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Modern Algebra's Quest Journal - Eventing

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Well I'm using Modern Algebra's quest journal script, but I'm having a few problems...
 I think they're all to do with eventing the quests, but I'm not too sure.
Anyways, this is the problem.
I've made a quest advocate (someone who lets you do quests) with 3 quests on it, which seems to work fine.
I've got 3 different people who requested the quests.
When you go to talk to them to do the quests and you accept it adds the quest on, but along with the other quests.
Instead of confusing anyone, here is the Data folder so you can copy and paste it into a new project and take a look at the events used in the Quest Guild, Mirien's Magic (One of the quest requesters), Illian's Items (Another quest requester) and Deku in Brakku Residence.
I really need this sorting out, and when I tried I got myself confused and didn't see what the problem was...
So can anyone help me? (Preferably Modern Algebra because they made it).
Thanks for reading.
Here is the Data folder.
http://www.mediafire.com/?movovci52kj

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I'm still not sure what you are saying is going wrong - so, is it that whenever you get one of the quests it reveals all three of them? I can't really test your game out to see what is happening since I don't have most of your character graphics, but from my cursory examination of the events I could find (kind of hard since they're all blank) - the Ariem and Deku events looked fine, from what I could see. The Ilian event was OK except that you use square brackets instead of round brackets (should be $game_party.quests[3].reveal_objective (0), not $game_party.quests[3].reveal_objective[0]). But that would cause a syntax error, not the error you are seeing.

My guess, if you are seeing them all show up (and I assume the other two don't show any of the objectives, just that they are there), is that you are doing a conditional branch check on them in some parallel process event maybe? It will show up the moment you do anything to it, so any conditional branches or whatever would make it show up. I can't really find where it's happening though without being able to test the game, but maybe you remember?


If you can't remember, then there is a way to just avoid the issue and not have to find where you are accessing the others; in the quest guild, put a script call like this:

Code: [Select]
q = $game_party.quests
q[1].concealed = true
q[2].concealed = true
q[3].concealed = true

(make sure wherever you do this event that it can't run at any time after you've accepted any of the quests)

Then, when you accept quest x, put in this code:

Code: [Select]
$game_party.quests[x].concealed = false

This method is kind of a lot of work, which is why I made it so that simply accessing the quests would reveal them in general, but if you can't find out where you are accessing the other quests it might be worth doing just to avoid the frustration.

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Rep: +0/-0Level 83
"you are seeing them all show up (and I assume the other two don't show any of the objectives, just that they are there)"
That's the problem.
That keeps coming up, even though I don't have anything to do with the other quests there...

Ummm.... I don't get that bit...
(The code bit to do with concealed in your post)
Do I need to do switches or anything...? I don't know what concealed means or anything, and as you can tell I fail at making quests/quest events... :(
Sorry for the bother, by the way.

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"you are seeing them all show up (and I assume the other two don't show any of the objectives, just that they are there)"
That's the problem.
That keeps coming up, even though I don't have anything to do with the other quests there...

Ummm.... I don't get that bit...
(The code bit to do with concealed in your post)
Do I need to do switches or anything...? I don't know what concealed means or anything, and as you can tell I fail at making quests/quest events... :(
Sorry for the bother, by the way.

On the third page of events, there's a section called advanced. Under that should be scripts. That's the call script function. I'm guessing Modern wants you to copy that code into the call script (correct me if I'm wrong).

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I know about that, but I mean the switches and conditional branches that I was using. Take a look in the Data, and you'll see what I'm talking about.

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Works fine for me... Can you provide a screenshot?

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Yeah, I've just done a few screenshots. There are quite a few. (20 or so)
Oh... I can't post them here. It just shows:
Code: [Select]
[img][/img]
there so I can't upload them to this site... :-\

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:facepalm:

You have two options. One, upload your picture to a host like imageshack or photobucket. Two, click where it says additional options and attach it there. Quite simple.




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Thanks, Zylos. :D
Here they are.
(Here are the screenies of Mirien's event and the first one for the Quest Guild.)

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The last quest guild screenies.
« Last Edit: April 29, 2010, 09:49:01 PM by dezz123 »

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The quest to do with Tyron.

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Last but not least, the Deku quest.
Also, I can upload the in-game menu and such, but it lags like hell and I'd have to replay it. :-\

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Also, another problem with the quest journal. I get an error showing:
NoMethodError
undefined method 'complete=' for
#<ModAlg_QuestData::0x163ae18>
I think it's because how I set it up, but I don't know HOW to set it up... I put complete = true.
And can someone please help me about the other problem aswell?

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hoooooooly crap screenshots.

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Also, another problem with the quest journal. I get an error showing:
NoMethodError
undefined method 'complete=' for
#<ModAlg_QuestData::0x163ae18>
I think it's because how I set it up, but I don't know HOW to set it up... I put complete = true.
And can someone please help me about the other problem aswell?

The method is "complete?", not "complete="

EDIT: If you didn't get what I mean, you shouldn't be writing $game_party.quests[quest_id].complete=, but $game_party.quests[quest_id].complete?

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So to complete a quest, you put that, and it completes it? I thought that was in conditional branch...:-\
@Grafikal - What do you mean?

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So to complete a quest, you put that, and it completes it? I thought that was in conditional branch...:-\
@Grafikal - What do you mean?

Conditional Branch: Script: $game_party.quests[quest_id].complete? - This checks if it's complete or not.

As in, the whole quest. So WHEN you complete a quest, this will show up as true. Otherwise, it returns false. I have no idea at what you were trying to accomplish by saying  Script: $game_party.quests[quest_id].complete = true/false, or whatever you were trying to do.

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I was talking about MAKING the quest complete. So I thought you put that.  :=:

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Oh, that makes sense. I'm pretty sure all the objectives just have to be clear for the quest to be complete.

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Doesn't work... I'll take a look at the actual Script thread for the Quest Journal... :-\