Submit Your Article


 
RPG Maker

Welcome Guest ( Log In | Register )


  Games Resources RPG Maker VX RPG Maker XP Scripts Tutorials Downloads

 
Reply to this topicStart new topic
> Need help with Modern Algebra's Quest Journal, Can someone give me a easy tutorial
Pimex
post Nov 12 2008, 10:21 AM
Post #1


Level 2
Group Icon

Group: Member
Posts: 16
Type: Event Designer
RM Skill: Skilled




Hey... i've tried a lot to get this work but i've failed.
I am using Modern Algebra's Quest Journal
Can anyone explain a easy how to:

Make quest
Make them come to Journal
Do an objective
Complete the quest
and perhaps you can tell me more...


This post has been edited by Pimex: Nov 12 2008, 10:22 AM


__________________________
Go to the top of the page
 
+Quote Post
   
Gamerbird
post Nov 12 2008, 11:04 AM
Post #2


Burn The Skies!
Group Icon

Group: Revolutionary
Posts: 411
Type: Writer
RM Skill: Intermediate




If you look in the script or on the actual page on here its contains all the information you need!
I use it and have to say have made a great choice!


__________________________
Go to the top of the page
 
+Quote Post
   
The Tao
post Nov 12 2008, 11:43 AM
Post #3


Level 20
Group Icon

Group: Revolutionary
Posts: 405
Type: None
RM Skill: Undisclosed




To create a quest you must first, set it up in the script editor(F11) in this format:

CODE
    when 1 # Quest Name
      name = 'Quest Name'
      description = 'Quest description comes here.'
      objectives[0] = 'First Objective'
      objectives[1] = 'Second Objective'
      objectives[2] = 'Third Objective'
      # If you want anymore objectives just add another one under the last one with the name 'objectives[3] = 'Fourth Objective''
      prime = [0,1,2] # Not sure what this is actually for, would have to ask modern algebra or someone more familiar. But I believe you are         meant to put the ids of the objectives.
      icon_index = 0 # This is the icon that holds the '0' position (the first one(the top left one)) on your icon set.


then to reveal an objective which effectvely starts the quest just call a script with this line in it:
CODE
$game_party.quests[quest_id].reveal_objective (objective_id)

[quest_id] - Here you will put the quest that holds that number so for my example of how to setup a quest it will be [1] since it is 'when 1'.
(objective_id) - Here you will put the objective's ID so for example the first objective in the example quest it would be (0) meaning ' objectives[0] = 'First Objective''
then once the player has completed this objective you should put:
CODE
$game_party.quests[quest_id].complete_objective (objective_id)

The '[quest_id]' and '(objective_id)' mean the same thing as the previous script call.
You should probably then reveal your next objective; $game_party.quests[1].reveal_objective (1)

This would reveal the next objective, once this objective has been completed reveal the next one.
Once all objectives have been completed do your reward event and at the end you should call this script:
CODE
$game_party.quests[quest_id].reward_given = true


Also if you would like to call the quest journal straight from the map call this script:
CODE
$scene = Scene_Quest.new


This about covers the basics.
If you would like to know more just ask. thumbsup.gif

Also this topic should have been placed under the script support section.
RGSS2 Script Support

QUOTE
If you look in the script or on the actual page on here its contains all the information you need!
I use it and have to say have made a great choice!

You should really post something more helpful next time.


__________________________
Apparently I am back.
Go to the top of the page
 
+Quote Post
   
Kakeru
post Nov 12 2008, 03:28 PM
Post #4


Level 1
Group Icon

Group: Member
Posts: 7
Type: Event Designer
RM Skill: Skilled




QUOTE (The Tao @ Nov 12 2008, 07:43 PM) *
To create a quest you must first, set it up in the script editor(F11) in this format:

CODE
    when 1 # Quest Name
      name = 'Quest Name'
      description = 'Quest description comes here.'
      objectives[0] = 'First Objective'
      objectives[1] = 'Second Objective'
      objectives[2] = 'Third Objective'
      # If you want anymore objectives just add another one under the last one with the name 'objectives[3] = 'Fourth Objective''
      prime = [0,1,2] # Not sure what this is actually for, would have to ask modern algebra or someone more familiar. But I believe you are         meant to put the ids of the objectives.
      icon_index = 0 # This is the icon that holds the '0' position (the first one(the top left one)) on your icon set.


then to reveal an objective which effectvely starts the quest just call a script with this line in it:
CODE
$game_party.quests[quest_id].reveal_objective (objective_id)

[quest_id] - Here you will put the quest that holds that number so for my example of how to setup a quest it will be [1] since it is 'when 1'.
(objective_id) - Here you will put the objective's ID so for example the first objective in the example quest it would be (0) meaning ' objectives[0] = 'First Objective''
then once the player has completed this objective you should put:
CODE
$game_party.quests[quest_id].complete_objective (objective_id)

The '[quest_id]' and '(objective_id)' mean the same thing as the previous script call.
You should probably then reveal your next objective; $game_party.quests[1].reveal_objective (1)

This would reveal the next objective, once this objective has been completed reveal the next one.
Once all objectives have been completed do your reward event and at the end you should call this script:
CODE
$game_party.quests[quest_id].reward_given = true


Also if you would like to call the quest journal straight from the map call this script:
CODE
$scene = Scene_Quest.new


This about covers the basics.
If you would like to know more just ask. thumbsup.gif

Also this topic should have been placed under the script support section.
RGSS2 Script Support

QUOTE
If you look in the script or on the actual page on here its contains all the information you need!
I use it and have to say have made a great choice!

You should really post something more helpful next time.




Thank you Tao you svaed my a lot of typing and time I am truly greatful I really am ^^
Go to the top of the page
 
+Quote Post
   
Pimex
post Nov 13 2008, 09:14 AM
Post #5


Level 2
Group Icon

Group: Member
Posts: 16
Type: Event Designer
RM Skill: Skilled




QUOTE (The Tao @ Nov 12 2008, 11:43 AM) *
To create a quest you must first, set it up in the script editor(F11) in this format:

CODE
    when 1 # Quest Name
      name = 'Quest Name'
      description = 'Quest description comes here.'
      objectives[0] = 'First Objective'
      objectives[1] = 'Second Objective'
      objectives[2] = 'Third Objective'
      # If you want anymore objectives just add another one under the last one with the name 'objectives[3] = 'Fourth Objective''
      prime = [0,1,2] # Not sure what this is actually for, would have to ask modern algebra or someone more familiar. But I believe you are         meant to put the ids of the objectives.
      icon_index = 0 # This is the icon that holds the '0' position (the first one(the top left one)) on your icon set.


then to reveal an objective which effectvely starts the quest just call a script with this line in it:
CODE
$game_party.quests[quest_id].reveal_objective (objective_id)

[quest_id] - Here you will put the quest that holds that number so for my example of how to setup a quest it will be [1] since it is 'when 1'.
(objective_id) - Here you will put the objective's ID so for example the first objective in the example quest it would be (0) meaning ' objectives[0] = 'First Objective''
then once the player has completed this objective you should put:
CODE
$game_party.quests[quest_id].complete_objective (objective_id)

The '[quest_id]' and '(objective_id)' mean the same thing as the previous script call.
You should probably then reveal your next objective; $game_party.quests[1].reveal_objective (1)

This would reveal the next objective, once this objective has been completed reveal the next one.
Once all objectives have been completed do your reward event and at the end you should call this script:
CODE
$game_party.quests[quest_id].reward_given = true


Also if you would like to call the quest journal straight from the map call this script:
CODE
$scene = Scene_Quest.new


This about covers the basics.
If you would like to know more just ask. thumbsup.gif

Also this topic should have been placed under the script support section.
RGSS2 Script Support

QUOTE
If you look in the script or on the actual page on here its contains all the information you need!
I use it and have to say have made a great choice!

You should really post something more helpful next time.






Thanks a LOT!


__________________________
Go to the top of the page
 
+Quote Post
   
Pimex
post Nov 13 2008, 09:55 AM
Post #6


Level 2
Group Icon

Group: Member
Posts: 16
Type: Event Designer
RM Skill: Skilled




Ahh damn i've got an error... unsure.gif


i've post my project if someone could fix the problem(s)
Attached File(s)
Attached File  Blank.zip ( 676.5K ) Number of downloads: 15
 


__________________________
Go to the top of the page
 
+Quote Post
   
beaubeauboy
post Jan 11 2010, 05:39 PM
Post #7



Group Icon

Group: Member
Posts: 2
Type: Mapper
RM Skill: Intermediate




QUOTE (Pimex @ Nov 14 2008, 03:25 AM) *
Ahh damn i've got an error... unsure.gif


i've post my project if someone could fix the problem(s)


I kinda get the same sorta problem D:... really late reply you probably dont care or found out the problem, but i THINK u gotta add some prime objectives.
Go to the top of the page
 
+Quote Post
   

Reply to this topicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

 

Lo-Fi Version Time is now: 25th May 2013 - 02:03 AM
RPG RPG Revolution is an Privacy Policy and Legal
eXTReMe Tracker