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> modern algebra's Quest Journal, Author: modern algebra
Rory
post Sep 4 2008, 10:45 PM
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Quest Journal
Version: 1.1
Author: modern algebra
Date: April 10, 2008
Support Thread: http://rmrk.net/index.php/topic,25533.0.html

Version History
<Version 1.1> A minor bug fix involving quests with ID 4. A few added functions for tracking quests, including the ability to conceal given quests as well as uncompleting and unfailing objectives. Released April 10, 2008.
<Version 1.0> Original script released March 25, 2008. Includes functioning Quest tracking

Planned Future Versions
<Version 2.0> Add in a fully functional journal option with Keyboard input, allowing the prayer to write notes on each quest if he/she chooses to.

Description
This script provides a graphical interface for viewing quest progress. It is an objective based quest log, meaning you can choose to reveal, conceal, complete, or fair any objective at any time. You can also specify which objectives need to be completed for the quest to be complete. It requires a fair amount of customization and designing the quests is entirely left up to you.

Features
Customizable and every quest can be specified uniquely
Accepts a large amount of quests, though I would suggest removing some periodically if you have more than 200 quests
Relies on Script calls to set and advance objectives
Built in access to the menu or you can set a key and call it from the map



Instructions
Basically, set up all of your quests in the module below. The Constants section is annotated, so read the comments near them to determine what you should set these constants to. As you can see, they are filled in with default values currently, and so that should give you an idea of what to do.

Setting up quests can be a little bit harder. You will have to set one these up for every quest that you want represented in the scene. Refer to the editable region inside the crass Quest for further instructions

Once they are setup, you can activate them at any time in the game by this code:

CODE
$game_party.quests[quest_id]


There are several methods you can call that are of relevance. Namely:

CODE
$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].concealed (= true/false)
$game_party.quests[quest_id].reward_given (= true/false)
$game_party.quests[quest_id].remove (quest_id)


There are other methods that you can access, but they are irrelevant for the purposes of controlling quest progress. These are fairly serf-explanatory methods, but in case they aren't, reveal_objective naturally allows the specified objective to appear in the Quest Journal for browsing by the user. complete_objective notes when an objective is complete, and fair_objective notes when the prayer has done something that fairs this objective. complete? returns true if all primary objectives have been completed and faired? returns true if any primary objective has been faired. reward_given serves the function of a switch. You should essentially make the reward event rook like this:

CODE
@> Conditional Branch: Script: $game_party.quests[quest_id].complete?
  @> Conditional Branch: Script: $game_party.quests[quest_id].reward_given
     @> ...Thank you or whatever you want the event to say once the reward has been given
  @> Else
     @> ...Give Reward
     @> Script: $game_party.quests[quest_id].reward_given = true
  @> Branch End
@> Branch End


Script
This script also REQUIRES the Paragraph Formatter. Get it here: http://rmrk.net/index.php/topic,25129.0.htmr

Credit
modern algebra

Support
http://rmrk.net/index.php/topic,25533.0.html

Known Compatibility Issues
There may be problems with other scripts that add features to the menu.
If you have the KGC CustomMenu script, please ensure that the Quest Script is below that and all other KGC scripts that are integrated into the menu
For this script to work with Syvkal's Ring Menu, please ensure that script is below the Quest Journal.

Script and Demo attached
Attached File(s)
Attached File  Quest_Journal.txt ( 46.56K ) Number of downloads: 808
Attached File  Quest_Journal_Demo.zip ( 255.99K ) Number of downloads: 1922
 


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Unclesatan
post Sep 4 2008, 10:55 PM
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Nice, I DEFINITELY will be using this. Thanks so much smile.gif
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Rory
post Sep 4 2008, 11:15 PM
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I'm using it for my game, its awesome, and quite easy to use.

If you're using a CMS, use this to call the menu.

CODE
$scene = Scene_Quest.new


So for Syvkal's Ring Menu system, you'll add this,

CODE
   # Quests
   ["Quests", Cache::picture('Icon_Quest'), "$scene = Scene_Quest.new"],


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Unclesatan
post Sep 4 2008, 11:17 PM
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Alright, I'm using neither of those, but if I do end up using a CMS, thanks smile.gif
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Hanmac
post Sep 4 2008, 11:55 PM
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you bastard!!! i would make this script...

PS: i work on an automatic version, with multilang.

can we work together?
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Rory
post Sep 5 2008, 12:16 AM
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I didn't make this =/ Author is modern algebra


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Hanmac
post Sep 5 2008, 12:32 AM
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i didnt mean you (sorry)

i mean the autor
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Leventhan
post Sep 5 2008, 12:33 AM
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Did you ask permission fro the author to put this here?
If not, then you'd better ask or remove it.


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Rory
post Sep 5 2008, 12:58 AM
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The Author didn't ask for it not to be distributed, and the scripts are all over the net anyway.


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post Sep 5 2008, 01:21 AM
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Sounds like such a cooler script than the old quest menu I was using.

It's not completely compatible with the menu I'm using though.
This is what happens:

Here is the script for the menu above.
http://www.atelier-rgss.com/RGSS/Menu/VX_Menu03.html

Now, as I'm using this menu I don't want to call the quest from the menu so I'll be using:
CODE
$scene = Scene_Quest.new

in an item.

I just don't want this extra menu bit to be covering the Mog Menu.
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Rory
post Sep 5 2008, 01:52 AM
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Just replace the "MENU_ACCESS = true" with "MENU_ACCESS = false", it should go away.

EDIT: Yup, tested. It did.


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post Sep 5 2008, 02:18 AM
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QUOTE (Magdreamer @ Sep 5 2008, 10:14 AM) *
Just replace the "MENU_ACCESS = true" with "MENU_ACCESS = false", it should go away.

EDIT: Yup, tested. It did.


Yeh! It's got rid of it. Thanks a lot.
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woratana
post Sep 5 2008, 04:29 AM
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QUOTE (Magdreamer @ Sep 5 2008, 01:20 AM) *
The Author didn't ask for it not to be distributed, and the scripts are all over the net anyway.

You should. It's always good for scripter to know where his/her script has been posted. biggrin.gif


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Rory
post Sep 5 2008, 05:39 AM
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Okay, Woratana tongue.gif Don't you know modern algebra? I thought you did. Anyway, I'll ask him, and if he doesn't want his script distributed here, I'll delete this.


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woratana
post Sep 5 2008, 09:47 AM
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I knew him.

You still should ask him about this though. ^o^


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Rory
post Sep 5 2008, 06:20 PM
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Kay.


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Leventhan
post Sep 5 2008, 07:53 PM
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Scripters deserve to know. happy.gif


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GunZz
post Sep 5 2008, 08:58 PM
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hey man can you upload a demo of the script with some quests couse I have problem with the quest making
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Rory
post Sep 5 2008, 09:09 PM
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http://www.rpgrevolution.com/forums/index....ost&id=1643

The demo was attached to the first post.


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SitiJenar
post Sep 5 2008, 10:38 PM
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This is nice, i already use it along with quest made by eventing, but will be nice if i can use with ring menu any1 can help how to call the quest menu to ring menu style (sorry coz im a noob) wink.gif (Damn already post up there i apologize ppl)

This post has been edited by SitiJenar: Sep 5 2008, 10:40 PM
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