = false # Draw the vocab::Gold text to the right of the number.
 
  PLAYTIME_TEXT = 'Play Time: '
  GOLD_TEXT = 'Gold: '
  LOCATION_TEXT = 'Location: '
  LV_TEXT = 'Lv. '
 
  MAP_NAME_TEXT_SUB = %w{}
  # Text that you want to remove from map name,
  # e.g. %w{[LN] [DA]} will remove text '[LN]' and '[DA]' from map name.
 
  # Do we want to use corresponding variables for each map number in MAP_NO_NAME_LIST?
  MAP_NO_NAME_VARIABLE = true # You just apply the value one to the variable which
  # is the map number to change it from MAP_NO_NAME.
 
  MAP_NO_NAME_LIST = [2] # ID of Map that will not show map name, e.g. [1,2,3].
  MAP_NO_NAME = '???' # What you will use to call the map in the no name list.

  # This is a switch that can activate or deactivate maps from being displayed as
  # MAP_NO_NAME. If it is off then maps will return back to normal.
  MAP_NO_NAME_SWITCH = 278 # This switch has to be on for MAP_NO_NAME_LIST to work.
 
  MAP_BORDER = Color.new(0,0,0,200) # Map image border color (R,G,B,Opacity).
  FACE_BORDER = Color.new(0,0,0,200) # Face border color.
 
  # Save confirmation window
  SFC_Text_Confirm = 'Overwrite Save File' # Text to confirm to save file.
  SFC_Text_Cancel = 'Cancel' # Text to cancel to save.
  SFC_Window_Width = 200 # Width of Confirmation Window.
  SFC_Window_X_Offset = 0 # Move Confirmation Window horizontally.
  SFC_Window_Y_Offset = 0 # Move Confirmation Window vertically.
 
  #-------------------------------------------------------------------------
  # END NEO SAVE SYSTEM - SETUP (Edit below at your own risk)
  #=========================================================================
 
  #-------------------------------------------------------------
  # Screenshot V2 by Andreas21 and Cybersam
  #-------------------------------------------------------------
  @screen = Win32API.new 'screenshot', 'Screenshot', %w(l l l l p l l), ''
  @readini = Win32API.new 'kernel32', 'GetPrivateProfileStringA', %w(p p p p l p), 'l'
  @findwindow = Win32API.new 'user32', 'FindWindowA', %w(p p), 'l'
  module_function
 
  def self.shot(file_name)
case IMAGE_FILETYPE
  when '.bmp'; typid = 0
  when '.jpg'; typid = 1
  when '.png'; typid = 2
end

# Get Screenshot
filename = file_name + IMAGE_FILETYPE
@screen.call(0, 0, Graphics.width, Graphics.height, filename, self.handel,
typid)
  end
 
  def self.handel
game_name = "\0" * 256
@readini.call('Game','Title','',game_name,255,".\\Game.ini")
game_name.delete!("\0")

return @findwindow.call('RGSS Player',game_name)
  end
end

class Scene_File < Scene_Base
  include Wora_NSS
  attr_reader :window_slotdetail
 
  #-------------------------------------------------------------------------
  # * Start processing
  #-------------------------------------------------------------------------
  def start
super

create_menu_background

if NSS_IMAGE_BG != ''
  @bg = Sprite.new
  @bg.bitmap = Cache.picture(NSS_IMAGE_BG)
  @bg.opacity = NSS_IMAGE_BG_OPACITY
end

@help_window = Window_Help.new
command = []

(1..MAX_SAVE_SLOT).each do |i|
  command << SLOT_NAME.clone.gsub!(/\{ID\}/i) { i.to_s }
end

@window_slotdetail = Window_NSS_SlotDetail.new
@window_slotlist = Window_SlotList.new(160, command)
@window_slotlist.y = @help_window.height
@window_slotlist.height = Graphics.height - @help_window.height

if !OPACITY_DEFAULT
  @help_window.opacity = NSS_WINDOW_OPACITY
  @window_slotdetail.opacity = @window_slotlist.opacity = NSS_WINDOW_OPACITY
end

# Create folder for save file
if SAVE_PATH != ''
  Dir.mkdir(SAVE_PATH) if !FileTest.directory?(SAVE_PATH)
end

if @saving
  @index = $game_temp.last_file_index
  @help_window.set_text(Vocab::SaveMessage)
else
  @index = self.latest_file_index
  @help_window.set_text(Vocab::LoadMessage)
 
  (1..MAX_SAVE_SLOT).each do |i|
@window_slotlist.draw_item(i-1, false) if !@window_slotdetail.file_exist?(i)
  end
end

@window_slotlist.index = @index

# Draw information
@last_slot_index = @window_slotlist.index
@window_slotdetail.draw_data(@last_slot_index + 1)
  end
 
  #-------------------------------------------------------------------------- 
  # * Termination Processing
  #--------------------------------------------------------------------------
  def terminate
super

dispose_menu_background

unless @bg.nil?
  @bg.bitmap.dispose
  @bg.dispose
end

@window_slotlist.dispose
@window_slotdetail.dispose
@help_window.dispose
  end
 
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
super

if !@confirm_window.nil?
  @confirm_window.update
 
  if Input.trigger?(Input::C)
if @confirm_window.index == 0
  determine_savefile
  @confirm_window.dispose
  @confirm_window = nil
else
  Sound.play_cancel
  @confirm_window.dispose
  @confirm_window = nil
end
  elsif Input.trigger?(Input::B)
Sound.play_cancel
@confirm_window.dispose
@confirm_window = nil
  end
else
  update_menu_background
  @window_slotlist.update
 
  if @window_slotlist.index != @last_slot_index
@last_slot_index = @window_slotlist.index
@window_slotdetail.draw_data(@last_slot_index + 1)
  end
 
  @help_window.update
  update_savefile_selection
end
  end
 
  #--------------------------------------------------------------------------
  # * Update Save File Selection
  #--------------------------------------------------------------------------
  def update_savefile_selection
if Input.trigger?(Input::C)
  if @saving and @window_slotdetail.file_exist?(@last_slot_index + 1)
Sound.play_decision
text1 = SFC_Text_Confirm
text2 = SFC_Text_Cancel
@confirm_window = Window_Command.new(SFC_Window_Width,[text1,text2])
@confirm_window.x = ((544 - @confirm_window.width) / 2) + SFC_Window_X_Offset
@confirm_window.y = ((416 - @confirm_window.height) / 2) + SFC_Window_Y_Offset
  else
determine_savefile
  end
elsif Input.trigger?(Input::B)
  Sound.play_cancel
  return_scene
end
  end
 
  #--------------------------------------------------------------------------
  # * Execute Save
  #--------------------------------------------------------------------------
  def do_save
if SCREENSHOT_IMAGE
  File.rename(SAVE_PATH + 'temp' + IMAGE_FILETYPE,
  make_filename(@last_slot_index).gsub(/\..*$/){ '_ss' } + IMAGE_FILETYPE) 
end 

file = File.open(make_filename(@last_slot_index), "wb")
write_save_data(file)
file.close   

# Alter the scene after the saving is done
if SCENE_CHANGE
  $scene = Scene_Map.new
else
  $scene = Scene_File.new(true, false, false)
end
  end
 
  #--------------------------------------------------------------------------
  # * Execute Load
  #--------------------------------------------------------------------------
  def do_load
file = File.open(make_filename(@last_slot_index), "rb")
read_save_data(file)
file.close
$scene = Scene_Map.new
RPG::BGM.fade(1500)
Graphics.fadeout(60)
Graphics.wait(40)
@last_bgm.play
@last_bgs.play
  end
 
  #--------------------------------------------------------------------------
  # * Confirm Save File
  #--------------------------------------------------------------------------
  def determine_savefile
if @saving
  Sound.play_save
  do_save
else
  if @window_slotdetail.file_exist?(@last_slot_index + 1)
Sound.play_load
do_load
  else
Sound.play_buzzer
return
  end
end

$game_temp.last_file_index = @last_slot_index
  end
 
  #--------------------------------------------------------------------------
  # * Create Filename
  # file_index : save file index (0-3)
  #--------------------------------------------------------------------------
  def make_filename(file_index)
return SAVE_PATH + SAVE_FILE_NAME.gsub(/\{ID\}/i) { (file_index + 1).to_s }
  end
 
  #--------------------------------------------------------------------------
  # * Select File With Newest Timestamp
  #--------------------------------------------------------------------------
  def latest_file_index
latest_index = 0
latest_time = Time.at(0)

(1..MAX_SAVE_SLOT).each do |i|
  file_name = make_filename(i - 1)
  next if !@window_slotdetail.file_exist?(i)
  file_time = File.mtime(file_name)
 
  if file_time > latest_time
latest_time = file_time
latest_index = i - 1
  end
end

return latest_index
  end

class Window_SlotList < Window_Command
  #--------------------------------------------------------------------------
  # * Draw Item
  #--------------------------------------------------------------------------
  def draw_item(index, enabled = true)
rect = item_rect(index)
rect.x += 4
rect.width -= 8
icon_index = 0
self.contents.clear_rect(rect)

if $scene.window_slotdetail.file_exist?(index + 1)
  icon_index = Wora_NSS::SAVED_SLOT_ICON
else
  icon_index = Wora_NSS::EMPTY_SLOT_ICON
end

if !icon_index.nil?
  rect.x -= 4
  draw_icon(icon_index, rect.x, rect.y, enabled) # Draw Icon
  rect.x += 26
  rect.width -= 20
end

self.contents.clear_rect(rect)
self.contents.font.color = normal_color
self.contents.font.color.alpha = enabled ? 255 : 128
self.contents.draw_text(rect, @commands[index])
  end
 
  def cursor_down(wrap = false)
if @index < @item_max - 1 or wrap
  @index = (@index + 1) % @item_max
end
  end

  def cursor_up(wrap = false)
if @index > 0 or wrap
  @index = (@index - 1 + @item_max) % @item_max
end
  end
end

class Window_NSS_SlotDetail < Window_Base
  include Wora_NSS
 
  def initialize
super(160, 56, 384, 360)

@data = []
@exist_list = []
@bitmap_list = {}
@map_name = []
  end
 
  def dispose
dispose_tilemap
super
  end

  def draw_data(slot_id)
contents.clear # 352, 328
dispose_tilemap

load_save_data(slot_id) if @data[slot_id].nil?
  if @exist_list[slot_id]
save_data = @data[slot_id]
contents.fill_rect(0,30,352,152, MAP_BORDER)

if PREMADE_IMAGE
  bitmap = get_bitmap("Graphics/Save/" + @data[slot_id]['map_name'] + IMAGE_FILETYPE)
  rect = Rect.new((Graphics.width-348)/2,(Graphics.height-156)/2,348,156)
  contents.blt(2,32,bitmap,rect)
elsif SCREENSHOT_IMAGE and save_data['ss']
  bitmap = get_bitmap(save_data['ss_path'])
  rect = Rect.new((Graphics.width-348)/2,(Graphics.height-156)/2,348,156)
  contents.blt(2,32,bitmap,rect)
elsif SWAP_TILE and $game_switches[SWAP_TILE_SWITCH]
  create_swaptilemap(save_data['gamemap'].data, save_data['gamemap'].display_x,
  save_data['gamemap'].display_y)
else
  create_tilemap(save_data['gamemap'].data, save_data['gamemap'].display_x,
  save_data['gamemap'].display_y)
end

if DRAW_GOLD
  gold_textsize = contents.text_size(save_data['gamepar'].gold).width
  goldt_textsize = contents.text_size(GOLD_TEXT).width 
  contents.font.color = system_color
      contents.font.size = 18
  contents.draw_text(0, 0, goldt_textsize, WLH, GOLD_TEXT)
  contents.font.color = normal_color
  contents.draw_text(goldt_textsize, 0, gold_textsize, WLH, save_data['gamepar'].gold) 

  if DRAW_TEXT_GOLD
contents.draw_text(goldt_textsize + gold_textsize, 0, 200, WLH, Vocab::gold)

  else
gold_textsize = 0
goldt_textsize = 0
  end
end
   
if DRAW_PLAYTIME
  hour = save_data['total_sec'] / 60 / 60
  min = save_data['total_sec'] / 60 % 60
  sec = save_data['total_sec'] % 60
  time_string = sprintf("%02d:%02d:%02d", hour, min, sec)
  pt_textsize = contents.text_size(PLAYTIME_TEXT).width
  ts_textsize = contents.text_size(time_string).width
  contents.font.color = system_color
  contents.draw_text(contents.width - ts_textsize - pt_textsize, 0,
  pt_textsize, WLH, PLAYTIME_TEXT)
  contents.draw_text(goldt_textsize + gold_textsize,0,200,WLH, Vocab::gold)
  contents.font.color = normal_color
  contents.draw_text(0, 0, contents.width, WLH, time_string, 2)
end

if DRAW_LOCATION
  lc_textsize = contents.text_size(LOCATION_TEXT).width
  mn_textsize = contents.text_size(save_data['map_name']).width
  contents.font.color = system_color
  contents.draw_text(0, 190, contents.width, WLH, LOCATION_TEXT)
  contents.font.color = normal_color
  contents.draw_text(lc_textsize, 190, contents.width, WLH, save_data['map_name'])
end

# Draw level & name
save_data['gamepar'].members.each_index do |i|
  actor = save_data['gameactor'][save_data['gamepar'].members[i].id]
  face_x_base = (i*80) + (i*8)
  face_y_base = 216
  lvn_y_plus = 10
  lv_textsize = contents.text_size(actor.level).width
  lvt_textsize = contents.text_size(LV_TEXT).width
 
if DRAW_FACE
  contents.fill_rect(face_x_base, face_y_base, 84, 84, FACE_BORDER)
  draw_face(actor.face_name, actor.face_index, face_x_base + 2,
  face_y_base + 2, 80)
end

if DRAW_LEVEL
  contents.font.color = system_color
  contents.draw_text(face_x_base + 2 + 80 - lv_textsize - lvt_textsize,
  face_y_base + 2 + 80 - WLH + lvn_y_plus, lvt_textsize, WLH, LV_TEXT)
  contents.font.color = normal_color
  contents.draw_text(face_x_base + 2 + 80 - lv_textsize,
  face_y_base + 2 + 80 - WLH + lvn_y_plus, lv_textsize, WLH, actor.level)
end

if DRAW_NAME
      contents.font.size = 16
  contents.draw_text(face_x_base, face_y_base + 2 + 80 + lvn_y_plus - 6, 82,
  WLH, actor.name, 1)
      contents.font.size = 18
end
  end
else
  contents.draw_text(0,0, contents.width, contents.height - WLH, EMPTY_SLOT_TEXT, 1)
end
  end
 
  def load_save_data(slot_id)
file_name = make_filename(slot_id)

if file_exist?(slot_id) or FileTest.exist?(file_name)
  @exist_list[slot_id] = true
  @data[slot_id] = {}
 
  # Start load data
  file = File.open(file_name, "r")
  @data[slot_id]['time'] = file.mtime
  @data[slot_id]['char'] = Marshal.load(file)
  @data[slot_id]['frame'] = Marshal.load(file)
  @data[slot_id]['last_bgm'] = Marshal.load(file)
  @data[slot_id]['last_bgs'] = Marshal.load(file)
  @data[slot_id]['gamesys'] = Marshal.load(file)
  @data[slot_id]['gamemes'] = Marshal.load(file)
  @data[slot_id]['gameswi'] = Marshal.load(file)
  @data[slot_id]['gamevar'] = Marshal.load(file)
  @data[slot_id]['gameselfvar'] = Marshal.load(file)
  @data[slot_id]['gameactor'] = Marshal.load(file)
  @data[slot_id]['gamepar'] = Marshal.load(file)
  @data[slot_id]['gametro'] = Marshal.load(file)
  @data[slot_id]['gamemap'] = Marshal.load(file)
  @data[slot_id]['total_sec'] = @data[slot_id]['frame'] / Graphics.frame_rate
 
  # Save the image
  if SCREENSHOT_IMAGE
@data[slot_id]['ss_path'] = file_name.gsub(/\..*$/){'_ss'} + IMAGE_FILETYPE
@data[slot_id]['ss'] = FileTest.exist?(@data[slot_id]['ss_path'])
  end
 
  @data[slot_id]['map_name'] = get_mapname(@data[slot_id]['gamemap'].map_id)
  file.close
else
  @exist_list[slot_id] = false
  @data[slot_id] = -1
end
  end

  def make_filename(file_index)
return SAVE_PATH + SAVE_FILE_NAME.gsub(/\{ID\}/i) { (file_index).to_s }
  end
 
  def file_exist?(slot_id)
return @exist_list[slot_id] if !@exist_list[slot_id].nil?

@exist_list[slot_id] = FileTest.exist?(make_filename(slot_id))

return @exist_list[slot_id]
  end
 
  def get_bitmap(path)
if !@bitmap_list.include?(path)
  @bitmap_list[path] = Bitmap.new(path)
end

return @bitmap_list[path]
  end
 
  def get_mapname(map_id)
if @map_data.nil?
  @map_data = load_data("Data/MapInfos.rvdata")
end
 
if @map_name[map_id].nil?
  if MAP_NO_NAME_LIST.include?(map_id) and $game_switches[MAP_NO_NAME_SWITCH]
if $game_variables[map_id] == 0 or !MAP_NO_NAME_VARIABLE
  @map_name[map_id] = MAP_NO_NAME
else
  @map_name[map_id] = @map_data[map_id].name
end 
  else
@map_name[map_id] = @map_data[map_id].name
  end

  MAP_NAME_TEXT_SUB.each_index do |i|
@map_name[map_id].sub!(MAP_NAME_TEXT_SUB[i], '')
@mapname = @map_name[map_id]
  end
end

return @map_name[map_id]
  end   
 
  def create_tilemap(map_data, ox, oy)
@viewport = Viewport.new(self.x + 2 + 16, self.y + 32 + 16, 348,156)
@viewport.z = self.z
@tilemap = Tilemap.new(@viewport)
@tilemap.bitmaps[0] = Cache.system("TileA1")
@tilemap.bitmaps[1] = Cache.system("TileA2")
@tilemap.bitmaps[2] = Cache.system("TileA3")
@tilemap.bitmaps[3] = Cache.system("TileA4")
@tilemap.bitmaps[4] = Cache.system("TileA5")
@tilemap.bitmaps[5] = Cache.system("TileB")
@tilemap.bitmaps[6] = Cache.system("TileC")
@tilemap.bitmaps[7] = Cache.system("TileD")
@tilemap.bitmaps[8] = Cache.system("TileE")
@tilemap.map_data = map_data
@tilemap.ox = ox / 8 + 99
@tilemap.oy = oy / 8 + 90
  end
 
  def create_swaptilemap(map_data, ox, oy)
@viewport = Viewport.new(self.x + 2 + 16, self.y + 32 + 16, 348,156)
@viewport.z = self.z
@tilemap = Tilemap.new(@viewport)

tile1 = Cache_Swap_Tiles.swap($tileA1 + ".png") rescue nil
tile2 = Cache_Swap_Tiles.swap($tileA2 + ".png") rescue nil
tile3 = Cache_Swap_Tiles.swap($tileA3 + ".png") rescue nil
tile4 = Cache_Swap_Tiles.swap($tileA4 + ".png") rescue nil
tile5 = Cache_Swap_Tiles.swap($tileA5 + ".png") rescue nil
tile6 = Cache_Swap_Tiles.swap($tileB + ".png") rescue nil
tile7 = Cache_Swap_Tiles.swap($tileC + ".png") rescue nil
tile8 = Cache_Swap_Tiles.swap($tileD + ".png") rescue nil
tile9 = Cache_Swap_Tiles.swap($tileE + ".png") rescue nil

if $tileA1 != nil
  @tilemap.bitmaps[0] = tile1
else
  @tilemap.bitmaps[0] = Cache.system("TileA1")
end

if $tileA2 != nil
  @tilemap.bitmaps[1] = tile2
else
  @tilemap.bitmaps[1] = Cache.system("TileA2")
end

if $tileA3 != nil
  @tilemap.bitmaps[2] = tile3 
else
  @tilemap.bitmaps[2] = Cache.system("TileA3")
end 

if $tileA4 != nil
  @tilemap.bitmaps[3] = tile4
else
  @tilemap.bitmaps[3] = Cache.system("TileA4")
end

if $tileA5 != nil
  @tilemap.bitmaps[4] = tile5 
else
  @tilemap.bitmaps[4] = Cache.system("TileA5")
end

if $tileB != nil
  @tilemap.bitmaps[5] = tile6
else
  @tilemap.bitmaps[5] = Cache.system("TileB") 
end 

if $tileC != nil
  @tilemap.bitmaps[6] = tile7
else
  @tilemap.bitmaps[6] = Cache.system("TileC")
end 

if $tileD != nil
  @tilemap.bitmaps[7] = tile8
else
  @tilemap.bitmaps[7] = Cache.system("TileD") 
end

if $tileE != nil
  @tilemap.bitmaps[8] = tile9
else
  @tilemap.bitmaps[8] = Cache.system("TileE") 
end
 
@tilemap.map_data = map_data
@tilemap.ox = ox / 8 + 99
@tilemap.oy = oy / 8 + 90
  end

  def dispose_tilemap
unless @tilemap.nil?
  @tilemap.dispose
  @tilemap = nil
  end
end
  end
end

class Scene_Title < Scene_Base
  def check_continue
file_name = Wora_NSS::SAVE_PATH + Wora_NSS::SAVE_FILE_NAME.gsub(/\{ID\}/i) { '*' }
@continue_enabled = (Dir.glob(file_name).size > 0)
  end
end

class Scene_Map < Scene_Base
  alias wora_nss_scemap_ter terminate
 
  def terminate
Wora_NSS.shot(Wora_NSS::SAVE_PATH + 'temp')
wora_nss_scemap_ter
  end
end
#======================================================================
# END - NEO SAVE SYSTEM by Woratana and Helladen
#======================================================================

Someone had this same issue on page 18 but they just stopped using old saves. I however need to use the old saves because I am just updating my game and not releasing it... Is there anything you can do to help me out? Do you know anything about how data is saved in a save file or how we could change it to work with the new version?

*
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Level 97
2014 Most Unsung Member2014 Best RPG Maker User - Engine2013 Best RPG Maker User (Scripting)2012 Best Member2012 Best RPG Maker User (Scripting)2012 Favorite Staff Member2012 Most Mature MemberSecret Santa 2012 ParticipantProject of the Month winner for July 20092011 Best Veteran2011 Favourite Staff Member2011 Most Mature Member2011 Best RPG Maker User (Scripting)2011 Best Use of Avatar and Signature Space2010 Most Mature Member2010 Favourite Staff Member
It's possible to preserve the old save files, but it'd be a bit of a hassle and I really don't want to do it unless there's a good reason. Why do you want to update? Is there some feature in 2.1 that you really want?

**
Rep: +0/-0Level 59
RMRK Junior
It's possible to preserve the old save files, but it'd be a bit of a hassle and I really don't want to do it unless there's a good reason. Why do you want to update? Is there some feature in 2.1 that you really want?

I really don't mean to be a hassle and I seriously appreciate your help! :)
My other team member thinks its really important for us to update to 2.1. We love the custom categories, the reward system, and the text in 1.1 is getting cut off a bit, also the icons, etc. I've been looking at trying to edit the save file, but theyre saved in some kind of marshal thing and i have no clue how to actually edit them properly XD

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Alright, well I'll do it sometime in the next week or two. I have something I am working right now that I want to get finished before doing any thing else.

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Rep: +0/-0Level 59
RMRK Junior
Alright, well I'll do it sometime in the next week or two. I have something I am working right now that I want to get finished before doing any thing else.
alright, that's fine. we'll release this update with the old journal and then maybe the new journal system for our version 2 release.

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Rep: +0/-0Level 58
RMRK Junior
Will you be making a VXA version?

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Rep: +0/-0Level 67
RMRK Junior
I'm having an issue with this Quest Journal. When my description of the quest is too long (making the right-hand window scrollable), the last revealed objective dissapears. Screenshot:

But when I change the font size in configuration to smaller, the last objective is visible:

What the hell is wrong? Is there any way to fix this?

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Level 97
2014 Most Unsung Member2014 Best RPG Maker User - Engine2013 Best RPG Maker User (Scripting)2012 Best Member2012 Best RPG Maker User (Scripting)2012 Favorite Staff Member2012 Most Mature MemberSecret Santa 2012 ParticipantProject of the Month winner for July 20092011 Best Veteran2011 Favourite Staff Member2011 Most Mature Member2011 Best RPG Maker User (Scripting)2011 Best Use of Avatar and Signature Space2010 Most Mature Member2010 Favourite Staff Member
Well, it appears that the contents size is being inaccurately calculated, but I am unfortunately unable to reproduce the error in my copy of the script.

That could mean it is an incompatibility or simply an oversight, but I will need to see the error in action. I would appreciate it if you could either: (a) send me the malfunctioning project; or (b) create a new project, reproduce the error, and send me that. Otherwise, I will not be able to help.

**
Rep: +0/-0Level 67
RMRK Junior
It's apparently not an incompatibility. I've tried this with demo project included in first post and result is the same. Quest in config:
Code: [Select]
when 1 # Quest 1
      name = "Duch"
      banner = "" # If using, must be a file from the Pictures folder
      description = "Jedna z wielu miejskich legend Pojebanowa mówi o duchu Thomasa Stoltza Seniora, zmarlego w \"wypadku samochodowym\" ksiegowego mafii. Wladze miasta nie maja nic do powiedzenia na ten temat, nie chcac wywolywac ogólnej paniki i dementuja wszystkie plotki, z pewnoscia bylyby jednak wdzieczne za uciszenie calej sprawy - w ten czy inny sposób."
      client = ""
      location = ""
      objectives[0] = "The first objective (ID 0)"
      objectives[1] = "Do this next (ID 1)"
      objectives[2] = "Return to collect your reward"
      objectives[3] = "next one"
      level = 0
      common_event = 0
      icon_index = 212
      custom_categories = []
Maybe these lines are the problem... Description is wrote in one line (it's wrapped in my post though).
« Last Edit: February 17, 2012, 01:05:23 AM by Hoodlum »

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Rep: +0/-0Level 59
RMRK Junior
I really like your script! Its very useful, can I use it in my commercial game?
Also will you ever update Quest Journal to be compatible with RPG Make VX Ace?

*****
my name is Timothy what's yours
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Hello
2014 Most Missed Member2014 Zero to Hero2014 Best IRC Quote2012 Zero To HeroSecret Santa 2012 ParticipantContestant - GIAW 9For frequently finding and reporting spam and spam bots2011 Zero to Hero
MA, people are going to keep asking for an Ace version as long as they have to until one is made. I don't know if you're planning on doing one soon, but if you're not I'd gladly attempt a porting if you allowed it (knowing that I'm still yet to understand completely how scenes are handled in Ace. Kinda waiting for an English release to explain that better to me ._.). Because I know you're a busy man. And it would certainly get people to stop pestering you about it.
it's like a metaphor or something i don't know

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Thanks for the offer, but see attached :)

Not that I understand why people are so keen on it - RMVX Ace is not even released yet. They can't even use it.


As for the commercial thing, sure, as long as I get a free copy of the game  ^-^

*****
my name is Timothy what's yours
Rep:
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Hello
2014 Most Missed Member2014 Zero to Hero2014 Best IRC Quote2012 Zero To HeroSecret Santa 2012 ParticipantContestant - GIAW 9For frequently finding and reporting spam and spam bots2011 Zero to Hero
Dang, you're fast ^_^
Awesome.
it's like a metaphor or something i don't know

*
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That said, I would certainly encourage you to write your own Quest script. It's a lot of fun.

**
Rep: +0/-0Level 67
RMRK Junior
modern algebra, so what about my problem? Is there any way to fix this?

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It should be fixed. Get it from the first post. If you download the demo, you should only need to copy the IMPLEMENTATION section of the script, so you shouldn't need to disturb the CONFIGURATION section (unless you are updating from a version older than 2.1b).

Sorry for the error and thanks for reporting it. Just for the record, though, patience is a virtue  :police:
« Last Edit: February 17, 2012, 11:18:20 PM by modern algebra »

**
Rep: +0/-0Level 67
RMRK Junior
Sorry for the error and thanks for reporting it. Just for the record, though, patience is a virtue  :police:
Big thanks for this. And I am patient, you just didn't answered my last post and haven't told me that you are going to fix that bug. :P
Thanks again, awesome script.

**
Rep: +0/-0Level 59
RMRK Junior
Alright, well I'll do it sometime in the next week or two. I have something I am working right now that I want to get finished before doing any thing else.
Hey there, modern algebra. Have you had a chance to check out my issue yet?

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No, sorry. I will try to do it before the week is over.

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RMRK Junior
So I keep getting an error when I try to reveal just one quest, (the first and only one >.>) and it goes a little something like this:

NoMethodError occurred while running the script.

undefined method 'reveal_quest' for #<Game_Interpreter:0x2d14968>


Any idea what's up? I know I must be doing something wrong with the eventing or whatever, also I am using game_guy's Quest Journal Config.

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game_guy's Quest Journal Config only works for v. 1.1 of the Quest Journal, which means that if you pasted in the code generated by that, you are using v. 1.1. Almost all of the shortcut codes like reveal_quest were brought in with 2.0, so you can't use codes like reveal_quest. Read the header of the script generated by game_guy's program and you should see how those things are done in 1.1.

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Thanks for the offer, but see attached :)

Not that I understand why people are so keen on it - RMVX Ace is not even released yet. They can't even use it.


As for the commercial thing, sure, as long as I get a free copy of the game  ^-^
Wow looks pretty nice that way, would be nice to make it that way in VX ^^