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> modern algebra's Quest Journal, Author: modern algebra
Adrien.
post Nov 22 2008, 09:01 AM
Post #41


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can some oneplease help me


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Redsonic
post Nov 24 2008, 12:45 PM
Post #42


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Can you call the journal using a custom event? Say, if I didn't want it in the main menu, but I wanted it triggered via an item or something
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miceylulu
post Nov 29 2008, 09:44 AM
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This is the error that comes up. I looked in the Quest Journal script, and it's set up the way any other quest was set up and they didn't have problems. See any problems?:

CODE
    when 13 # Steal the Corn
      name = "Steal the Corn"
      description = "Frieda needs you to steal some corn for her granny.  Can you do it?"
      objectives[0] = "Steal the corn and return it to Frieda."
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redguy924
post Feb 10 2009, 06:29 PM
Post #44



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can you hlp me i keep getting an errer saying undifind method `>' for nil:Nil Class
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platipus
post Feb 10 2009, 07:29 PM
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wat a sweet looking script, I'll check it out.


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Genshyu
post Feb 12 2009, 12:34 PM
Post #46


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I don't really have any other scripts, but I do have a problem. I tried to make it custom with MY menu, not the aliased one because I have like 9 selections. BUT... it failed T_T It works and all intill you close it >:O then it crashes. please help. Also it says the problems in the "Window Selection" which I have never touched :/ Also, it's "When < 0" In the Widnow Selection Menu.


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redguy924
post Feb 14 2009, 01:24 PM
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can you hlp me i keep getting an errer saying undifind method `>' for nil:Nil Class i dont get it still

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nobodyreal
post Mar 1 2009, 07:44 PM
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Is there a way to add on an option to put in a conditional branch to check if an ojective is complete?

For example:
$game_party.quests[1].complete_objective (0)?

It's much like setting a conditional branch to check if a quest is complete, but it'd be helpful if i would also check if an objective of a quest is complete. I'd appreciate any help I can get. smile.gif
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Heartofshadow
post Mar 2 2009, 12:31 PM
Post #49


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QUOTE (nobodyreal @ Mar 1 2009, 10:44 PM) *
Is there a way to add on an option to put in a conditional branch to check if an ojective is complete?

For example:
$game_party.quests[1].complete_objective (0)?

It's much like setting a conditional branch to check if a quest is complete, but it'd be helpful if i would also check if an objective of a quest is complete. I'd appreciate any help I can get. smile.gif


The answer to your question lies in the topic created by the script's author over at RMRK. So I refer you to this post: Modern Algebra's Quest Journal topic @ RMRK


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dr4k1r
post Mar 3 2009, 09:38 AM
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QUOTE (redguy924 @ Feb 14 2009, 10:24 PM) *
can you hlp me i keep getting an errer saying undifind method `>' for nil:Nil Class i dont get it still


It's probably the same as if you import most scripts. That is, when you test play, you cannot load a saved game that existed from before you imported the script. Try starting New Game when playing.
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Myxlplyx
post Mar 3 2009, 03:06 PM
Post #51


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I'm not sure where to post this, but I have the Quest Journal script AND the Advanced Crafting script and Factions script.
It seems that only the last script loaded is the one that shows up in my menu. How can I fix it so that all my menu script appear simultaneously?
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darksector26
post Mar 5 2009, 07:59 AM
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i think there is a script for this i'll have a look around and see if i can find it if i dont get back to you then you might want to post a script request for it

EDIT: I've not found the script but this POST shows you how to make one that will give you more options on the main menu. I'll have a look and see if i can make it compatible with you scripts.

EDIT 2: Ok i think i've made the scipt you need at the moment your other scripts shouldn't need to be in any order but make sure this one is above the main but below the other scripts

CODE

class Scene_Menu < Scene_Base
def create_command_window
s1 = Vocab::item
s2 = Vocab::skill
s3 = Vocab::equip
s4 = Vocab::status
s5 = Vocab::save
s6 = Vocab::game_end
s7 = "Factions"
s8 = "Quest Log"
s9 = "Crafting"
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s7, s8, s9, s6])
@command_window.index = @menu_index
if $game_party.members.size == 0
@command_window.draw_item(0, false)
@command_window.draw_item(1, false)
@command_window.draw_item(2, false)
@command_window.draw_item(3, false)
end
if $game_system.save_disabled
@command_window.draw_item(4, false)
end
end

def update_command_selection
if Input.trigger?(Input::cool.gif
Sound.play_cancel
$scene = Scene_Map.new elsif Input.trigger?(Input::C)
if $game_party.members.size == 0 and @command_window.index < 4
Sound.play_buzzer
return
elsif $game_system.save_disabled and @command_window.index == 4
Sound.play_buzzer
return
end
Sound.play_decision
case @command_window.index
when 0 # Item
$scene = Scene_Item.new
when 1,2,3 # Skil,equip,status
start_actor_selection
when 4 # Save
$scene = Scene_File.new(true, false, false)
when 8 # End Game
$scene = Scene_End.new
when 5
$scene = Scene_Factions.new
when 6
if $game_system.quest_disabled || $game_party.quests.list.empty? # If Quest Journal disabled
Sound.play_buzzer
else
# Open Quest Window
Sound.play_decision
$scene = Scene_Quest.new
end
return

when 7
$scene = Scene_Crafting.new
end
end
end
end


If you want to change the order of the options in the menu then you will need to change the order of the @command_window = Window_Command.new line to the order you want

the picture below shows what the "when" value means in relation to the s1, s2 etc
so to have the acs, quest log and factions you will need to change the @command_window = Window_Command.new to s1,s2,s3,s4,s5,s9,s8,s7,s6 and then change the "when" values so that the
factions.new is 7
quests.new is 6
crafting.new is 5

If you have any trouble just ask and make sure you credit the makers of the script and rafidelis from rmrk for helping me make the script

Darksector26

This post has been edited by darksector26: Mar 5 2009, 02:37 PM
Attached File(s)
Attached File  compat_pict.jpg ( 15.67K ) Number of downloads: 13
Attached File  MyScript.txt ( 1.59K ) Number of downloads: 3
 


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C4mu5
post Mar 7 2009, 04:23 AM
Post #53


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I have a request ...
anyone can remove the "All" tab ?
i want to have only "Active" "Completed" "Failed" tab in my menu ...
help me plz smile.gif

PS: Sorry for my english
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Astendia
post Jul 7 2009, 07:49 AM
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Excellent, I've been searching for this for ages, very useful, thank you so much smile.gif
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Deku7
post Dec 10 2009, 03:40 PM
Post #55



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hey i need some help here if possible?...

i get this error when im given a script :

QUOTE
"script 'Quest Joural' line 174: NameError Occurred

undefined local variable or method 'prime' for
ModAlg_QuestData:Module"


any idea whats up?


sorry bout that i found my mistake...

This post has been edited by Deku7: Dec 10 2009, 03:51 PM


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Rastanatsta
post Feb 16 2010, 10:09 AM
Post #56


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Does anyone know what is causing this?

Hope the image is clear*



Thanks for any help given.


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Kread-EX
post Feb 17 2010, 09:13 AM
Post #57


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I downloaded the demo and don't seem to find any problems... However the line 924 could technically pose problems if some other script mess with the list of commands. I thought it might be the Tankentai SBS but it works fine...
What other scripts are you using ?


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Rastanatsta
post Feb 17 2010, 10:01 AM
Post #58


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I'm using a fair amount of scripts :S
I need to make it look good to get a good grade on my coursework. sad.gif

Here is a list:
-Tankentai SBS
-Paragraph Formatter
-Magic weapon script (The one you made for me)
-Kylock's Time System VX 1.5
-Monster Book "By Woratana"
-Background Based on Area
-Enemy Vart
-Light Effects VX 1.1
-Landing Restrictions
-Scene Shop ReDux

The only ones that edit the menu are:
-Monster Book (adds a new menu button)
-Kylock's Time System VX 1.5 (Adds a clock to the menu)

Thank you for your time!!!! smile.gif


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Kread-EX
post Feb 18 2010, 07:20 AM
Post #59


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It seems it is the Monster Book that causes problems. Anyway, I managed to solve it by adding a simple line before the line 924:

CODE
next if i == nil

Simply paste this below the line 923.


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Rastanatsta
post Feb 18 2010, 08:43 AM
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I decided to use a different script for this. Sorry to have wasted your time! sad.gif
Thank you anyway.

Edit: That code you gave me wouldn't work due to something else. sad.gif


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