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> [Request] Modern Algebra Quest journal XP, translate from VX to XP
Bigace
post Mar 8 2012, 03:32 PM
Post #1


The King of Spades
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Group: Revolutionary
Posts: 400
Type: Developer
RM Skill: Intermediate




Is there a chance that Modern Algebra's Quest Journal v2.1 can be translated to XP, as this is best Quest Journal I've seen but sadly its on VX.
http://rmrk.net/index.php/topic,25533.0.html

I search all over the web for a long time and never found it so I was hoping someone could translate it since I suck at doing that. Plus I have a bunch of other stuff to do for my game so it's hard to try to learn to convert this while trying to do a bunch of over things for my game.


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Bigace
post Mar 11 2012, 08:57 AM
Post #2


The King of Spades
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Type: Developer
RM Skill: Intermediate




Bump


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Use Dropbox to upload your files. Much simpler than other upload sites, you can simply place a folder on your desktop that will sync with your DropBox account.

QUOTE ('Exiled One')
"If you are one of the very few teenagers that know what real rap is and don't blindly listen to the hate statements (rap is crap), then put this in your sig. I say this in the name of Common, Mos Def, Lupe Fiasco, 2Pac, Nas, Talib Kweli, Eminem, and many others."
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Night_Runner
post Mar 12 2012, 05:46 AM
Post #3


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Posts: 1,522
Type: Scripter
RM Skill: Undisclosed




You need two scripts, the first being:

CODE
#========================================================================
#  Paragraph Formatter (XP)
#  Version: 1.1
#  Author: modern algebra (rmrk.net)
#  Date: March 4, 2008
#  Converted to XP by: Night_Runner
#  Date: 13/Mar/2012
#   @> http://www.rpgrevolution.com/forums/index.php?showtopic=55682
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#  Apology:
#    The idea behind this script is to easily separate a long string into a paragraph that fits in to
#     the dimensions you specify.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#  Instructions:
#    For ease of use of people who are not neccesarily interested in writing their own algorithm,
#    I have included a facade which you can use simply by this code:
#
#           bitmap.draw_paragraph (x, y, width, height, string)
#
#    where x & y are the x & y coordinates on the specified bitmap, and width and height are the
#    maximum dimensions of the paragraph and string is the text you want to display in
#    paragraph formatter
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#  How it works:
#    The paragrapher expects two objects when initialized, a Formatter and an Artist. The idea
#    behind the formatter is that it is expected to take the initial specifications and convert it to a
#    Formatted Text object. Then, the Artist class is expected to interpret the Formatted Text
#    object and draw the paragraph. For details on how each specific algorithm works,  visit the
#    comments above and inside them. It is not necessary to use the default Formatter, Artist, or
#    Formatted Text objects.
#========================================================================

#======================================================================
# ** Bitmap
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Facade for easy application of the Paragraph Formatter
#======================================================================

class Bitmap
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Get Formatter
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def paragraph_formatter
    @p_formatter = $game_system.default_formatter.new if @p_formatter.nil?
    return @p_formatter
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Formatter
  #     formatter : The uninitialized formatter class you would like to use
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def paragraph_formatter= (formatter)
    @p_formatter = formatter.new
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Get Artist
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def paragraph_artist
    @p_artist = $game_system.default_artist.new if @p_artist.nil?
    return @p_artist
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Artist
  #     artist : The uninitialized artist class you would like to use
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def paragraph_artist= (artist)
    @p_artist = artist.new
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * The Facade, which uses default Formatter and Artist to draw the formatted text directly
  #  to a bitmap, such as self.contents
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def draw_paragraph (x, y, max_width, max_height, string)
    bitmap = Bitmap.new (max_width, max_height)
    bitmap.font = self.font
    pg = Paragrapher.new(paragraph_formatter, paragraph_artist)
    bitmap = pg.paragraph (string, bitmap)
    blt (x, y, bitmap, bitmap.rect)
    # Dispose of the proxy bitmap
    bitmap.dispose
  end
end

#========================================================================
# ** Game_System
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#  Summary of changes:
#     new instance variables - default_formatter, default_artist
#     aliased methods - initialize
#========================================================================

class Game_System
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Public Instance Variables
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  attr_accessor :default_formatter
  attr_accessor :default_artist
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias ma_paragraph_formatter_init initialize
  def initialize
    # Run original method
    ma_paragraph_formatter_init
    # Initialize original default format and artist classes
    @default_formatter = Paragrapher::Formatter_2
    @default_artist = Paragrapher::Artist
  end
end

#======================================================================
# ** Paragrapher
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#  Module containing the objects for the Paragrapher
#======================================================================
module Paragrapher
  #===================================================================
  # Allows the 'Paragrapher.new' command outside of the module to be used
  # rather than having to use 'Paragrapher::Paragrapher.new'
  #===================================================================
  class << self
    def new(*args, &block)
      return Paragrapher.new(*args, &block)
    end
  end
  
  #===================================================================
  # * The Paragrapher class
  #===================================================================
  class Paragrapher
    def initialize(formatter, artist)
      @formatter = formatter
      @artist = artist
    end
    
    def paragraph(string, *specifications)
      f = @formatter.format(string, *specifications)
      return @artist.draw(f)
    end
  end
  
  #===================================================================
  # * The Formatter class
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  #  This class converts a string into a formatted text object, which is then
  #  passed on to the Artist class
  #===================================================================
  class Formatter
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * Format
    #     string         : the string to be formatted
    #     specifications : the desired width of the paragraph, or the bitmap
    #-------------------------------------------------------------------------------------------------------------------
    #  This works on a very simple algorithm. Basically, it just formats the
    #  text by going through each word in the string. If a word
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    def format(string, specifications)
      # Initializes Formatted_Text object
      f = Formatted_Text.new
      # Checks whether specifications is a bitmap or a number. It then sets
      # max_width and f.bitmap accordingly
      if specifications.is_a? (Bitmap)
        f.bitmap = specifications
        max_width = specifications.width
      elsif specifications.is_a? (Fixnum) || specifications.is_a? (Float)
        max_width = specifications
        f.bitmap = Bitmap.new (max_width, 32)
      else
        # Error Catching: Bad Specifications
        bitmap = Bitmap.new (200, 64)
        f = format ('Specifications Error', bitmap)
        p 'Specifications Error: Please Pass Fixnum, Float or Bitmap'
        return f
      end
      # Breaks the given string into an array of all it's characters
      temp_word_array = string.scan (/./)
      position = 0
      line_break = 0
      # Initializes f.lines
      f.lines = []
      f.blank_width = []
      for i in 0...temp_word_array.size
        character = temp_word_array[i]
        # Error catching
        if character == "\n"
          p 'This formatter does not recognize line breaks'
          character = " "
        end
        # If at a new word
        if character == " " || i == temp_word_array.size - 1
          # Take into account the last character of the string
          if i == temp_word_array.size - 1
            i += 1
          end
          # If this word fits on the current line
          if f.bitmap.text_size (string[line_break, i-line_break]).width <= max_width
            position = i
          else
            line = temp_word_array[line_break, position-line_break]
            # Adds the first lines to f.lines
            f.lines.push (line)
            # Calculates the blank space left to cover in the line
            line_blank = max_width - f.bitmap.text_size(string[line_break,position-line_break]).width
            # Calculates the necessary distance between letters to make up for
            # line_blank and adds that value to the f.blank_width array
            f.blank_width.push (line_blank.to_f / (line.size.to_f-1.0))
            # Keeps track of the position in the array of each line
            line_break = position + 1
            position = i
          end
        end
      end
      # Adds the last line to f.lines
      f.lines.push (temp_word_array[line_break, temp_word_array.size - line_break])
      # Since the last line is drawn normally, blank_width should be 0
      f.blank_width.push (0)
      if specifications.class == Fixnum
        # Sets up the bitmap if it was unspecified.
        f.bitmap = Bitmap.new(max_width, f.lines.size*32)
      end
      # Returns the Formatted_Text object
      return f
    end
  end
  
  #===================================================================
  # * Formatter 2 (Using Zeriab's Algorithm)
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  #  This algorithm was written by Zeriab for fonts which have characters of the same width.
  #  This is like Courier New, UMEGothic and fonts of that sort. This algorithm attaches a
  #  cost to each line based on the amount of white space at the end of that line. It will
  #  display the way of writing the text with the lowest total cost. In prcatice, this will mean
  #  that it will, as much as possible, reduce the spacing between letters in a line and make
  #  the spacing more consistent for each line of the paragraph
  #===================================================================
  class Formatter_2
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * Format
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    def format (string, specifications)
      f = Formatted_Text.new
      f.lines, f.blank_width, word_lengths, words = [], [], [], []
      tracker = 0
      for i in 0...string.size
        if string[i,1] == " " || i == string.size - 1
          if i == string.size - 1
            i += 1
          end
          word_lengths.push (i - tracker)
          words.push (string[tracker, i - tracker])
          tracker = i + 1
        end
      end
      if specifications.class == Bitmap
        max_width = specifications.width
        f.bitmap = specifications
      elsif specifications.class == Fixnum || specifications.class == Float
        max_width = specifications
        f.bitmap = Bitmap.new (1,1)
      else
        # Error Catching: Bad specification
        bitmap = Bitmap.new (200, 64)
        f = format ('Specifications Error', bitmap)
        p 'Specifications Error: Please Pass Fixnum, Float or Bitmap'
        return f
      end
      tw = f.bitmap.text_size('a').width
      max_width = [max_width / tw, 180].min
      # Error Catching: Word too long
      if word_lengths.max > max_width
        f = format ('Too long' , specifications)
        p 'One or more words is too long for specified width'
        return f
      end
      position = line_break (word_lengths, max_width)
      lines = give_lines (position, position.size - 1, words)
      max_width *= tw
      for i in 0...lines.size
        line = lines[i]
        f.lines.push (line.scan (/./))
        if i == lines.size - 1
          f.blank_width.push (0)
        else
          text_width = line.size * tw
          extra_space = max_width - text_width
          f.blank_width.push (extra_space.to_f / (line.size.to_f - 1.0))
        end
      end
      if f.bitmap != specifications
        f.bitmap = Bitmap.new (max_width, f.lines.size*32)
      end
      return f
    end
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * Line Break (written by Zeriab)
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    def line_break(word_lengths, max_length)
        return false  if max_length > 180
        word_lengths.unshift(nil)
        extra_spaces = Table.new(word_lengths.size,word_lengths.size)
        line_prices = Table.new(word_lengths.size,word_lengths.size)
        word_price = []
        position = []
        inf = max_length*max_length + 1
        for i in 1...word_lengths.size
          extra_spaces[i,i] = max_length - word_lengths[i]
          for j in (i+1)..[word_lengths.size-1, max_length/2+i+1].min
              extra_spaces[i,j] = extra_spaces[i,j-1] - word_lengths[j]-1
          end
        end
        for i in 1...word_lengths.size
          for j in i..[word_lengths.size-1, max_length/2+i+1].min
              if extra_spaces[i,j] < 0
                line_prices[i,j] = inf
              elsif j == word_lengths.size-1 and extra_spaces[i,j] >= 0
                line_prices[i,j] = 0
              else
                line_prices[i,j] = extra_spaces[i,j]*extra_spaces[i,j]
              end
        end
        end
        word_price[0] = 0
        for j in 1...word_lengths.size
          word_price[j] = inf
          for ik in 1..j
              i = j - ik + 1
              break  if line_prices[i,j] == inf
              if word_price[i-1] + line_prices[i,j] < word_price[j]
                word_price[j] = word_price[i-1] + line_prices[i,j]
                position[j] = i
              end
          end
        end
        return position
    end
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * Give_Lines (written by Zeriab)
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    def give_lines(position,last_index,words)
        first_index = position[last_index]
        word_array = []
        if first_index != 1
          word_array = give_lines(position, first_index - 1,words)
        end
        str = ""
        for x in first_index..last_index
          str += ' '  if x != first_index
          str += words[x-1]
        end
        word_array << str
        return word_array
    end
  end

  #===================================================================
  # * The Artist class
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  #  Interprets a Formatted Text object and draws the paragraph encoded
  #===================================================================
  class Artist
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * Draw
    #     f : Formatted Text Object
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    def draw (f)
      # Calculates the necessary distance between lines
      line_distance = f.bitmap.height.to_f / f.lines.size.to_f
      line_distance = [f.bitmap.font.size  + 10, line_distance].min
      # For all lines in the lines array
      for i in 0...f.lines.size
        blank_space = f.blank_width[i]
        position = 0
        # For all indices of the line array
        for j in 0...f.lines[i].size
          word = f.lines[i][j]
          ws = f.bitmap.text_size (word)
          position += blank_space if j != 0
          # Adds blank_space and position, and draws the string located at each index
          f.bitmap.draw_text (position, line_distance*i,ws.width+1,ws.height+1,word)
          # Keeps track of the position we are in in pixels
          position += ws.width
        end
      end
      return f.bitmap
    end
  end
  
  #===================================================================
  # * The Formatted_Text class containing the results of the formatter
  #===================================================================
  class Formatted_Text
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * Public Instance Variables
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    attr_accessor :lines       # An array of strings, each a line of the paragraph
    attr_accessor :blank_width # The amount of white space between each letter
    attr_accessor :bitmap      # The bitmap drawn to
  end
end


And the second:

CODE
#==============================================================================
#  Quest Journal
#  Version: 1.1
#  Author: modern algebra (rmrk.net)
#  Date: March 24, 2008
#  Converted to XP by: Night_Runner
#  Date: 13/Mar/2012
#   @> http://www.rpgrevolution.com/forums/index.php?showtopic=55682
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#  Description:
#      Basically, this script is an objective based quest log that allows the
#    user to make quests and reveal them to the characters through specified
#    script calls. It is objective based, meaning that you advance the quest
#    by having the player complete objectives and you can choose when to reveal
#    these objectives and when to set them as complete or as failed. That being
#    said, this script does not build quests, it more or less gives you a
#    graphical interface for showing quest progress. It does run by script
#    call, and so read the instructions carefully if you want to use this script
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#  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
#    of these up for every quest that you want represented in the scene. Refer
#    to the editable region inside the class Quest for further instructions
#
#      Once they are setup, you can activate them at any time in the game by
#    this code:
#
#      $game_party.quests[quest_id]
#
#    There are several methods you can call that are of relevance. Namely:
#
#        $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].reward_given = true/false
#        $game_party.quests[quest_id].concealed = true/false
#        $game_party.quests.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 self-
#    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
#    fail_objective notes when the player has done something that fails this
#    objective. complete? returns true if all primary objectives have been
#    completed and failed? returns true if any primary objective has been
#    failed. reward_given serves the function of a switch. You should
#    essentially make the reward event look like this:
#
#      @> 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
#
#     Later versions of this script will have an auto-reward system and also a
#     Journal to which the player can write notes.
#
#     You can also disable access to the Quest Log at any time with the code:
#       $game_system.quest_disabled = true
#
#     And you can change how it is accessed with the codes:
#    
#       $game_system.quest_keyaccess = true / false  # ON MAP
#       $game_system.quest_menuaccess = true / false # IN MENU
#
#     Also, in a message, \nq[quest_id] will retrieve the name of a quest and
#     print it in a message
#===============================================================================
=
# *** Quest Data
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~
#  This is the configuration class for the Quest Journal
#===============================================================================
=

module ModAlg_QuestData
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~
  # * Constants
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~
  # * Editable Region
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~
  QUESTS_LABEL = 'Quests'        # What you want Quests to be called (eg. 'Missions')
  ACTIVE_QUEST_ICON = '020-Accessory05' # What icon signifies a quest is active
  COMPLETE_QUEST_ICON = '048-Skill05'   # What icon signifies a quest is complete
  FAILED_QUEST_ICON = '050-Skill07'     # What icon signifies a quest is failed
  BULLET_CHARACTER = '�—�'         # The character used for listing objectives
  ACTIVE_COLOUR = 0              # The colour of a quest that is active
  COMPLETE_COLOUR = 7           # The colour of a quest that is complete
  FAILED_COLOUR = 2             # The colour of a quest that is failed
  MENU_ACCESS = true             # Can the script be accessed through the menu?
  MENU_INDEX = 4                 # If above is true, where in the command window?
  KEY_ACCESS = false             # Can the quest log be accessed by a key        
  MAPKEY_BUTTON = Input::L       # If above is true, which button?
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~
  # * Quest Data
  #----------------------------------------------------------------------------
  #  Returns skeleton data for the quesr
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~
  def self.quest_data (id)
    # Set class variables to corresponding arguments
    objectives = []
    name = '??????'
    description = '??????????'
    icon_name = '049-Skill06'
    case id
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * EDITABLE REGION
    #------------------------------------------------------------------------
    #  To set up a quest, first identify it with an ID - this can be anything
    #  as long as it is not the same as another quest, but it is important to
    #  remember this ID as it is the only way to access your quest.
    #    In any case, the format for setting up a quest is:
    #
    #      when <quest_id> # Give the quest an ID number
    #        name = '<quest_name>'
    #        description = '<quest_description>'
    #        objectives[0] = '<first_objective>'
    #        ...
    #        objectives[n] = '<nth objective>'
    #        prime = [<objective_id>, ..., <objective_id>]
    #        icon_index = <quest_icon_index>
    #
    #    Each of these values have an importance.
    #      name is the name of the quest
    #      description is a small blurb explaining the overall goal of the quest
    #      objective[0..n] are short-term goals that lead to the overall goal
    #      primes are which objectives need to be complete before the quest is
    #        considered to be complete
    #      icon_index is the icon that represents the quest
    #
    #    Note that any of the above values can be omitted without throwing an
    #    error, but for the quest to work properly you should at least set the
    #    name, description, and objectives. If you do omit these, the default
    #    values are:
    #  
    #      name = '??????'
    #      description = '??????????'
    #      objectives = []
    #      prime = [all objectives]
    #      icon_name = '049-Skill06'
    #
    #   If you do want to require that all objectives must be satisfied before
    #   the quest is complete, then do not bother defining it. Otherwise, be
    #   sure to set it.
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    when 1 # Fetch
      name = 'Fetch'
      description = 'Martha needs someone to play with her dog'
      objectives[0] = 'Find a stick'
      objectives[1] = 'Throw the stick to the dog'
      objectives[2] = 'Retrieve the stick from the dog'
      icon_name = '002-Weapon02'
    when 4 # Cat Retrieval
      name = 'Cat Retrieval'
      description = 'Mrs. Bunderby has lost her cat, and she has employed you to find it.'
      objectives[0] = 'Find the lost cat'
      objectives[1] = 'Climb the tree and retrieve the cat'
      objectives[2] = "Return a cat to Mrs. Bunderby"
      # Set prime objectives in an array based on index
      prime = [0, 2]
      icon_name = '001-Weapon01'
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * END EDITABLE REGION
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    end
    return name, description, objectives, prime, icon_name
  end
  
  #==========================================================================
==
  # ** Quest
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~
  #  Holds in-game data for a quest
  #==========================================================================
==

  class Quest
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * Public Instance Variables
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    attr_reader   :name                # The name of the quest
    attr_reader   :id                  # The ID in $game_party.quests
    attr_reader   :description         # A blurb explaining the quest
    attr_reader   :objectives          # An array of strings holding objectives
    attr_reader   :prime_objectives    # An array of crucial objectives
    attr_reader   :icon_name           # The Icon associated with this quest
    attr_reader   :revealed_objectives # An array of revealed objectives
    attr_reader   :complete_objectives # An array of completed objectives
    attr_reader   :failed_objectives   # An array of failed objectives
    attr_accessor :reward_given        # A switch to ensure only one reward given
    attr_accessor :concealed           # A switch to show or not show the quest
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * Object Initialization
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    def initialize (id)
      @id = id
      # Set class variables to corresponding arguments
      data = ModAlg_QuestData.quest_data (id)
      @name, @description, @objectives, prime, @icon_name = data
      # If no primary objectives are specified
      if prime.nil?
        # All objectives become primary
        prime = []
        for i in 0...@objectives.size
          prime.push (i)
        end
      end
      @prime_objectives = prime
      # Initialize non-public arrays
      @revealed_objectives = []
      @complete_objectives = []
      @failed_objectives = []
      @reward_given = false
      @concealed = false
    end
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * Reveal Objective
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    def reveal_objective (index)
      return if index >= @objectives.size
      # Add to revealed objectives
      @revealed_objectives |= [index]
      # Sort from lowest index to highest index
      @revealed_objectives.sort!
    end
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * Conceal Objective
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    def conceal_objective (index)
      @revealed_objectives.delete (index)
    end
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * Complete Objective
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    def complete_objective (index)
      return if index >= @objectives.size
      # If the objective is failed, you cannot complete it.
      return if @failed_objectives.include? (index)
      # Reveal the objective if it was not previously revealed
      reveal_objective (index) unless @revealed_objectives.include? (index)
      # Add to complete objectives
      @complete_objectives |= [index]
      # Sort from lowest index to highest index
      @complete_objectives.sort!
    end
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * Uncomplete Objective
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    def uncomplete_objective (index)
      @complete_objectives.delete (index)
    end
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * Fail Objective
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    def fail_objective (index)
      return if index >= @objectives.size
      # Reveal the objective if it has not yet been revealed
      reveal_objective (index) unless @revealed_objectives.include? (index)
      # Add to revealed objectives
      @failed_objectives |= [index]
      # Sort from lowest index to highest index
      @failed_objectives.sort!
    end
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * Unfail Objective
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    def unfail_objective (index)
      @failed_objectives.delete (index)
    end
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * Complete?
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    def complete?
      # Check if all prime objectives have been completed
      return (@complete_objectives & @prime_objectives) == @prime_objectives
    end
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * Failed?
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    def failed?
      # Check if any prime objectives have been failed
      return (@failed_objectives & @prime_objectives) != []
    end
  end
end

#==============================================================================
# ** Ellipse
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#  Stores an ellipse object.
#==============================================================================

class Ellipse
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Public Instance Variables
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  attr_reader   :a # The width of the oval
  attr_reader   :b # The Height of the oval
  attr_reader   :x # the top left x position
  attr_reader   :y # the top left y position
  attr_reader   :h # The x position of the origin
  attr_reader   :k # The y position of the origin
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #     x : the top left x position
  #     y : the top left y position
  #     a : the width of oval from origin to the side
  #     b : the height of oval from origin. If nil, then a is radius of circle
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize (x, y, a, b = nil)
    @x = x
    @y = y
    @a = a
    @b = b.nil? ? a : b
    @h = x + a
    @k = y + @b
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Within?
  #    x : the x coordinate being tested
  #    y : the y coordinate being tested
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def within? (x, y)
    x_square = ((x - @h)*(x - @h)).to_f / (@a*@a)
    y_square = ((y - @k)*(y - @k)).to_f / (@b*@b)
    # If "radius" <= 1, then it must be within the ellipse
    return (x_square + y_square) <= 1
  end
end

#==============================================================================
# ** Bitmap
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#  This adds the methods fill_ellipse, outline_ellipse, and fill_rounded_rect
#==============================================================================

class Bitmap
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Outline Ellipse
  #    ellipse : the ellipse being drawn
  #    width   : the width of the bar
  #    colour  : the colour of the outline
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def outline_ellipse (ellipse, colour = font.color, width = 1, steps = 0)
    # For neatness, define local variables a and b to the ellipse variables
    a, b = ellipse.a, ellipse.b
    # Use Ramanujan's approximation of the Circumference of an ellipse
    steps = Math::PI*(3*(a + b) - Math.sqrt((3*a + b)*(a + 3*b))) if steps == 0
    radian_modifier = (2*Math::PI) / steps
    for i in 0...steps
      t = (radian_modifier*i) % (2*Math::PI)
      # Expressed parametrically:
      #   x = h + acos(t), y = k + bsin(t) : where t ranges from 0 to 2pi
      x = (ellipse.h + (a*Math.cos(t)))
      y = (ellipse.k + (b*Math.sin(t)))
      set_pixel (x, y, colour)
    end
    # Thicken the line
    if width > 1
      ellipse = Ellipse.new (ellipse.x + 1, ellipse.y + 1, ellipse.a - 1, ellipse.b - 1)
      outline_ellipse (ellipse, colour, width - 1, steps)
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Fill Ellipse
  #    ellipse : the ellipse being drawn
  #    colour  : the colour of the outline
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def fill_ellipse (ellipse, colour = font.color, steps = 0)
    # For neatness, define local variables a and b to the ellipse variables
    a, b = ellipse.a, ellipse.b
    # Use Ramanujan's approximation of the Circumference of an ellipse
    steps = Math::PI*(3*(a + b) - Math.sqrt((3*a + b)*(a + 3*b))) if steps == 0
    radian_modifier = (2*Math::PI) / steps
    for i in 0...(steps / 2)
      t = (radian_modifier*i) % (2*Math::PI)
      # Expressed parametrically:
      #   x = h + acos(t), y = k + bsin(t) : where t ranges from 0 to 2pi
      x = ellipse.h + (a*Math.cos(t))
      y = ellipse.k - (b*Math.sin(t))
      fill_rect (x, y, 1, 2*(ellipse.k - y), colour)
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Fill Rounded Rectangle
  #    rect    : the rectangle being drawn
  #    colour  : the colour of the outline
  #    w       : the number of pixels to cover by rounding
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  #  Used to fill a rectangle with rounded corners
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def fill_rounded_rect (rect, colour = font.color, w = 8)
    # Draw Body of the rectangle
    fill_rect (rect.x + w, rect.y, rect.width - 2*w, rect.height, colour)
    # Draw Left Vertical Rect
    fill_rect (rect.x, rect.y + w, w, rect.height - 2*w, colour)
    # Draw Right Vertical Rect
    x = rect.x + rect.width - w
    fill_rect (x, rect.y + w, w, rect.height - 2*w, colour)
    # Make a circle
    circle = Ellipse.new (0, 0, w)
    for i in 0...w
      for j in 0...w
        # Upper Left Corner
        set_pixel (rect.x + i, rect.y + j, colour) if circle.within? (i, j)
        # Upper Right Corner
        set_pixel (rect.x + rect.width - w + i, rect.y + j, colour) if circle.within? (i + w, j)
        # Bottom Left Corner
        set_pixel (rect.x + i, rect.y + rect.height - w + j, colour) if circle.within? (i, j + w)
        # Bottom Right Corner
        set_pixel (rect.x + rect.width - w + i, rect.y + rect.height - w + j, colour) if circle.within? (i + w, j + w)
      end
    end
  end
end

#==============================================================================
# ** Window_VarySizeHelp
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#  This window is the same as Window_Help, but with variable size
#==============================================================================

class Window_VarySizeHelp < Window_Help
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize (h_x = 0, h_y = 0, h_width = 640, h_height = 32 + 32)
    super ()
    self.x, self.y, self.width, self.height = h_x, h_y, h_width, h_height
    contents.dispose
    self.contents = Bitmap.new (h_width - 32, h_height - 32)
  end
end

#==============================================================================
# ** Game_System
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#  Summary of Changes:
#    new instance variables - quest_disabled, quest_keyaccess
#    aliased method - initialize
#==============================================================================

class Game_System
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Public Instance Variables
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  attr_accessor :quest_disabled   # Can you access quest journal at this time
  attr_accessor :quest_keyaccess  # Is it accessible by key?
  attr_accessor :quest_menuaccess # Is it accessible through the menu
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modalg_qst_jrnl_system_init_quests initialize
  def initialize
    # Run Original Method
    modalg_qst_jrnl_system_init_quests
    # Initialize new variables
    @quest_disabled = false
    @quest_keyaccess = ModAlg_QuestData::KEY_ACCESS
    @quest_menuaccess = ModAlg_QuestData::MENU_ACCESS
  end
end

#==============================================================================
# ** Game_Party
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#  Summary of Changes:
#    new instance variable - quests
#    aliased method - initialize
#==============================================================================

class Game_Party
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Public Instance Variables
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  attr_reader   :quests
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modalg_qst_jrnl_party_init_quests initialize
  def initialize
    # Run Original Method
    modalg_qst_jrnl_party_init_quests
    # Initialize @quests
    @quests = Game_Quests.new
  end
end

#==============================================================================
# ** Game_Quests
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#  This class handles Quests. It is a wrapper for the built-in class "Hash".
# The instance of this class is accessed by $game_party.quests
#==============================================================================

class Game_Quests
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize
    @data = {}
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Get Quest
  #    quest_id : the ID of the quest
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def [] (quest_id)
    @data[quest_id] = ModAlg_QuestData::Quest.new (quest_id) if @data[quest_id] == nil
    return @data[quest_id]
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Get Quest List
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def list
    quest_list = @data.values
    quest_list.each { |i| quest_list.delete (i) if i.concealed }
    return quest_list
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Get Completed Quest List
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def completed_list
    complete_quests = []
    list.each { |i| complete_quests.push (i) if i.complete? }
    return complete_quests
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Get Failed Quest List
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def failed_list
    failed_quests = []
    list.each { |i| failed_quests.push (i) if i.failed? }
    return failed_quests
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Get Active Quest List
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def active_list
    return list - failed_list - completed_list
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Revealed?
  #    quest_id : the ID of a checked quest
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def revealed? (quest_id)
    return @data[quest_id] != nil
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Remove Quest
  #    quest_id : the ID of a checked quest
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def remove (quest_id)
    @data.delete (quest_id)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Clear
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def clear
    @data.clear
  end
end

#==============================================================================
# ** Window_Command
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#  Summary of Changes:
#    new instance variable - disabled_commands
#    aliased method - initialize, draw_item
#==============================================================================

class Window_Command
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Public Instance Variable
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  attr_reader :disabled_commands
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Initialize
  #     width      : window width
  #     commands   : command string array
  #     column_max : digit count (if 2 or more, horizontal selection)
  #     row_max    : row count (0: match command count)
  #     spacing    : blank space when items are arrange horizontally
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modalg_quest_jrnl_intlz initialize
  def initialize(*args)
    # Initialize new instance variable
    @disabled_commands = []
    # Run Original Method
    modalg_quest_jrnl_intlz(*args)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Item
  #     index   : item number
  #     enabled : enabled flag. When false, draw semi-transparently
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modalg_quest_jrnl_itm_drw draw_item
  def draw_item (index, color)
    # Run Original Method
    modalg_quest_jrnl_itm_drw (index, color)
    enabled = color == normal_color
    enabled ? @disabled_commands.delete(index) : @disabled_commands.push(index)
  end
end

#==============================================================================
# ** Window_Message
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#  Summary of Changes:
#    aliaed method - convert_special_characters
#==============================================================================

class Window_Message
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Convert Special Characters
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modalg_quest_jrnl_refresh  refresh
  def refresh
    text = $game_temp.message_text
    text.gsub! (/\\NQ\[(\d+)\]/i) { $game_party.quests[$1.to_i] } # Name Quest
    # Run Original Method
    modalg_quest_jrnl_refresh
  end
end

#==============================================================================
# ** Window_QuestLabel
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#  This window signifies that this is a quest list
#==============================================================================

class Window_QuestLabel < Window_Base
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize
    super (0, 0, 160 + 32, 32 + 32)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Refresh
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    text = ModAlg_QuestData::QUESTS_LABEL
    self.contents.draw_text(0, 0, self.contents.width, 32, text, 1)
  end
end

#==============================================================================
# ** Window_QuestCategory
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#  This window displays which category is being viewed
#==============================================================================

class Window_QuestCategory < Window_Base
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize
    super (0, 32 + 32, 160 + 32, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Refresh
  #    category_index : icon to highlight -
  #                       0 => All, 1 => Active, 2 => Complete, 3 => Failed
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def refresh (category_index = 0)
    self.contents.clear
    # Retrieve Icon Bitmaps
    active_icon = RPG::Cache.icon(ModAlg_QuestData::ACTIVE_QUEST_ICON)
    complete_icon = RPG::Cache.icon(ModAlg_QuestData::COMPLETE_QUEST_ICON)
    failed_icon = RPG::Cache.icon(ModAlg_QuestData::FAILED_QUEST_ICON)
    # Combine the three icons for the All Icon
    all_icon = Bitmap.new (40, 32)
    all_icon.blt (0, 0, active_icon, active_icon.rect)
    all_icon.blt (20, 0, complete_icon, complete_icon.rect)
    all_icon.blt (8, 10, failed_icon, failed_icon.rect)
    distance = (contents.width - 112) / 3
    x = 0
    # Draw the 'All' Icon onto the window
    contents.blt (x, 0, all_icon, all_icon.rect, category_index == 0 ? 255 : 128)
    x += 40 + distance
    # Draw the 'Active' Icon onto the window
    contents.blt (x, 4, active_icon, active_icon.rect, category_index == 1 ? 255 : 128)
    x += 24 + distance
    # Draw the 'Complete' Icon onto the window
    contents.blt (x, 4, complete_icon, complete_icon.rect, category_index == 2 ? 255 : 128)
    x += 24 + distance
    # Draw the 'Failed' Icon onto the window
    contents.blt (x, 4, failed_icon, failed_icon.rect, category_index == 3 ? 255 : 128)
  end
end

#==============================================================================
# ** Window_QuestList
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#  This window displays the list of quests
#==============================================================================

class Window_QuestList < Window_Selectable
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize (category_index = 0, index = 0)
    super (0, 64 + (32 + 32), 160 + 32, 480 - 64 - 2*(32 + 32))
    @data = []
    @column_max = 1
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh (category_index)
    self.index = index
    self.active = true
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Quest
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def quest
    return @data[self.index]
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Refresh
  #    category_index : List to show -
  #                       0 => All, 1 => Active, 2 => Complete, 3 => Failed
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def refresh (category_index = 0)
    @data.clear
    self.index = 0
    # Get the quest list to be drawn
    case category_index
    when 0
      @data = $game_party.quests.list
      font_color = normal_color
    when 1
      @data = $game_party.quests.active_list
      font_color = text_color (ModAlg_QuestData::ACTIVE_COLOUR)
    when 2
      @data = $game_party.quests.completed_list
      font_color = text_color (ModAlg_QuestData::COMPLETE_COLOUR)
    when 3
      @data = $game_party.quests.failed_list
      font_color = text_color (ModAlg_QuestData::FAILED_COLOUR)
    end
    @item_max = @data.size
    # If there's no options, clear the bitmap and end
    if @data.empty?
      self.contents.clear
      return
    end
    # Dispose the contents and remake them
    self.contents.dispose
    # Create Contents
    self.contents = Bitmap.new (width - 32, 32*@data.size)
    self.contents.font.color = font_color
    # Draw the Quest Names
    for i in 0...@data.size
      quest = @data[i]
      # If all, distinguish between quest types by colour
      if category_index == 0
        if quest.complete?
          contents.font.color = text_color (ModAlg_QuestData::COMPLETE_COLOUR)
        elsif quest.failed?
          contents.font.color = text_color (ModAlg_QuestData::FAILED_COLOUR)
        else # Active
          contents.font.color = text_color (ModAlg_QuestData::ACTIVE_COLOUR)
        end
      end
      icon = RPG::Cache.icon(quest.icon_name)
      self.contents.blt(0, i * 32, icon, icon.rect)
      # Draw the name of the quest
      contents.draw_text(32, i*32, contents.width - 32, 32, quest.name)
    end
    self.contents.font.color = normal_color
  end
end

#==============================================================================
# ** Window_QuestInfo
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#  This window displays the information on the quest being viewed
#==============================================================================

class Window_QuestInfo < Window_Base
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize
    super (160 + 32, 0, 640 - (160 +32), 480 - (32 + 32))
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Refresh
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def refresh (quest = nil)
    contents.clear
    return if quest == nil
    # Draw the name of the Quest, centred
    contents.font.color = normal_color
    contents.draw_text (0, 0, contents.width, 32, quest.name, 1)
    # If the font has set width characters
    if contents.text_size ('w').width == contents.text_size ('i').width
      formatter = Paragrapher::Formatter_2.new
    else
      formatter = Paragrapher::Formatter.new
    end
    # Format the description
    desc_bitmap = Bitmap.new (contents.width - 16, (2.4*32).to_i)
    desc_bitmap.font.size -= 4
    formatted_desc = formatter.format (quest.description, desc_bitmap)
    # Draw the Description Box
    box_height = [32*(formatted_desc.lines.size + 1), 3*32].min
    rect = Rect.new (2, (1.5*32).to_i, contents.width - 4, box_height)
    contents.fill_rounded_rect (rect, system_color, 10)
    rect.x, rect.y = rect.x + 2, rect.y + 2
    rect.width, rect.height = rect.width - 4, rect.height - 4
    contents.fill_rounded_rect (rect, Color.new (0, 0, 0, 0), 10)
    tw = contents.text_size ('Description').width
    # Draw the description signifier
    contents.fill_rect (32, (1.5*32).to_i, tw + 2, 2, Color.new (0, 0, 0, 0))
    contents.font.color = system_color
    contents.draw_text (33, 32, tw, 32, 'Description')
    # Paragraph Artist
    artist = Paragrapher::Artist.new
    # If bitmap is too large
    if formatted_desc.lines.size < 2
      formatted_desc.bitmap = Bitmap.new (contents.width - 16, formatted_desc.lines.size*32)
      formatted_desc.bitmap.font.size -= 4
    end
    bmp = artist.draw (formatted_desc)
    # Centre within the box
    y = rect.y + 4 + (rect.height - bmp.height) / 2
    contents.blt (8, y, bmp, bmp.rect)
    bmp.dispose
    y = 2*32 + rect.height + 4
    # Draw Objectives Signifier Text
    contents.font.color = system_color
    tw = contents.text_size ('Objectives').width
    contents.draw_text (32, y, tw, 32, 'Objectives')
    y += 32
    quest.revealed_objectives.each { |i|
      # Get the correct color
      contents.font.color = quest.complete_objectives.include? (i) ?
        text_color (ModAlg_QuestData::COMPLETE_COLOUR) : quest.failed_objectives.include? (i) ?
        text_color (ModAlg_QuestData::FAILED_COLOUR) : text_color (ModAlg_QuestData::ACTIVE_COLOUR)
      # Get objective
      objective = quest.objectives[i]
      # Draw Bullet
      tw = contents.text_size (ModAlg_QuestData::BULLET_CHARACTER).width
      x = 8
      contents.draw_text (x, y, tw, 32, ModAlg_QuestData::BULLET_CHARACTER)
      x += tw + 4
      # Format the objective
      obj_bitmap = Bitmap.new (contents.width - x, 2*32)
      obj_bitmap.font = contents.font
      obj_bitmap.font.size -= 4
      formatted_obj = formatter.format (objective, obj_bitmap)
      # Draw Objective
      bmp = artist.draw (formatted_obj)
      contents.blt (x, y + 4, bmp, bmp.rect)
      # Modify the Y accordingly
      y += 32*([formatted_obj.lines.size, 2].min)
    }
  end
end


#==============================================================================
# ** Window_Command
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#  Summary of Changes:
#    aliased methods - initialize
#    created methods - index, modalg_real_index
#==============================================================================

class Window_Command
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias modalg_quest_journal_cmd_initialize initialize
  def initialize(width, commands)
    @is_menu = $scene.is_a?(Scene_Menu) and ModAlg_QuestData::MENU_ACCESS
    if @is_menu
      commands.insert(ModAlg_QuestData::MENU_INDEX, 'Quest')
    end
    modalg_quest_journal_cmd_initialize(width, commands)
    if @is_menu
      self.height = 224
    end
  end
  #--------------------------------------------------------------------------
  # * Index
  #--------------------------------------------------------------------------
  def index
    if @is_menu and @index >= ModAlg_QuestData::MENU_INDEX
      return @index - 1
    else
      return @index
    end
  end
  #--------------------------------------------------------------------------
  # * Real Index
  #--------------------------------------------------------------------------
  def modalg_real_index
    return @index
  end
end


#==============================================================================
# ** Scene_Menu
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#  Summary of Changes:
#    aliased methods - update command
#    overwritten methods - initialize
#==============================================================================

class Scene_Menu
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(index = 0)
    if index >= ModAlg_QuestData::MENU_INDEX
      if $scene.is_a? Scene_Quest
        @menu_index = index
      else
        @menu_index = index + 1
      end
    else
      @menu_index = index
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when command window is active)
  #--------------------------------------------------------------------------
  alias modalg_quest_journal_menu_update_command update_command
  def update_command
    modalg_quest_journal_menu_update_command
    quest_index = ModAlg_QuestData::MENU_INDEX
    if $scene != self or @command_window.active == false
      return if $scene.is_a?(Scene_Map)
      if @command_window.modalg_real_index == quest_index
        @status_window.active = false
        @status_window.index = -1
        $game_system.quest_menuaccess = true
        $scene = Scene_Quest.new
      end
    end
  end
end


#==============================================================================
# ** Scene_Map
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#  Summary of Changes:
#    aliased method - update
#==============================================================================

class Scene_Map
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Frame Update
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modalg_quest_journal_map_upd_key_access update
  def update
    modalg_quest_journal_map_upd_key_access
    # If the quest log can be accessed by key and is not empty or disabled
    if $game_system.quest_keyaccess && !$game_system.quest_disabled && !$game_party.quests.list.empty?
      $scene = Scene_Quest.new if Input.trigger? (ModAlg_QuestData::MAPKEY_BUTTON)
    end
  end
end


#==============================================================================
# ** Scene_Quest
#------------------------------------------------------------------------------
#  This class performs the quest screen processing.
#==============================================================================

class Scene_Quest
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     menu_index : command cursor's initial position
  #--------------------------------------------------------------------------
  def initialize(category_index = 0, quest_index = 0)
    @category_index = category_index
    @quest_index = quest_index
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Main Processing
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def main
    start
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      break if $scene != self
    end
    Graphics.freeze
    terminate
  end
  #--------------------------------------------------------------------------
  # * Start processing
  #--------------------------------------------------------------------------
  def start
    #create_menu_background
    # Create Windows
    @label_window = Window_QuestLabel.new
    @category_window = Window_QuestCategory.new
    @category_window.refresh (@category_index)
    @list_window = Window_QuestList.new (@category_index, @quest_index)
    @info_window = Window_QuestInfo.new
    @info_window.refresh (@list_window.quest)
    @help_window = Window_VarySizeHelp.new
    @help_window.y = 480 - @help_window.height
    @help_window.set_text ('Use Horizontal Arrow Keys to change categories', 1)
  end
  #--------------------------------------------------------------------------
  # * Termination Processing
  #--------------------------------------------------------------------------
  def terminate
    #dispose_menu_background
    @label_window.dispose
    @category_window.dispose
    @list_window.dispose
    @info_window.dispose
    @help_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    #update_menu_background
    # Since the only possible activity is from @list_window, put it here
    @list_window.update
    if Input.trigger?(Input::B) # If Button B is pressed
      $game_system.se_play($data_system.cancel_se)
      # If Returning to Menu
      if $game_system.quest_menuaccess
        $scene = Scene_Menu.new(ModAlg_QuestData::MENU_INDEX)
      else # Returning to Map
        $scene = Scene_Map.new
      end
    elsif Input.trigger? (Input::C) # If C button is pressed
      # Open Journal (eventually)
    elsif Input.trigger? (Input::LEFT) # If Left direction pressed
      # Play Cursor SE
      $game_system.se_play($data_system.cursor_se)
      # Refresh Category Window
      @category_index = (@category_index - 1) % 4
      @category_window.refresh (@category_index)
      @list_window.refresh (@category_index)
      @info_window.refresh (@list_window.quest)
    elsif Input.trigger? (Input::RIGHT) # If Right direction pressed
      # Play Cursor SE
      $game_system.se_play($data_system.cursor_se)
      # Refresh Category Window
      @category_index = (@category_index + 1) % 4
      @category_window.refresh (@category_index)
      @list_window.refresh (@category_index)
      @info_window.refresh (@list_window.quest)
    # If scrolling through quests
    elsif Input.trigger? (Input::DOWN) || Input.trigger? (Input::UP)
      # Refresh Info Window
      @info_window.refresh (@list_window.quest)
    end
  end
end


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Bigace
post Mar 12 2012, 09:06 AM
Post #4


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Type: Developer
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But thats the old version v1.1 . The one I have thats also posted on that website is 2.1, which completely different. Modern Algrebra says that the Paragraph Formatter should work in both versions but the rest of the script will need some conversion.


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Night_Runner
post Mar 13 2012, 05:43 AM
Post #5


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I'm going to be honest, I just assumed the demo had the most up to date version and didn't check :(

I've tested the paragraph formatter, there are some small changes necessary before it works with XP (it's literally 1 line of code, but if I didn't include it it would have several errors).

CODE
#==============================================================================
#  Paragraph Formatter (XP)
#  Version: 2.0
#  Author: modern algebra (rmrk.net)
#  Date: September 10, 2009
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Description:
#    The idea behind this script is to easily separate a long string into a
#   paragraph that fits in to the dimensions you specify. More than that, you
#   can also justify the paragraph
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Instructions:
#    For ease of use of people who are not neccesarily interested in writing
#   their own algorithm, I have included a facade which you can use simply by
#   this code:
#
#      bitmap.draw_paragraph (x, y, width, height, string)
#
#   where x & y are the x & y coordinates on the specified bitmap, and width
#   and height are the maximum dimensions of the paragraph and string is the
#   text you want to display in paragraph form. You can easily change which
#   formatter or artist classes you want to use with the codes:
#
#      bitmap.paragraph_formatter = Paragrapher::<formatter_name>
#      bitmap.paragraph_artist = Paragrapher::<artist_name
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  How it works:
#    The paragrapher expects two objects when initialized, a Formatter and an
#   Artist. The idea  behind the formatter is that it is expected to take the
#   initial specifications and convert it to a Formatted Text object. Then, the
#   Artist class is expected to interpret the Formatted Text object and draw
#   the paragraph. For details on how each specific algorithm works,  visit the
#   comments above and inside them. It is not necessary to use the default
#   Formatter, Artist, or Formatted Text objects.
#==============================================================================

#==============================================================================
# ** Bitmap
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    new attr_writer - paragraph_formatter, paragraph_artist
#    new methods - paragraph_formatter, paragraph_artist, draw_paragraph
#==============================================================================

class Bitmap
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Public Instance Variables
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  attr_writer :paragraph_formatter # The formatting class for Paragraphing
  attr_writer :paragraph_artist    # The artist class for Paragraphing
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Get Formatter
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def paragraph_formatter
    @paragraph_formatter = $game_system.default_formatter if @paragraph_formatter.nil?
    return @paragraph_formatter.new
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Get Artist
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def paragraph_artist
    @paragraph_artist = $game_system.default_artist if @paragraph_artist.nil?
    return @paragraph_artist.new
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * The Facade, which uses default Formatter and Artist to draw the formatted text directly
  #  to a bitmap, such as self.contents
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def draw_paragraph (x, y, max_width, max_height, string)
    bitmap = Bitmap.new (max_width, max_height)
    bitmap.font = self.font.dup
    pg = Paragrapher.new (paragraph_formatter, paragraph_artist)
    bitmap = pg.paragraph (string, bitmap)
    blt (x, y, bitmap, bitmap.rect)
    # Dispose of the proxy bitmap
    bitmap.dispose
  end
end

#==============================================================================
# *** Paragrapher
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Module containing the objects for the Paragrapher
#==============================================================================

module Paragrapher
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * New
  #``````````````````````````````````````````````````````````````````````````
  #  Allows the 'Paragrapher.new' command outside of the module to be used
  # rather than having to use 'Paragrapher::Paragrapher.new'
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  class << self
    def new(*args, &block)
      return Paragrapher.new(*args, &block)
    end
  end
  
  #==========================================================================
  # ** Formatted_Text
  #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  #  Bundles together the result of a Formatter class
  #==========================================================================
  Formatted_Text = Struct.new (:lines, :blank_width, :bitmap)
  
  #==========================================================================
  # ** Paragrapher
  #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  #  This struct has accessible attributes and can easily paragraph objects.
  #==========================================================================
  class Paragrapher < Struct.new (:formatter, :artist)
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * Paragraph
    #    string         : the string to be broken into lines
    #    specifications : the other arguments required for the Formatter
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    def paragraph(string, *specifications)
      f = formatter.format (string, *specifications)
      return artist.draw (f)
    end
  end
  
  #==========================================================================
==
  # ** Formatter
  #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++
  #  This class converts a string into a formatted text object
  #==========================================================================
==
  
  class Formatter
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * Format
    #    string         : the string to be formatted
    #    specifications : the desired width of the paragraph, or a bitmap
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    def format (string, specifications)
      @string = string
      # Checks whether specifications is a bitmap or a number. It then sets
      # max_width and f.bitmap accordingly
      if specifications.is_a? (Bitmap)
        bitmap = specifications
        @max_width = specifications.width
      elsif specifications.is_a? (Numeric)
        @max_width = specifications
        bitmap = Bitmap.new (@max_width, 32)
      else
        # Error Catching: Incorrect Specifications
        f = format ('Specifications Error', Bitmap.new (200, 64))
        p 'Specifications Error: Please Pass Numeric or Bitmap'
        return f
      end
      # Initializes Formatted_Text object
      @format_text = Formatted_Text.new ([], [], bitmap)
      @line_break = 0
      @last_word = 0
      for i in 0...@string.size
        format_character (i)
      end
      # Adds the last line to f.lines
      @format_text.lines.push ( @string[@line_break, @string.size - @line_break].scan (/./) )
      # Since the last line is drawn normally, blank_width should be 0
      @format_text.blank_width.push (0)
      height = @format_text.lines.size*32
      @format_text.bitmap = Bitmap.new (@max_width, height) if specifications.is_a? (Numeric)
      # Returns the Formatted_Text object
      formatted_text = @format_text.dup
      @format_text = nil
      return formatted_text
    end
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * Format Character
    #    i : index of position in the string
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    def format_character (i)
      character = @string[i, 1]
      # If at the end of a word
      if character == "\n" || character == " " || i == @string.size - 1
        i += 1 if i == @string.size - 1 # Account for possible overlap at end
        # If this word fits on the current line
        substring = @string[@line_break, i - @line_break]
        if @format_text.bitmap.text_size (substring).width > @max_width
          next_line (@last_word)
        end
        if character == "\n"
          next_line (i)
          @format_text.blank_width[-1] = 0
        end
        @last_word = i
      end
    end
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * Proceed to Next Line
    #    last_word : the index of the beginning of the previous word
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    def next_line (last_word)
      line = @string[@line_break, last_word - @line_break]
      # Adds current line to f.lines
      @format_text.lines.push ( line.scan (/./) )
      # Calculates the blank space left to cover in the line
      line_blank = @max_width - @format_text.bitmap.text_size(line).width
      @format_text.blank_width.push (line_blank.to_f / (line.size.to_f - 1.0) )
      # Keeps track of the position in the array of each line
      @line_break = last_word + 1
    end
  end

  #==========================================================================
==
  # ** Artist
  #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++
  #  Interprets a Formatted Text object and returns a bitmap of the paragraph
  #==========================================================================
==
  
  class Artist
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * Draw
    #    f            : Formatted Text Object
    #    justify_text : boolean value on whether to justify text
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    def draw (f, justify_text = true)
      # Calculates the necessary distance between lines
      line_distance = f.bitmap.height.to_f / f.lines.size.to_f
      line_distance = [f.bitmap.font.size + 4, line_distance].min
      # For all lines in the lines array
      for i in 0...f.lines.size
        blank_space = f.blank_width[i]
        position = 0
        # For all indices of the line array
        for j in 0...f.lines[i].size
          string = f.lines[i][j]
          tw = f.bitmap.text_size (string).width
          # Draws the string located at each index
          f.bitmap.draw_text (position, line_distance*i, tw, line_distance, string)
          # Keeps track of the position we are in in pixels
          position += tw
          position += blank_space if justify_text
        end
      end
      return f.bitmap
    end
  end
end

#========================================================================
# ** Game_System
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#  Summary of changes:
#     new instance variables - default_formatter, default_artist
#     aliased methods - initialize
#========================================================================

class Game_System
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Public Instance Variables
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  attr_accessor :default_formatter
  attr_accessor :default_artist
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias ma_paragraph_formatter_init initialize
  def initialize
    # Run original method
    ma_paragraph_formatter_init
    # Initialize original default format and artist classes
    @default_formatter = Paragrapher::Formatter
    @default_artist = Paragrapher::Artist
  end
end


CODE
#==============================================================================
#    Quest Journal
#    Version: 2.1c
#    Author: modern algebra (rmrk.net)
#    Date: February 17, 2012
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Description:
#
#    This script provides a graphical interface for showing quest progress. It
#   is objective based, meaning that you choose when to reveal objectives and
#   you can set it so that they show up as complete or failed. That said, this
#   script does not build quests for you; it is only a supplementary scene for
#   showing them. As such, you need to event all of the quests yourself and
#   update quest progress via script call. Therefore, pay close attention to
#   the instructions both here and in the EDITABLE REGIONS.
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Instructions:
#
#    As with the previous version, all of the configuration is done in the
#   QuestData module. While it is not necessary, it is recommended that you
#   separate the configuration module from the rest of the script by cutting
#   and pasting it into its own section (as you will see if you have the demo).
#   If you wish to do that, you must cut everything from the first line down to
#   the final end of the module. The first lines of the body script should be
#   the equals bar right above # ** Game_Quest. Again, that is only to make
#   things neater and has no functional relevance; it's up to you.
#
#    That said, you can go to EDITABLE REGION A at line 242 to configure the
#   default settings for the script. This ranges from the functional settings
#   at line 244 (such as whether access is from the menu or the map or which
#   categories are shown in the scene) to the graphical settings at line 267
#   (such as which icons to use for categories and what names should be given
#   to various headings). All of these will work fine without modification, of
#   course, but even if do not want to configure now, you should familiarize
#   yourself with all the settings so that you can make the best use of your
#   script. I have included tons of settings so that you can make the Quest
#   Journal unique for your game, even down to the order in which each section
#   of the info window is drawn. A brief description of each setting is
#   included either to the left or directly above each constant.
#
#    EDITABLE REGION B is the real heart of the script however - this is where
#   you fill in all of the details for the quests. Read the instructions at
#   line 389 very carefully!
#
#    You can activate and access a quest with this code in the Script event
#   command:
#
#        (quest (quest_id))
#          quest_id : the integer ID of the quest you want to access
#
#   From that, you can access or alter any relevant data stored in the quest,
#   like name, description, objectives, etc... Example:
#         (quest (1)).name = "Rest in Pieces"
#
#    More relevantly, when it comes to controlling the progress of quests the
#   following codes can be used in a Script event command. The arguments are
#   the same for each command so I only explain them once. All of them are
#   pretty self-explanatory and using any of them will activate the quest
#   (unless you are using the MANUAL REVEAL setting at line 263).
#    
#        reveal_objective (quest_id, objective_id_1, ..., objective_id_n)
#            quest_id : the integer ID of the quest you want to access.
#            objective_id_1, ..., objective_id_n : a list of the IDs of the
#              objectives you want to operate on. It can be as few as one or as
#              many as all of them.
#          Will show the listed objectives in the Quest's information
#        conceal_objective (quest_id, objective_id_1, ..., objective_id_n)
#          Will hide the listed objectives in the Quest's information
#        complete_objective (quest_id, objective_id_1, ..., objective_id_n)
#          Changes the colour of the listed objectives to the completed colour.
#          The quest is completed once all prime objectives are.
#        uncomplete_objective (quest_id, objective_id_1, ..., objective_id_n)
#          Changes the status of the listed complete objectives back to active
#        fail_objective (quest_id, objective_id_1, ..., objective_id_n)
#          Changes the colour of the listed objectives to the failed colour.
#          The quest is failed once one prime objective is.
#        unfail_objective (quest_id, objective_id_1, ..., objective_id_n)
#          Changes the status of the listed failed objectives back to active
#        change_reward_status (quest_id, value)
#            value : either true or false. If excluded, defaults to true.
#          Totally optional, but this is just a personal switch which you can
#          turn on when the reward is given. You can then make it a condition
#          so you don't reward the players more than once. (see line 146)
#
#  EXAMPLES:
#    reveal_objective (1, 0)
#      This would reveal the first objective of the quest with ID 1
#    complete_objective (6, 2, 3)
#      This would complete the third & fourth objectives of the quest with ID 6
#    change_reward_status (8)
#      This would set the reward switch to true for the quest with ID 8.
#
#   Another new feature is the ability to set rewards that will show up in the
#  menu (see EDITABLE REGION B). In addition to that, you can use the following
#  code to automatically distribute the specified rewards for a quest if the
#  quest is complete and no reward has yet been given:
#
#        give_quest_reward (quest_id)
#          quest_id : the ID of the quest whose rewards you want to distribute
#
#   Of course, it can only distribute the rewards of type 0-4 (items, weapons,
#   armors, gold, or exp). It won't distribute rewards you specify by string.
#   To that end though, you can also use this code in a conditional branch and
#   it will be satisfied only if it distributes the rewards. Thus, if you
#   wanted to add some special rewards or do things like that, you can just put
#   that in the branch for when it is true.
#
#    Other codes for the Script event command that can be useful are:
#    
#        reset_quest (quest_id)
#            quest_id : the integer ID of the quest you want to access.
#          This will re-initialize the quest, meaning all quest progress to
#          date will be lost
#        remove_quest (quest_id)
#          Deactivates the quest and resets it
#        conceal_quest (quest_id)
#          Deactivates the quest so it won't show up in the scene, but progress
#          is saved
#        reveal_quest (quest_id)
#          Activates or reactivates the quest. This command is NECESSARY if
#          MANUAL_REVEAL at line 263 is true or it has previously been
#          concealed. Otherwise, it is sufficient just to operate on the quest
#        change_quest_access (:symbol)
#          :symbol must be one of six options (include the colon!):
#            :disable - prevents access to the quest scene (greys out in menu)
#            :enable - enables access to the quest scene
#            :disable_menu - this removes the quest option from the menu
#            :enable_menu - this adds the quest option to the menu
#            :disable_map - this prevents access by key from the map
#            :enable_map - this allows access by key to the map
#        change_quest_background ("bg_filename", bg_opacity)
#            bg_filename : the filename of the picture for the background in  
#              the Pictures folder
#            bg_opacity  : the opacity of the background graphic. If excluded,
#              this defaults to the value of the setting at line 269.
#        change_quest_windows ("windowskin_filename", window_opacity)
#            windowskin_filename : the name of the Window graphic in System folder
#            window_opacity : the opacity of the windows. If excluded, this
#              defaults to the value of the setting at line 271.
#
#    Also, there are a few codes that can be used in the Script command of a
#   conditional branch. I note here that all of these are optional. You could
#   use switch and variable checks and monitor quest progress solely through
#   events. However, these commands make it a little easier and they are:
#
#        quest_revealed? (quest_id)
#            quest_id : the integer ID of the quest you want to access.
#          This is satisfied if the quest has been activated.
#        objective_revealed? (quest_id, objective_id_1, ... objective_id_n)
#            objective_id_1, ..., objective_id_n : a list of the IDs of the
#              objectives you want to operate on. It can be as few as one or as
#              many as all of them.
#          This is satisfied if the listed objectives have been revealed
#        quest_complete? (quest_id)
#          This is satisfied if all prime objectives of the quest are complete
#        objective_complete? (quest_id, objective_id_1, ... objective_id_n)
#          This is satisfied if all the listed objectives have been completed
#        quest_failed? (quest_id)
#          This is satisfied if any prime objective of the quest is failed
#        objective_failed? (quest_id, objective_id_1, ... objective_id_n)
#          This is satisfied if all the listed objectives have been failed
#        quest_rewarded? (quest_id)
#          This is satisfied if you have changed the reward status to true.
#
#    If you want to call the Quest scene from an event, you use the following
#   code in a call script:
#
#        call_quest
#        call_quest (quest_id)
#          quest_id : ID of the quest you want to open the scene on
#
#  If you do not specify a quest_id (line 168) then it will simply open the
#  scene as it would normally. If you do specify a quest_id (line 169) then it
#  will open the scene on that quest so long as it has been revealed and it is
#  normally accessible through the quest menu.
#
#    It will only give the rewards which are specified by the array. It will
#   obviously not distribute any rewards you identified by String. It will do
#   nothing if the reward_given boolean is true or if the quest is not yet
#   complete. As such, you can also use this in a conditional branch and it
#   will return true only if it gives the reward.
#
#   Finally, a new feature in version 2.0 is the ability to have quest shops
#  where the player can pay money to have a quest revealed. Setting it up is a
#  little more complicated as it is all done in the script call and so you need
#  to be careful not to spill over lines. Essentially, to identify the
#  purchable quest you need to create an array like this:
#      [quest_ID, cost, [o1, o2, ..., on], switch_ID]
#          quest_ID      : ID of the quest available for purchase
#          cost          : the price to buy the quest
#          [o1, ..., on] : an array of the objectives revealed when the quest
#            is purchased. If you exclude this, all objectives are revealed.
#          switch_ID     : this is the ID of a switch. When that switch is ON
#            the quest will be available for purchase. Otherwise it won't. If
#            excluded, the quest will always be available for sale at this shop
#   You need one of those for every quest available at the shop and you put
#   them all in another array and you pass it to the following code:
#
#      call_quest_shop (quest_array, "ShopName")
#          quest_array : the array of the above elements
#          "ShopName"  : the name of the shop. Allows you to differentiate
#             quest givers (defaults to the value at line 357 if excluded).
#
#   All of that is further complicated by the line length limit in the script
#   command. In order to avoid this, it is better to create the array before
#   calling the shop. See the example for how this can be done.
#
#  EXAMPLE:
#    a = []
#    a.push ([1, 50, [0]], [4, 80, 1])
#    a.push ([3, 100], [5, 75, [0,1], 1])
#    call_quest_shop (a, "Fighter's Guild")
#
#  The first line creates the array. The second line adds two quests to it: the
#  quest with ID 1 will cost 50 Gold and, if purchased, will reveal the first
#  objective; the quest with ID 4 will cost 80 Gold but will only show up if
#  the switch with ID 1 is ON. It will reveal all objectives when purchased.
#  The third line adds two more quests: the quest with ID 3 will cost 100 Gold
#  and all objectives will be revealed when it is purchased; the quest with ID
#  5 will cost 75 gold but will only show up when switch 1 is ON. If purchased,
#  it will reveal the first two objectives.
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Compatibility:
#
#    This script automatically adds itself to the default menu if you turn that
#   feature on. It will also automatically add itself to the menu if you use
#   Dargor's Custom Commands, YEM Main Menu Melody, Full Status Custom Menu
#   System, or Phantasia-esque Custom Menu System. It must be below them though!
#==============================================================================

$imported = {} unless $imported
$imported["QuestJournal2.1"] = true

#==============================================================================
# *** Quest Data
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This is the configuration module for the Quest Journal
#==============================================================================

module QuestData
  #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
  #    EDITABLE REGION A
  #||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
||
  # Functional Configuration
  # CATEGORIES - this is an array describing which categories are available for
  #   the Quest Journal and the order in which they appear. The options are
  #   :all, :active, :complete, and :failed. You can also create custom
  #   categories which include only quests that are specifically added. To do
  #   so, just make up a symbol name (:name, so like :primary or :secondary or
  #   :companion or etc...) and add it to the array. Then, go to line 273 and
  #   associate an icon with the SAME symbol. Then, when you are setting up the
  #   quests at line 388, all you need to do is add that SAME symbol to the
  #   custom_categories attribute
  CATEGORIES = [:all, :active, :complete, :failed]
  # SORT_TYPE - This is how the quests are sorted. This value can be :id (sort
  #   by ID), :revealed (sort by order they were revealed), :alphabet (sort
  #   alphabetically by name), :level (sort by level) or :none. You can add
  SORT_TYPE = :revealed     # reverse to any to flip. (IE. :revealedreverse)
  MENU_ACCESS = true        # Can the script be accessed through the menu?
  MENU_INDEX = 4            # If above is true, where in the command window?
  KEY_ACCESS = false        # Can the quest log be accessed by a key        
  MAPKEY_BUTTON = Input::L  # If above is true, which button?
  # MANUAL_REVEAL - whether you need to manually reveal every quest with the
  #  reveal_quest command or whether they are automatically revealed as soon as
  #  they are operated on (I.e. when you reveal, complete, etc.. objectives)
  MANUAL_REVEAL = false    
  # Graphical Configuration
  BG_PICTURE = ""           # The filename of the background picture
  BG_OPACITY = 255          # The opacity of the background picture, if used
  WINDOWS_SKIN = "001-Blue01"   # The skin of the windows in the Quest Scene
  WINDOWS_OPACITY = 200     # The opacity of the windows in the Quest scene
  LIST_WIDTH = 184          # The width, in pixels, of the left-hand windows
  # ICONS - here is where you set up what icons are used for various things in
  #  the script, like categories, gold, exp, or even for the menu option if you
  #  are using one of the supported CMSes. If you have added custom categories
  #  at line 245, then you should also add a line for each of the new categories
  #  under the same format. Don't forget the comma at the end!
  ICONS = {                
    :all => 0,              # If 0, combines :active, :complete, and :failed
    :active => '020-Accessory05',         # Icon representing active quest list
    :complete => '001-Weapon01',       # Icon representing complete quest list
    :failed => '050-Skill07',         # Icon representing failed quest list
    :menu => '',           # Quests icon if using one of the supported CMSes
    :gold => '',           # Icon for gold if used as a reward
    :exp => '',            # Icon for exp if used as a reward
    :level => 0,           # Icon for level. Simply prints integer out if 0
    :client => '',           # Icon for client
    :location => '',         # Icon for Location
  }
  # For the following colours, you can use either an integer, in which case it
  # takes its colour from that index of the windowskin palette, or you can use
  # an array in the form [Red, Green, Blue, Alpha] (Alpha can be excluded)
  COLOURS = {
    :active => 0,           # The colour of a quest that is active
    :complete => 1,         # The colour of a quest that is complete
    :failed => 2,          # The colour of a quest that is failed
    :label => 3,           # The colour for the label
    :content => 4,          # The colour for the main content of the window
    :subtitle => 5         # The colour for the subtitles
  }
  VOCAB_QUESTS = "Quests"   # What you want Quests to be called (eg. 'Missions')
  # LABEL_FONTNAME - The name of the font used for the label window. If "" or
  #  [], then it just uses the default font.
  LABEL_FONTNAME = ""
  # LABEL_FONTSIZE - The size of the text in the label window. When 0, it will
  #   be automatically fitted to the window size (since it is dynamic)
  LABEL_FONTSIZE = 0        
  LABEL_BOLD = false        # Whether the label should be bold
  #  Info Window
  # INFO_LAYOUT - this allows you to choose the vertical order in which each
  #  section of the quest information is drawn. The sections are - :banner,
  #  :name, :client, :level, :location, :description, :objectives, & :rewards.
  #  If you put two in an array, then they will be drawn at the same position.
  INFO_LAYOUT = [:banner, :name, [:client, :level], :location, :description,
    :objectives, :rewards]
  # NAME_FONTNAME - The name of the font used for the quest name in the info
  #  window. If "" or [], then it just uses the default font.
  NAME_FONTNAME = ""        
  NAME_FONTSIZE = 20        # Size of the font used for the name
  NAME_BOLD = true          # Whether the Name
  # CONTENT_FONTNAME - The name of the font used for the actual content of the
  #  description, objectives. If "" or [], then it just uses the default font.
  CONTENT_FONTNAME = ""
  # SUBTITLE FONTNAME - The font used for the subtitles in the info window
  # (The subtitles are: Description, Objectives, Rewards)
  SUBTITLE_FONTNAME = ""  
  SUBTITLE_FONTSIZE = 20    # Size of the subtitles in quest info window
  SUBTITLE_BOLD = true      # Whether to embolden the subtitles
  VOCAB_CLIENT = "Client:"
  # CLIENT_WIDTH - The horizontal space available for client. If 0, it will
  #  take a little over half of the screen
  CLIENT_WIDTH = 0          
  VOCAB_LOCATION = "Locale:"# The text used to identify the location
  # LOCATION_WIDTH - The horizontal space available for location. If 0, it will
  #  take a little over half of the screen
  LOCATION_WIDTH = 0        
  LEVEL_SPACE = 16          # The spacing between each level icon, if using icon
  VOCAB_DESCRIPTION = "Description" # The word to identify the description text
  DESC_FONTSIZE = 20        # The size of the font used in the description
  VOCAB_OBJECTIVES = "Objectives" # The word to identify the objectives list
  OBJECTIVE_BULLET = "—"    # The character used for listing objectives
  OBJ_FONTSIZE = 20         # The size of the font used for objectives
  VOCAB_REWARDS = "Rewards" # The word to identify the Rewards list
  REWARD_BULLET = ""        # The character used for listing rewards
  REWARD_FONTSIZE = 20      # The size of the font for each reward
  ITEM_NUMBER_PREFACE = "x" # When reward amount > 1, this prefaces it.
  VOCAB_EXP = "EXP"         # The word used for experience, if used in rewards
  DRAW_VOCAB_GOLD = true    # Whether to draw the Gold vocab or only use icon
  # VOCAB_HELP_GENERAL - The phrase in the help window when the list is active
  VOCAB_HELP_GENERAL = "Use the horizontal directional keys to switch categories"
  # VOCAB_HELP_SELECTED - The phrase in the help window when info is active
  VOCAB_HELP_SELECTED = "Use the vertical directional keys to scroll up and down"
  # Alignment of text in the Help Window - 0 => Left; 1 => Centre; 2 => Right
  HELP_ALIGNMENT = 1        
  JUSTIFY_PARAGRAPHS = false# Whether Description/objectives are justified.
  # Quest Shop Configuration
  VOCAB_PURCHASE = "Quest Shop"    # What you want the shop to be called
  PURCHASE_USE_GOLD_ICON = true    # Whether to use gold icon in Quest Shop
  PURCHASE_INFO_LAYOUT = [:banner, :name, [:client, :level], :location,
    :description, :objectives, :rewards] # Same as line 310, but for the Shop
  PURCHASE_SE = ["Shop", 80]       # The sound played when a quest is bought
  PURCHASE_LIST_WIDTH = 224        # The list width for the purchase scene
  #||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
||
  #    END EDITABLE REGION A
  #////////////////////////////////////////////////////////////////////////////
  ICONS.default = 0
  COLOURS.default = 0
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~
  # * Quest Data
  #````````````````````````````````````````````````````````````````````````````
  #  Returns skeleton data for the quest
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~
  def self.quest_data (id)
    # Set class variables to corresponding arguments
    banner = ""
    name = "??????"
    description = "??????????"
    client = ""
    location = ""
    objectives = []
    prime = nil
    rewards = []
    level = 0
    common_event = 0
    icon_index = '049-Skill06'
    custom_categories = []
    case id
    #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
    #    EDITABLE REGION B
    #````````````````````````````````````````````````````````````````````````
    #  To set up a quest, first identify it with an ID - this can be anything
    #  as long as it is not the same as another quest, but it is important to
    #  remember this ID as it is the only way to access your quest.
    #    In any case, the format for setting up a quest is:
    #
    #      when <quest_id> # Give the quest an ID number
    #        banner = "filename"
    #        name = "quest_name"
    #        client = "person who gave the quest"
    #        location = "place to go for the quest"
    #        description = "quest_description"
    #        objectives[0] = "first_objective"
    #        ...
    #        objectives[n] = "(n - 1)th objective"
    #        prime = [objective_id, ..., objective_id]
    #        rewards = [ [type, id, amount], ..., [type, id], "text" ]
    #        level = integer
    #        common_event = id
    #        icon_index = quest_icon_index
    #        custom_categories.push (:symbol_1, ..., :symbol_n)
    #
    #    Each of these values have an importance.
    #      banner is the name of a picture that can be shown at the top
    #      name is the name of the quest
    #      description is a small blurb explaining the overall goal of the quest
    #      client is the name of the person who gave the quest
    #      location is the place to go to to complete the quest
    #      objective[0..n] are short-term goals that lead to the overall goal
    #      primes are which objectives need to be complete before the quest is
    #        considered to be complete
    #      rewards will list the items you suggest. Note that there is no
    #        automatic gain - it simply lists them in the scene - you will need
    #        to give them out. The format is simple, [type, id, amount] where
    #        type identifies whether it is an item (0), weapon (1), armor (2),
    #        gold (3), or exp (4). id is the item ID (or the amount of gold or
    #        exp). amount only applies if it is an item, weapon or armor and it
    #        is how much of the item is given. If excluded, it won't draw it at
    #        all but if it is included, it will draw even if only 1. You can
    #        also just put a string ("text") and it will write that out.
    #      level is the difficulty of the quest
    #      common_event is the ID of a common event which is immediately called
    #        when the quest is first completed.
    #      icon_index is the icon that represents the quest
    #      custom_categories is a new feature which allows you to define which
    #        quests belong in special categories. All you need to do is add the
    #        appropriate symbol (which corresponds to an included category at
    #        line 245) and it will be added. Then, when the player scrolls over
    #        to that category, this quest, if revealed, will be there.
    #
    #    Note that any of the above values can be omitted without throwing an
    #    error, but for the quest to work properly you should at least set the
    #    name, description, and objectives. If you do omit these, the default
    #    values are:
    #  
    #      banner = ""
    #      name = "??????"
    #      description = "??????????"
    #      client = ""
    #      location = ""
    #      objectives = []
    #      prime = [all objectives]
    #      rewards = []
    #      level = 0
    #      common_event = 0
    #      icon_index = 0
    #      custom_categories = []
    #
    #   If you do want to require that all objectives must be satisfied before
    #   the quest is complete, then do not bother defining it. Otherwise, be
    #   sure to set it. If you are using the Special Codes Formatter, recall
    #   that all codes must be prefaced with \\, not just \.
    #||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
    when 1 # Quest 1
      name = "Quest 1"
      banner = "" # If using, must be a file from the Pictures folder
      description = "This is the first quest the players receive. It probably involves playing fetch with lazy humans."
      client = ""
      location = ""
      objectives[0] = "The first objective (ID 0)"
      objectives[1] = "Do this next (ID 1)"
      objectives[2] = "Return to collect your reward"
      prime = [0, 1] # You only need to complete the first two objectives.
      rewards = [ [0, 1, 3], [3, 100] ] # A potion and 100 Gold
      level = 0
      common_event = 0
      icon_index = '002-Weapon02'
      custom_categories = []
    when 4 # Quest 4 <- Remember: Quest IDs MUST be unique!
      name = "Lovely Lucy"
      description = "Pursue the affections of \\c[6]Lucy\\c[0]"
      objectives[0] = "Buy her a present from the vendor"
      objectives[1] = "Take her out to dinner"
      objectives[2] = "Walk her back to her home"
      rewards = [ [4, 50], "\\icon[137]A kiss from Lucy" ]
      icon_index = '003-Weapon03'
      # Note that anything I don't want, like banner, prime, common_event, and
      # custom_categories, I can exclude and it wll resort to default ("",
      # [0, 1, 2], 0, and [])
    #||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
    #    END EDITABLE REGION B
    #////////////////////////////////////////////////////////////////////////
    end
    unless prime
      prime = []
      objectives.each_index { |i| prime.push (i) }
    end
    return banner, name, description, client, location, objectives, prime,
      rewards, level, common_event, icon_index, custom_categories
  end
end

class Bitmap
  def clear_rect(*args)
    color = Color.new(0, 0, 0, 0)
    args << color
    fill_rect(*args)
  end
end

#==============================================================================
# ** Game_Quest
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Holds in-game data for a quest
#==============================================================================

class Game_Quest
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Public Instance Variables
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  attr_reader   :revealed_objectives # An array of revealed objectives
  attr_reader   :complete_objectives # An array of completed objectives
  attr_reader   :failed_objectives   # An array of failed objectives
  attr_reader   :id                  # The ID in $game_party.quests
  attr_reader   :name                # The name of the quest
  attr_reader   :level               # The difficulty level of the quest
  attr_accessor :banner              # Picture shown at top
  attr_accessor :description         # A blurb explaining the quest
  attr_accessor :client              # Name of quest-giver
  attr_accessor :location            # Place to do the quest
  attr_accessor :objectives          # An array of strings holding objectives
  attr_accessor :prime_objectives    # An array of crucial objectives
  attr_accessor :rewards             # An array of reward components
  attr_accessor :common_event_id     # ID of common event called at completion
  attr_accessor :icon_index          # The Icon associated with this quest
  attr_accessor :custom_categories   # An array of category symbols
  attr_accessor :reward_given        # A switch to ensure only one reward given
  attr_accessor :concealed           # A switch to show or not show the quest
  attr_accessor :cost                # The cost (if in a quest shop)
  # Rewarded?
  alias rewarded? reward_given
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize (id, cost = -1)
    @id = id
    @cost = cost
    reset
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Reset
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def reset
    # Set variables to corresponding arguments
    @banner, @name, @description, @client, @location, @objectives,
      @prime_objectives, @rewards, @level, @common_event_id, @icon_index,
      @custom_categories = QuestData.quest_data (id)
    # Initialize non-public arrays
    @revealed_objectives, @complete_objectives, @failed_objectives = [], [], []
    @reward_given = false
    @concealed = QuestData::MANUAL_REVEAL
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Reveal Objective
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def reveal_objective (*obj)
    for i in obj do obj.delete (i) if i >= @objectives.size end
    @revealed_objectives |= obj # Add to revealed objectives
    @revealed_objectives.sort! # Sort from lowest index to highest index
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Complete Objective
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def complete_objective (*obj)
    for i in obj
      # Can't complete if failed or non-existent
      obj.delete (i) if i >= @objectives.size || @failed_objectives.include? (i)
      # Reveal the objective if it was not previously revealed
      reveal_objective (i) unless @revealed_objectives.include? (i)
    end
    @complete_objectives |= obj # Add to complete objectives
    @complete_objectives.sort! # Sort from lowest index to highest index
    if complete?
      $game_temp.common_event_id = @common_event_id # Call common event
      @common_event_id = 0 # Don't call it again
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Fail Objective
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def fail_objective (*obj)
    for i in obj
      obj.delete (i) if i >= @objectives.size
      # Reveal the objective if it was not previously revealed
      reveal_objective (i) unless @revealed_objectives.include? (i)
    end
    @failed_objectives |= obj # Add to revealed objectives
    @failed_objectives.sort! # Sort from lowest index to highest index
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Undo Objective operations
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def conceal_objective (*obj)
    obj.each { |index| @revealed_objectives.delete (index) }
  end
  def uncomplete_objective (*obj)
    for i in obj do @complete_objectives.delete (i) end
  end
  def unfail_objective (*obj)
    for i in obj do @failed_objectives.delete (i) end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Objective Status Checks
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def objective_revealed? (*obj)
    return (obj - @revealed_objectives).empty?
  end
  def objective_complete? (*obj)
    return (obj - @complete_objectives).empty?
  end
  def objective_failed? (*obj)
    return (obj - @failed_objectives).empty?
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Complete?
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def complete?
    # Check if all prime objectives have been completed
    return (@complete_objectives & @prime_objectives) == @prime_objectives
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Failed?
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def failed?
    # Check if any prime objectives have been failed
    return !(@failed_objectives & @prime_objectives).empty?
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Sortable values
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def name= (string)
    @name = string
    $game_party.quests.refresh_sort (:alphabet)
  end
  def level= (value)
    @level = value
    $game_party.quests.refresh_sort (:level)
  end
  def concealed= (value)
    @concealed = value
    value ? $game_party.quests.conceal_quest (id) : $game_party.quests.reveal_quest (id)
  end
end

#==============================================================================
# ** Game_Quests
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This class handles Quests. It is a wrapper for the built-in class "Hash".
# The instance of this class is accessed by $game_party.quests
#==============================================================================

class Game_Quests
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize
    @data = {}
    @id_sort = []
    @revealed_sort = []
    @alphabet_sort = []
    @level_sort = []
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Get Quest
  #    quest_id : the ID of the quest
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def [] (quest_id)
    return Game_Quest.new (0) unless quest_id.is_a? (Integer)
    if @data[quest_id] == nil
      @data[quest_id] = Game_Quest.new (quest_id)
      reveal_quest (quest_id) unless @data[quest_id].concealed
    end
    return @data[quest_id]
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Get Quest List
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def list
    quest_list = []
    type = $game_system.quest_sort_type.to_s
    reverse = !(type.sub! (/reverse/i) { "" }).nil?
    case type.to_sym
    when :id
      @id_sort.each { |id| quest_list.push (@data[id]) }
    when :revealed
      @revealed_sort.each { |id| quest_list.push (@data[id]) }
    when :alphabet
      @alphabet_sort.each { |id| quest_list.push (@data[id]) }
    when :level
      @level_sort.each { |id| quest_list.push (@data[id]) }
    else
      quest_list = @data.values
    end
    quest_list.each { |i| quest_list.delete (i) if i.concealed }
    return reverse ? quest_list.reverse : quest_list
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Get Completed Quest List
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def completed_list
    complete_quests = []
    list.each { |i| complete_quests.push (i) if i.complete? }
    return complete_quests
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Get Failed Quest List
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def failed_list
    failed_quests = []
    list.each { |i| failed_quests.push (i) if i.failed? }
    return failed_quests
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Get Active Quest List
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def active_list
    return list - failed_list - completed_list
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Category List
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def category_list (category)
    case category
    when :all then return list
    when :active then return active_list
    when :complete then return completed_list
    when :failed then return failed_list
    else
      quest_list = []
      list.each { |quest| quest_list.push (quest) if quest.custom_categories.include? (category) }
      return quest_list
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Get Location
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def get_location (quest_id)
    return nil, nil unless @data[quest_id]
    # Check all categories
    for i in 0...QuestData::CATEGORIES.size
      index = category_list (QuestData::CATEGORIES[i]).index (@data[quest_id])
      return i, index if index != nil
    end
    return nil, nil
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Revealed?
  #    quest_id : the ID of a checked quest
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def revealed? (quest_id)
    return !@data[quest_id].nil? && !@data[quest_id].concealed
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Remove Quest
  #    quest_id : the ID of the quest to delete
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def remove (quest_id)
    conceal_quest (quest_id)
    @data.delete (quest_id)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Clear
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def clear
    @data.clear
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Reveal Quest
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def reveal_quest (quest_id)
    return if !@data[quest_id] ||@id_sort.include? (quest_id)
    $game_system.last_quest_id = quest_id # Open to this quest next time
    # Save sorting order in separate arrays to avoid resorting every time
    @revealed_sort.push (quest_id)
    sorted = false
    for i in 0...@id_sort.size
      if @id_sort[i] > quest_id
        @id_sort.insert (i, quest_id)
        sorted = true
        break
      end
    end
    @id_sort.push (quest_id) unless sorted
    sorted = false
    for i in 0...@alphabet_sort.size
      if @data[@alphabet_sort[i]].name.downcase > @data[quest_id].name.downcase
        @alphabet_sort.insert (i, quest_id)
        sorted = true
        break
      end
    end
    @alphabet_sort.push (quest_id) unless sorted
    sorted = false
    for i in 0...@level_sort.size
      if @data[@level_sort[i]].level > @data[quest_id].level
        @level_sort.insert (i, quest_id)
        sorted = true
        break
      end
    end
    @level_sort.push (quest_id) unless sorted
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Conceal Quest
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def conceal_quest (quest_id)
    [@revealed_sort, @alphabet_sort, @id_sort, @level_sort].each { |ary| ary.delete (quest_id) }
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Refresh Sort ~ In case the name or level of a quest is changed
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def refresh_sort (sort_type)
    case sort_type
    when :alphabet
      s = @data.values.sort { |a, b| a.name.downcase <=> b.name.downcase }
      @alphabet_sort.clear
      s.each { |quest| @alphabet_sort.push (quest.id) }
    when :level
      s = @data.values.sort { |a, b| a.level <=> b.level }
      @level_sort.clear
      s.each { |quest| @level_sort.push (quest.id) }
    end
  end
end

#==============================================================================
# ** Game_Temp
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    new instance variables - quest_shop_array, quest_shop_name
#==============================================================================

class Game_Temp
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Public Instance Variables
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  attr_accessor :quest_shop_array
  attr_accessor :quest_shop_name
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias maba_qjrnl_iniz_5uv1 initialize
  def initialize (*args)
    maba_qjrnl_iniz_5uv1 (*args)
    @quest_shop_array = []
    @quest_shop_name = QuestData::VOCAB_PURCHASE
  end
end

#==============================================================================
# ** Game_System
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    new instance variables - quest_disabled; qj_bg_picture; qj_bg_opacity;
#      qj_windowskin; qj_window_opacity; last_quest_id
#    aliased method - initialize
#==============================================================================

class Game_System
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Public Instance Variables
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  attr_reader   :quest_menuaccess  # Is it accessible through the menu
  attr_accessor :quest_disabled    # Can you access quest journal at this time
  attr_accessor :quest_keyaccess   # Is it accessible by key?
  attr_accessor :quest_sort_type   # The type of sorting to use
  attr_accessor :qj_bg_picture     # The filename of the background graphic
  attr_accessor :qj_bg_opacity     # The opacity of the background picture
  attr_accessor :qj_windowskin     # The skin of the windows in the quest scene
  attr_accessor :qj_window_opacity # The opacity of windows in the quest scene
  attr_accessor :last_quest_cat    # The last [category, index] of quest viewed
  attr_accessor :last_quest_id     # The ID of the last quest viewed
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modlg_qstjrnl_iniz_4rd2 initialize
  def initialize (*args)
    # Run Original Method
    modlg_qstjrnl_iniz_4rd2 (*args)
    # Initialize new variables
    @quest_menuaccess = QuestData::MENU_ACCESS
    @quest_disabled = false
    @quest_keyaccess = QuestData::KEY_ACCESS
    @quest_sort_type = QuestData::SORT_TYPE
    @qj_bg_picture = QuestData::BG_PICTURE
    @qj_bg_opacity = QuestData::BG_OPACITY
    @qj_windowskin = QuestData::WINDOWS_SKIN
    @qj_window_opacity = QuestData::WINDOWS_OPACITY
    @last_quest_cat = 0
    @last_quest_id = 0
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Quest Access
  #    Not simply accessor so I could add in compatibility
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def quest_menuaccess= (value)
    @quest_menuaccess = value
    # Full Status Menu / Phantasia-esque Compatibility
    @fscms_command_list ? c = @fscms_command_list : (@tpcms_command_list ? c = @tpcms_command_list : return)
    value ? (c.insert (QuestData::MENU_INDEX, :quest2) unless c.include? (:quest2)) :
      c.delete (:quest2)
  end
end

#==============================================================================
# ** Game_Party
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    new instance variable - quests
#    aliased method - initialize
#==============================================================================

class Game_Party
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Public Instance Variables
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  attr_reader   :quests
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modalg_qst_jrnl_party_init_quests initialize
  def initialize
    # Run Original Method
    modalg_qst_jrnl_party_init_quests
    # Initialize @quests
    @quests = Game_Quests.new
  end
end

#==============================================================================
# ** Game_Interpreter
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    new method - change_quest_access; change_quest_background; remove_quest;
#      quest; reveal_objective; conceal_objective; complete_objective;
#      uncomplete_objective; fail_objective; unfail_objective; quest_revealed?;
#      quest_complete?; quest_failed?; change_reward_status
#==============================================================================

class Game_Interpreter
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Call Quest Scene
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def call_quest (quest_id = 0)
    $game_system.se_play($data_system.decision_se)
    $game_system.last_quest_id = quest_id if quest_id != 0 && quest_revealed? (quest_id)
    $game_temp.next_scene = "quest"
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Call Quest Shop
  #    quest_array : a series of arrays in form [a, b, [c1, c2, ..., cn], d]
  #      a is the Quest ID; b is the Purchase Cost; [c1, ..., cn] is a list
  #      of which objectives are revealed when the quest is bought (it can be
  #      excluded and if so, then it will reveal them all); d is the ID of an
  #      enabling switch, meaning it will only show up if that switch is ON
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def call_quest_shop (quest_array, shop_name = QuestData::VOCAB_PURCHASE)
    $game_temp.next_scene = "quest shop"
    $game_temp.quest_shop_array = quest_array
    $game_temp.quest_shop_name = shop_name
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Change Quest Access
  #    sym - :enable, :disable, :enable_menu, :disable_menu, :enable_map, or
  #     :disable_map
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def change_quest_access (sym)
    case sym
    when :enable then $game_system.quest_disabled = false
    when :disable then $game_system.quest_disabled = true
    when :enable_menu then $game_system.quest_menuaccess = true
    when :disable_menu then $game_system.quest_menuaccess = false
    when :enable_map then $game_system.quest_keyaccess = true
    when :disable_map then $game_system.quest_keyaccess = false
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Change Quest Background
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def change_quest_background (picture, opacity = $game_system.qj_bg_opacity)
    $game_system.qj_bg_picture = picture
    $game_system.qj_bg_opacity = opacity
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Change Quest Windows
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def change_quest_windows (skin, opacity = $game_system.qj_window_opacity)
    $game_system.qj_windowskin = skin
    $game_system.qj_window_opacity = opacity
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Reset Quest
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def reset_quest (id)
    quest (id).reset
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Remove Quest
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def remove_quest (id)
    $game_party.quests.remove (id)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Reveal/Conceal Quest
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def reveal_quest (id)
    $game_party.quests[id].concealed = false
  end
  def conceal_quest (id)
    $game_party.quests[id].concealed = true
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Quest
  #    id : Returns the quest object with that ID
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def quest (id)
    return $game_party.quests[id]
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Quest Revealed?
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def quest_revealed? (id)
    return $game_party.quests.revealed? (id)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Facade for Quest methods:
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  [:reveal_objective, :conceal_objective, :complete_objective,
   :uncomplete_objective, :fail_objective, :unfail_objective].each { |method|
    define_method (method) { |id, *obj| quest (id).send (method, *obj) }
  }
  [:objective_revealed?, :objective_complete?, :objective_failed?].each { |method|
    define_method (method) { |id, *obj| quest_revealed? (id) && quest (id).send (method, *obj) }
  }
  [:reset, :complete?, :rewarded?, :failed?].each { |method|
    define_method ("quest_#{method}".to_sym) { |id| quest_revealed? (id) && quest (id).send (method) }
  }
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Give Quest Reward
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def give_quest_reward (quest_id)
    return false if !quest_complete? (quest_id) || quest_rewarded? (quest_id)
    params = @params.dup
    (quest (quest_id)).rewards.each { |reward|
      next unless reward.is_a? (Array)
      @params = [reward[1], 0, 0, (reward[2] ? reward[2] : 1)]
      case reward[0]
      when 0 then command_126 # Item
      when 1 then command_127 # Weapon
      when 2 then command_128 # Armor
      when 3 # Gold
        @params = [0, 0, reward[1]]
        command_125
      when 4 # Experience
        @params = [0, 0, 0, reward[1], true]
        command_315
      end
    }
    @params = params
    change_reward_status (quest_id, true)
    return true
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Change Reward Status
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def change_reward_status (id, value = true)
    quest (id).reward_given = value
  end
end

#==============================================================================
# ** Window_Base
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased method - text_color
#==============================================================================

class Window_Base
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Text Color
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias malbr_questj2_txtcol_5rf1 text_color
  def text_color (color, *args)
    return ( color.is_a? (Array) ? Color.new (*color) :  malbr_questj2_txtcol_5rf1 (color, *args) )
  end
  def draw_icon(icon_name, x, y, enabled = true)
    opacity = enabled ? 255 : 122
    bitmap = RPG::Cache.icon (icon_name)
    self.contents.blt(x, y, bitmap, bitmap.rect, opacity)
  end
end

#==============================================================================
# ** Window_Message
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased method - convert_special_characters
#==============================================================================

class Window_Message
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Convert Special Characters
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias ma_qstjrnl_refresh_6yh2 refresh
  def refresh (*args)
    # Run Original Method
    @text.gsub! (/\\NQ\[(\d+)\]/i) { $game_party.quests[$1.to_i].name } # Name Quest
    ma_qstjrnl_refresh_6yh2 (*args)
  end
end

if Object.const_defined? (:Paragrapher) && Paragrapher.const_defined? (:Formatter_SpecialCodes)
  class Paragrapher::Formatter_SpecialCodes
    alias mlg_qstj_prfrmsub_5th2 perform_substitution
    def perform_substitution (*args)
      text = mlg_qstj_prfrmsub_5th2 (*args)
      text.gsub! (/\\NQ\[(\d+)\]/i) { $game_party.quests[$1.to_i].name } # Monster Name
      return text
    end
  end
end

#==============================================================================
# ** Window_QuestLabel
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This window shows the quest label at the top of the scene
#==============================================================================

class Window_QuestLabel < Window_Base
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize (width = QuestData::LIST_WIDTH, height = 32 + 32, text = QuestData::VOCAB_QUESTS)
    super (0, 0, width, height)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.windowskin = RPG::Cache.windowskin ($game_system.qj_windowskin)
    self.opacity = $game_system.qj_window_opacity
    # Draw contents
    self.contents.font.name = QuestData::LABEL_FONTNAME unless QuestData::LABEL_FONTNAME.empty?
    if QuestData::LABEL_FONTSIZE == 0
      self.contents.font.size = [height - 36, 28].min
      # Fit it by width
      while (contents.text_size (text).width > contents.width) && contents.font.size > Font.default_size
        contents.font.size -= 1
      end
    else
      contents.font.size = QuestData::LABEL_FONTSIZE
    end
    self.contents.font.bold = QuestData::LABEL_BOLD
    self.contents.font.color = text_color (QuestData::COLOURS[:label])
    self.contents.draw_text (contents.rect, text, 1)
  end
end

#==============================================================================
# ** Window_QuestPurchaseGold
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This is the gold window for the Quest Purchase scene
#==============================================================================

class Window_QuestPurchaseGold < Window_Base
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize (y, width = QuestData::PURCHASE_LIST_WIDTH)
    super (0, y, width, 32 + 32)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.windowskin = RPG::Cache.windowskin ($game_system.qj_windowskin)
    self.opacity = $game_system.qj_window_opacity
    refresh
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Refresh
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def refresh
    self.contents.clear
    if QuestData::PURCHASE_USE_GOLD_ICON
      draw_icon (QuestData::ICONS[:gold], 0, 0)
      x = 28
    else
      x = 4
    end
    draw_currency_value ($game_party.gold, x, 0, contents.width - x)
  end
end

#==============================================================================
# ** Window_QuestCategory
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This window allows you to select between which list to show
#==============================================================================

class Window_QuestCategory < Window_Base
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize (category_index = 0, width = QuestData::LIST_WIDTH)
    hght = 56
    @all_index = QuestData::CATEGORIES.index (:all)
    hght += 8 if @all_index && QuestData::ICONS[:all] == 0
    super (0, 32 + 32, width, hght)
    self.contents = Bitmap.new (width - 32, height - 32)
    self.windowskin = RPG::Cache.windowskin ($game_system.qj_windowskin)
    self.opacity = $game_system.qj_window_opacity
    total = 24*QuestData::CATEGORIES.size
    total += 16 if hght == 64
    @spacing = (contents.width - total) / (QuestData::CATEGORIES.size - 1)
    refresh (category_index)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Refresh
  #    category_index : icon to highlight -
  #                       0 => All, 1 => Active, 2 => Complete, 3 => Failed
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def refresh (category_index = 0)
    contents.clear
    for i in 0...QuestData::CATEGORIES.size
      draw_item (i, i == category_index)
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Category
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def draw_item (index, enabled = false)
    x = index*(24 + @spacing)
    x += 16 if @all_index && index > @all_index && contents.height == 32
    category = QuestData::CATEGORIES[index]
    if @all_index != index || contents.height == 24
      y = (contents.height == 32 ? 4 : 0)
      self.contents.clear_rect (x, y, 24, 24)
      draw_icon (QuestData::ICONS[category], x, y, enabled)
    else
      self.contents.clear_rect (x, 0, 40, 32)
      draw_icon (QuestData::ICONS[:complete], x, 0, enabled)
      draw_icon (QuestData::ICONS[:failed], x + 16, 0, enabled)
      draw_icon (QuestData::ICONS[:active], x + 8, 8, enabled)
    end
  end
end

#==============================================================================
# ** Window_QuestList
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This window shows a list of quests
#==============================================================================

class Window_QuestList < Window_Command
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize (free, width = QuestData::LIST_WIDTH, category = QuestData::CATEGORIES[0], quest_index = 0)
    super (width, [Game_Quest.new(0, 0)] * 8)
    self.height = 288
    self.contents = Bitmap.new(width - 32, height - 32)
    change_list (category)
    self.windowskin = RPG::Cache.windowskin ($game_system.qj_windowskin)
    self.opacity = $game_system.qj_window_opacity
    self.index = quest_index
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Change List
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def change_list (list_type)
    if list_type.is_a? (Array)
      @commands = list_type # List passed directly
    else
      @commands = $game_party.quests.category_list (list_type)
      @commands = [] if @commands.nil?
    end
    @item_max = @commands.size
    self.contents = Bitmap.new (contents.width, [self.height - 32, @item_max*32].max)
    self.index = 0
    refresh
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Quest
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def quest
    return @commands[self.index]
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Item
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def draw_item(index, enabled = true)
    rect = Rect.new(0, index * 32, self.contents.width, 32)
    self.contents.clear_rect(rect)
    self.contents.font.color.alpha = (enabled ? 255 : 128)
    quest = @commands[index]
    draw_icon (quest.icon_index, rect.x, rect.y, enabled)
    rect.x += 28
    rect.width -= 28
    if quest.cost > -1 # Draw the quest's cost if > -1
      self.contents.font.color = text_color (QuestData::COLOURS[:active])
      self.contents.draw_text (rect, quest.cost.to_s, 2)
      rect.width -= (self.contents.text_size (quest.cost.to_s).width + 6)
    else
      self.contents.font.color = text_color (quest.complete? ?
      QuestData::COLOURS[:complete] : (quest.failed? ?
      QuestData::COLOURS[:failed] : QuestData::COLOURS[:active]))
    end
    self.contents.draw_text(rect, quest.name)
  end
end

#==============================================================================
# ** Window QuestInfo
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This window shows the details of each quest
#==============================================================================

class Window_QuestInfo < Window_Base
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize (height = 480 - (32 + 32), x = QuestData::LIST_WIDTH, layout = QuestData::INFO_LAYOUT)
    super (x, 0, 640 - x, height)
    self.contents = Bitmap.new(width - 32, height - 32)
    @layout = layout
    self.windowskin = RPG::Cache.windowskin ($game_system.qj_windowskin)
    self.opacity = $game_system.qj_window_opacity
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Refresh
  #    quest : the Quest object to show
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def refresh (quest)
    contents.clear
    if quest.nil?
      self.contents = Bitmap.new(width - 32, height - 32)
      return
    end
    @quest = quest
    # Get the Paragrapher
    if !Object.const_defined? (:Paragrapher) || !Paragrapher.const_defined? (:Formatter)
      p "This script requires the Paragraph Formatter 2.0! You can get it at RMRK:",
      "    http://rmrk.net/index.php/topic,25129.0.html", "The Special Codes Formatter is supported, but you still need the base script."
    else
      if Paragrapher.const_defined? (:Formatter_SpecialCodes)
        @paragrapher = Paragrapher.new (Paragrapher::Formatter_SpecialCodes.new, Paragrapher::Artist_SpecialCodes.new)
      else
        @paragrapher = Paragrapher.new (contents.paragraph_formatter, contents.paragraph_artist)
      end
    end
    # Calculate the size of the bitmap
    h = 0
    set_font (0)
    for subtitle in @layout do h += calculate_height_req (subtitle) end
    self.contents = Bitmap.new (contents.width, [h, self.height - 32].max)
    # Draw everything in the specified order
    y = 0
    for subtitle in @layout
      if subtitle.is_a? (Array)
        max_y = y
        # Draw on same line if an array
        for i in subtitle
          y_plus = draw_section (i, y) # Don't track since on same line
          max_y = y_plus if y_plus > max_y
        end
        y = max_y
      else
        y = draw_section (subtitle, y)
      end
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Calculate Height Requirement
  #    section : a symbol for the heading it is asking about
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def calculate_height_req (section)
    # Calculate the amount of vertical space needed for each section
    case section
    when Array then calculate_height_req(section.max { |a, b|
        calculate_height_req(a) <=> calculate_height_req(b) })
    when :banner then return RPG::Cache.picture (@quest.banner).height unless @quest.banner.empty?
    when :name then return 32 unless @quest.name.empty?
    when :level then return 32 unless @quest.level <= 0
    when :client then return 32 unless @quest.client.empty?
    when :location then return 32 unless @quest.location.empty?
    when :description
      if @paragrapher && !@quest.description.empty?
        # Create formatted text object for the description & check total size
        bmp = Bitmap.new (contents.width - 16, 32)
        bmp.font = contents.font.dup
        bmp.font.size = QuestData::DESC_FONTSIZE
        @desc_ft = @paragrapher.formatter.format (@quest.description, bmp)
        return (@desc_ft.lines.size*bmp.font.size) + ((3*32) / 2) + 4
      end
    when :objectives
      if @paragrapher && !@quest.revealed_objectives.empty?
        # Create formatted text objects for the objectives & check total size
        tw = self.contents.text_size (QuestData::OBJECTIVE_BULLET).width
        bmp = Bitmap.new (contents.width - 12 - tw, 32)
        bmp.font = contents.font.dup
        bmp.font.size = QuestData::OBJ_FONTSIZE
        h = 32
        @objs_ft = []
        for i in @quest.revealed_objectives
          ft = @paragrapher.formatter.format (@quest.objectives[i], bmp)
          h += (ft.lines.size * bmp.font.size) + 2
          @objs_ft.push (ft)
        end
        return h + 2
      end
    when :rewards then return 32*(@quest.rewards.size + 1) unless @quest.rewards.empty?
    end
    return 0
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Section
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def draw_section (section, y)
    set_font (0)
    case section
    when :banner then y = draw_banner (y)
    when :name then y = draw_name (y)
    when :level then y = draw_level (y)
    when :client then y = draw_client (y)
    when :location then y = draw_location (y)
    when :description then y = draw_description (y)
    when :objectives then y = draw_objectives (y)
    when :rewards then y = draw_rewards (y)
    end
    return y
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Banner
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def draw_banner (y)
    return y if @quest.banner.empty?
    banner = RPG::Cache.picture (@quest.banner)
    self.contents.blt ((contents.width - banner.width) / 2, y, banner, banner.rect)
    return y + banner.height
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Name
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def draw_name (y)
    return y if @quest.name.empty?
    self.contents.font.name = QuestData::NAME_FONTNAME.empty? ? Font.default_name : QuestData::NAME_FONTNAME
    self.contents.font.size = QuestData::NAME_FONTSIZE == 0 ? Font.default_size : QuestData::NAME_FONTSIZE
    self.contents.font.bold = QuestData::NAME_BOLD
    self.contents.font.color = text_color (@quest.complete? ?
      QuestData::COLOURS[:complete] : (@quest.failed? ?
      QuestData::COLOURS[:failed] : QuestData::COLOURS[:active]))
    self.contents.draw_text (0, y, self.contents.width, 32, @quest.name, 1)
    return y + 32
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Level
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def draw_level (y)
    return y if @quest.level < 1
    if QuestData::ICONS[:level] != 0
      x = self.contents.width - 24
      @quest.level.times do
        draw_icon (QuestData::ICONS[:level], x, y)
        x -= QuestData::LEVEL_SPACE
      end
    else
      set_font (1)
      self.contents.draw_text (0, y, contents.width, 32, @quest.level.to_s, 2)
    end
    return y + 32
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Client
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def draw_client (y)
    return y if @quest.client.empty?
    x = 0
    if QuestData::ICONS[:client] != 0
      draw_icon (QuestData::ICONS[:client], x, y)
      x += 28
    end
    if !QuestData::VOCAB_CLIENT.empty?
      set_font (1)
      self.contents.draw_text (x, y, 80, 32, QuestData::VOCAB_CLIENT)
      x += 80
    end
    set_font (0)
    wdth = QuestData::CLIENT_WIDTH == 0 ? (contents.width - ((5*QuestData::LEVEL_SPACE) + 8)) : QuestData::CLIENT_WIDTH
    self.contents.draw_text (x, y, wdth -  x, 32, @quest.client, 2)
    return y + 32
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Location
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def draw_location (y)
    return y if @quest.location.empty?
    x = 0
    if QuestData::ICONS[:location] != 0
      draw_icon (QuestData::ICONS[:location], x, y)
      x += 28
    end
    if !QuestData::VOCAB_LOCATION.empty?
      set_font (1)
      self.contents.draw_text (x, y, 80, 32, QuestData::VOCAB_LOCATION)
      x += 80
    end
    set_font (0)
    wdth = QuestData::LOCATION_WIDTH == 0 ? (contents.width - ((5*QuestData::LEVEL_SPACE) + 8)) : QuestData::LOCATION_WIDTH
    self.contents.draw_text (x, y, wdth - x, 32, @quest.location, 2)
    return y + 32
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Description
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def draw_description (y)
    return y if !@paragrapher || @quest.description.empty?
    # Setup the bitmap of appropriate size for drawing the description
    hght = @desc_ft.lines.size * @desc_ft.bitmap.font.size
    font = @desc_ft.bitmap.font.dup
    @desc_ft.bitmap.dispose
    @desc_ft.bitmap = Bitmap.new (self.contents.width, hght)
    @desc_ft.bitmap.font = font
    set_font (1)
    rect = Rect.new (2, y + (32 / 2), self.contents.width - 4, hght + 32)
    rect2 = Rect.new (4, y + (32 / 2) + 2, self.contents.width - 8, hght + 32 - 4)
    # Make Box
    if Bitmap.method_defined? (:fill_rounded_rect) # Bitmap Addons
      self.contents.fill_rounded_rect (rect, self.contents.font.color)
      self.contents.fill_rounded_rect (rect2, Color.new (0, 0, 0, 0))
    else
      self.contents.fill_rect (rect, self.contents.font.color)
      self.contents.clear_rect (rect2)
    end
    # Clear rect for the Description Label
    tw = self.contents.text_size (QuestData::VOCAB_DESCRIPTION).width
    self.contents.clear_rect (32, y, tw + 4, 32)
    # Draw Description Label
    self.contents.draw_text (34, y, tw + 2, 32, QuestData::VOCAB_DESCRIPTION)
    set_font (0)
    # Draw Description paragraph
    @paragrapher.artist.draw (@desc_ft, QuestData::JUSTIFY_PARAGRAPHS)
    self.contents.blt (8, y + 32, @desc_ft.bitmap, @desc_ft.bitmap.rect)
    @desc_ft.bitmap.dispose
    @desc_ft = nil
    return rect.y + rect.height + 4
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Objectives
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def draw_objectives (y)
    return y if !@paragrapher || @quest.revealed_objectives.empty?
    set_font (1)
    self.contents.draw_text (32, y, contents.width - 32, 32, QuestData::VOCAB_OBJECTIVES)
    tw = self.contents.text_size (QuestData::OBJECTIVE_BULLET).width
    y += 32
    bmp = @objs_ft[0].bitmap
    for i in 0...@quest.revealed_objectives.size
      # Draw Bullet
      set_font (1)
      self.contents.draw_text (8, y, tw, 32, QuestData::OBJECTIVE_BULLET)
      set_font (0)
      ft = @objs_ft[i]
      ft.bitmap = Bitmap.new (contents.width, ft.lines.size*bmp.font.size)
      ft.bitmap.font = bmp.font.dup
      obj = @quest.revealed_objectives[i]
      # Get the correct color
      ft.bitmap.font.color = text_color (@quest.objective_complete? (obj) ?
        QuestData::COLOURS[:complete] : (@quest.objective_failed? (obj) ?
        QuestData::COLOURS[:failed] : QuestData::COLOURS[:active]))
      @paragrapher.artist.draw (ft, QuestData::JUSTIFY_PARAGRAPHS)
      self.contents.blt (12 + tw, y + 2, ft.bitmap, ft.bitmap.rect)
      # Modify the Y accordingly
      y += 2 + ((ft.bitmap.font.size)*ft.lines.size)
      ft.bitmap.dispose
    end
    bmp.dispose
    @objs_ft.clear
    return y + 2
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Rewards
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def draw_rewards (y)
    return y if @quest.rewards.empty?
    set_font (1)
    self.contents.draw_text (32, y, contents.width - 32, 32, QuestData::VOCAB_REWARDS)
    x = QuestData::REWARD_BULLET.empty? ? 8 : 12 + (contents.text_size (QuestData::REWARD_BULLET).width)
    y += 32
    for reward in @quest.rewards
      # Draw Bullet
      set_font (1)
      self.contents.draw_text (8, y, 100, 32, QuestData::REWARD_BULLET)
      set_font (0)
      self.contents.font.size = QuestData::REWARD_FONTSIZE
      if reward.is_a? (Array)
        item = nil
        case reward[0]
        when 0 then item = $data_items[reward[1]]
        when 1 then item = $data_weapons[reward[1]]
        when 2 then item = $data_armors[reward[1]]
        when 3 # Gold
          draw_icon (QuestData::ICONS[:gold], x, y)
          self.contents.font.color = normal_color
          self.contents.draw_text (x + 24, y, contents.width - x - 24, 32, reward[1].to_s)
          if QuestData::DRAW_VOCAB_GOLD
            tw = self.contents.text_size(reward[1].to_s).width
            self.contents.font.color = system_color
            self.contents.draw_text(x + tw + 28, y, contents.width - x - 28 - tw, 32, 'Gold')
          end
        when 4 # Exp
          draw_icon (QuestData::ICONS[:exp], x, y)
          self.contents.font.color = normal_color
          self.contents.draw_text (x + 24, y, contents.width - x - 24, 32, reward[1].to_s)
          tw = self.contents.text_size(reward[1].to_s).width
          self.contents.font.color = system_color
          self.contents.draw_text(x + tw + 28, y, contents.width - x - 28 - tw, 32, QuestData::VOCAB_EXP)
        end
        # Draw Item
        if item != nil
          draw_item_name (item, x, y)
          unless reward[2].nil? # Draw Number
            contents.font.color = system_color
            tw = contents.text_size (item.name).width + 28
            contents.draw_text (x + tw, y, 100, 32, "#{QuestData::ITEM_NUMBER_PREFACE}#{reward[2]}")
          end
        end
      else
        set_font (0)
        # Allow use of special codes if Special Codes Formatter available
        if Object.const_defined? (:Paragrapher) && Paragrapher.const_defined? (:Formatter_SpecialCodes)
          bmp = Bitmap.new (contents.width - x, 32)
          bmp.font = contents.font.dup
          bmp.font.size = QuestData::REWARD_FONTSIZE
          @paragrapher.paragraph (reward, bmp)
          self.contents.blt (x, y, bmp, bmp.rect)
          bmp.dispose
        else
          self.contents.draw_text (x, y, contents.width - x, 32, reward)
        end
      end
      y += 32
    end
    return y
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Reset Font
  #    0 => Content Font; 1 => Subtitle Font
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def set_font (type = 0)
    case type
    when 0 # Content
      self.contents.font.name = QuestData::CONTENT_FONTNAME.empty? ? Font.default_name : QuestData::CONTENT_FONTNAME
      self.contents.font.size = Font.default_size
      self.contents.font.bold = false
      self.contents.font.color = normal_color
    when 1 # Subtitle
      self.contents.font.name = QuestData::SUBTITLE_FONTNAME.empty? ? Font.default_name : QuestData::SUBTITLE_FONTNAME
      self.contents.font.size = QuestData::SUBTITLE_FONTSIZE == 0 ? Font.default_size : QuestData::SUBTITLE_FONTSIZE
      self.contents.font.bold = QuestData::SUBTITLE_BOLD
      self.contents.font.color = system_color
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Colors
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def normal_color
    return text_color (QuestData::COLOURS[:content])
  end
  def system_color
    return text_color (QuestData::COLOURS[:subtitle])
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Frame Update
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def update
    if Input.press? (Input::DOWN)
      self.oy = [self.oy + 3, contents.height - self.height + 32].min
    elsif Input.press? (Input::UP)
      self.oy = [self.oy - 3, 0].max
    end
  end
end


#==============================================================================
# ** Window_Command
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#  Summary of Changes:
#    aliased methods - initialize
#    created methods - index, modalg_real_index
#==============================================================================

class Window_Command
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias modalg_quest_journal_cmd_initialize initialize
  def initialize(width, commands)
    @is_menu = $scene.is_a?(Scene_Menu) and ModAlg_QuestData::MENU_ACCESS
    if @is_menu
      commands.insert(ModAlg_QuestData::MENU_INDEX, 'Quest')
    end
    modalg_quest_journal_cmd_initialize(width, commands)
    if @is_menu
      self.height = 224
    end
  end
  #--------------------------------------------------------------------------
  # * Index
  #--------------------------------------------------------------------------
  def index
    if @is_menu and @index >= ModAlg_QuestData::MENU_INDEX
      return @index - 1
    else
      return @index
    end
  end
  #--------------------------------------------------------------------------
  # * Real Index
  #--------------------------------------------------------------------------
  def modalg_real_index
    return @index
  end
end


#==============================================================================
# ** Scene_Menu
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#  Summary of Changes:
#    aliased methods - update command
#    overwritten methods - initialize
#==============================================================================

class Scene_Menu
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(index = 0)
    if index >= ModAlg_QuestData::MENU_INDEX
      if $scene.is_a? Scene_Quest
        @menu_index = index
      else
        @menu_index = index + 1
      end
    else
      @menu_index = index
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when command window is active)
  #--------------------------------------------------------------------------
  alias modalg_quest_journal_menu_update_command update_command
  def update_command
    modalg_quest_journal_menu_update_command
    quest_index = ModAlg_QuestData::MENU_INDEX
    if $scene != self or @command_window.active == false
      return if $scene.is_a?(Scene_Map)
      if @command_window.modalg_real_index == quest_index
        @status_window.active = false
        @status_window.index = -1
        $game_system.quest_menuaccess = true
        $scene = Scene_Quest.new
      end
    end
  end
end


#==============================================================================
# ** Scene Quest
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This class handles the quest scene processing
#==============================================================================

class Scene_Quest
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize (*args)
    if args.size == 0 # Last Quest ID
      cat_ind = $game_system.last_quest_cat
      cat = QuestData::CATEGORIES[cat_ind]
      ind = ($game_party.quests.category_list (cat)).index ($game_party.quests[$game_system.last_quest_id])
      if !ind.nil?
        @category_index, @quest_index = cat_ind, ind
      else
        @category_index, @quest_index = $game_party.quests.get_location ($game_system.last_quest_id)
      end
    else
      @category_index = args[0] < QuestData::CATEGORIES.size ? args[0] : 0
      @quest_index = args[1]
    end
    @category_index = 0 if @category_index.nil?
    @quest_index = 0 if @quest_index.nil?
    @info_window_active = false
    @from_menu = $scene.is_a? (Scene_Menu)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Main Processing
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def main
    start
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      break if $scene != self
    end
    Graphics.freeze
    terminate
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Start Processing
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def start
    #create_menu_background
    # Create Background picture
    unless $game_system.qj_bg_picture.empty?
      @bg_sprite = Sprite.new
      @bg_sprite.bitmap = RPG::Cache.picture ($game_system.qj_bg_picture)
      @bg_sprite.opacity = $game_system.qj_bg_opacity
    end
    free_space = 480 - 96 - 2*32
    if QuestData::CATEGORIES.size > 1
      @category_window = Window_QuestCategory.new (@category_index)
      free_space -= @category_window.height
    end
    @label_window = Window_QuestLabel.new (QuestData::LIST_WIDTH, 32 + 32 + (free_space % 32))
    y = @label_window.height
    if @category_window
      @category_window.y = y
      y += @category_window.height
    end
    @list_window = Window_QuestList.new (free_space, QuestData::LIST_WIDTH, QuestData::CATEGORIES[@category_index], @quest_index)
    @list_window.y = y
    @list_window.active = true
    @info_window = Window_QuestInfo.new
    @info_window.refresh (@list_window.quest)
    # Create Help Window
    @help_window = Window_Help.new
    @help_window.windowskin = RPG::Cache.windowskin ($game_system.qj_windowskin)
    @help_window.opacity = $game_system.qj_window_opacity
    @help_window.y = 480 - @help_window.height
    @help_window.width = 640
    @help_window.contents = Bitmap.new(640 - 32, 64 - 32)
    @help_window.set_text (QuestData::VOCAB_HELP_GENERAL, QuestData::HELP_ALIGNMENT)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Terminate Process
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def terminate
    #dispose_menu_background
    if @bg_sprite # Dispose Background Sprite
      @bg_sprite.bitmap.dispose
      @bg_sprite.dispose
    end
    @label_window.dispose
    @category_window.dispose if @category_window
    @list_window.dispose
    @info_window.dispose
    @help_window.dispose
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Frame Update
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def update
    #update_menu_background
    if @list_window.active
      update_list_window
    elsif @info_window_active
      update_info_window
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Update List Window
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def update_list_window
    @list_window.update
    update_category_window if @category_window
    if Input.trigger?(Input::B) # If Button B is pressed
      $game_system.se_play($data_system.cancel_se)
      return_scene
    elsif Input.trigger? (Input::C) # If C button is pressed
      action_pressed_from_list
    # If scrolling through quests
    elsif Input.press? (Input::DOWN) || Input.press? (Input::UP)
      # Refresh Info Window
      @info_window.refresh (@list_window.quest)
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Update Category Window
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def update_category_window
    # If category window exists and horizontal arrow triggered
    if (Input.trigger? (Input::LEFT) || Input.trigger? (Input::RIGHT))
      add_int = Input.trigger? (Input::LEFT) ? -1 : 1
      @category_index = (@category_index + add_int) % QuestData::CATEGORIES.size
      # Play Cursor SE
      $game_system.se_play($data_system.cursor_se)
      # Refresh Windows
      @category_window.refresh (@category_index)
      @list_window.change_list (QuestData::CATEGORIES[@category_index])
      @info_window.refresh (@list_window.quest)
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Update Info Window
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def update_info_window
    @info_window.update
    if Input.trigger? (Input::B) || Input.trigger? (Input::C)
      $game_system.se_play($data_system.cancel_se)
      @info_window_active = false
      @info_window.oy = 0
      @list_window.active = true
      @help_window.set_text (QuestData::VOCAB_HELP_GENERAL, QuestData::HELP_ALIGNMENT)
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * C Button Pressed
  #    I put this as its own method in case I want to write any patches which
  #   modifies what happens when C is pressed
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def action_pressed_from_list
    if @info_window.contents.height > @info_window.height - 32
      $game_system.se_play($data_system.decision_se)
      @info_window_active = true
      @list_window.active = false
      @help_window.set_text (QuestData::VOCAB_HELP_SELECTED, QuestData::HELP_ALIGNMENT)
    else
      $game_system.se_play($data_system.buzzer_se)
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Return Scene
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def return_scene
    unless @list_window.quest.nil? # Save Position
      $game_system.last_quest_id = @list_window.quest.id
      $game_system.last_quest_cat = @category_index
    end
    # Exit Quest Scene
    $scene = @from_menu ? Scene_Menu.new (QuestData::MENU_INDEX) : Scene_Map.new
  end
end

#==============================================================================
# ** Scene_QuestPurchase
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This class handles processing for purchasing quests
#==============================================================================

class Scene_QuestPurchase < Scene_Quest
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize (quest_array = [], shop_name = QuestData::VOCAB_PURCHASE)
    @quest_list, @quest_reveals = [], []
    quest_array.each { |quest_a|
      quest = Game_Quest.new (quest_a[0], (quest_a[1] ? quest_a[1] : -1))
      # Add if no switch condition or condition met and not already revealed
      if quest_a[3]
        reveals = quest_a[2]
        switch = quest_a[3]
      else
        if quest_a[2].is_a? (Array)
          reveals = quest_a[2]
          switch = nil
        else
          reveals = []
          quest.objectives.each_index { |i| reveals.push (i) }
          switch = quest_a[2]
        end
      end
      if (switch.nil? || $game_switches[switch]) && !$game_party.quests.revealed? (quest_a[0])
        # Reveal all objectives if want to show them
        quest.reveal_objective (*reveals)
        @quest_list.push (quest)
        @quest_reveals.push (reveals)
      end
    }
    @shop_name = shop_name
    @info_window_active = false
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Start Processing
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def start
    create_menu_background
    # Create Background picture
    unless $game_system.qj_bg_picture.empty?
      @bg_sprite = Sprite.new
      @bg_sprite.bitmap = RPG::Cache.windowskin ($game_system.qj_bg_picture)
      @bg_sprite.opacity = $game_system.qj_bg_opacity
    end
    wlh = 32
    fs = 480 - (96 + 2*32)
    @label_window = Window_QuestLabel.new (QuestData::PURCHASE_LIST_WIDTH, 32 + 32 + (fs % 24), @shop_name)
    @list_window = Window_QuestList.new (fs, QuestData::PURCHASE_LIST_WIDTH, @quest_list)
    @list_window.y = @label_window.height
    @list_window.active = true
    for i in 0...@quest_list.size
      @list_window.draw_item (i, false) if $game_party.gold < @quest_list[i].cost
    end
    @info_window = Window_QuestInfo.new (480, QuestData::PURCHASE_LIST_WIDTH, QuestData::PURCHASE_INFO_LAYOUT)
    @info_window.refresh (@list_window.quest)
    # Create Gold Window
    @gold_window = Window_QuestPurchaseGold.new (@list_window.y + @list_window.height)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Terminate Process
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def terminate
    dispose_menu_background
    if @bg_sprite # Dispose Background Sprite
      @bg_sprite.bitmap.dispose
      @bg_sprite.dispose
    end
    @label_window.dispose
    @list_window.dispose
    @info_window.dispose
    @gold_window.dispose
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Update Info Window
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def update_info_window
    @info_window.update
    if Input.trigger? (Input::B)
      $game_system.se_play($data_system.cancel_se)
      @info_window_active = false
      @info_window.oy = 0
      @list_window.active = true
    elsif Input.trigger? (Input::C)
      purchase_quest
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * C Button Pressed
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def action_pressed_from_list
    if @info_window.contents.height > @info_window.height - 32
      $game_system.se_play($data_system.decision_se)
      @info_window_active = true
      @list_window.active = false
    else
      purchase_quest
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Purchase Quest
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def purchase_quest
    if @list_window.quest.nil? || $game_party.gold < @list_window.quest.cost
      $game_system.se_play($data_system.buzzer_se)
    else
      (RPG::SE.new (*QuestData::PURCHASE_SE)).play # Play Purchase SE
      $game_party.lose_gold (@list_window.quest.cost) unless @list_window.quest.cost < 0
      quest = $game_party.quests[@list_window.quest.id] # Create Quest
      $game_party.quests.reveal_quest (@list_window.quest.id) # Reveal Quest
      quest.reveal_objective (*@quest_reveals[@list_window.index])
      quest.concealed = false
      @quest_list.delete_at (@list_window.index)
      @quest_reveals.delete_at (@list_window.index)
      @list_window.change_list (@quest_list)
      for i in 0...@quest_list.size
        @list_window.draw_item (i, false) if $game_party.gold < @quest_list[i].cost
      end
      @info_window.refresh (@list_window.quest)
      @gold_window.refresh
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Return Scene
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def return_scene
    $scene = Scene_Map.new
  end
end


How's that?


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Bigace
post Mar 13 2012, 11:00 AM
Post #6


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Group: Revolutionary
Posts: 400
Type: Developer
RM Skill: Intermediate




Thank you once again Night_Runner for your help iin scripting. One question whats with all the question mark windows.

This post has been edited by Bigace: Mar 13 2012, 04:03 PM


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Night_Runner
post Mar 14 2012, 12:57 AM
Post #7


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Type: Scripter
RM Skill: Undisclosed




Whoops, that was just some debugging code that I accidentally left in, I've edited my last post so the code should work better happy.gif


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Bigace
post Mar 14 2012, 03:52 AM
Post #8


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Group: Revolutionary
Posts: 400
Type: Developer
RM Skill: Intermediate




Okay cool and again thanks for the help. biggrin.gif


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QUOTE ('Exiled One')
"If you are one of the very few teenagers that know what real rap is and don't blindly listen to the hate statements (rap is crap), then put this in your sig. I say this in the name of Common, Mos Def, Lupe Fiasco, 2Pac, Nas, Talib Kweli, Eminem, and many others."
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cronospo
post Apr 28 2012, 12:01 AM
Post #9



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Group: Member
Posts: 1
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RM Skill: Undisclosed




Hi everyone!
First of all, thanks for translating the Quest Journal script for XP.

Using this script I've a big problem everytime in my game in displayed a text message.
I get this error:

Error of script 'Quest Journal' at line 1116 of type 'NoMethodError'
private method 'gsub!' called for nil:NilClass

and this is the class that goes in error:

class Window_Message
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Convert Special Characters
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias ma_qstjrnl_refresh_6yh2 refresh
def refresh (*args)
# Run Original Method
@text.gsub! (/\\NQ\[(\d+)\]/i) { $game_party.quests[$1.to_i].name } # Name Quest
ma_qstjrnl_refresh_6yh2 (*args)
end
end

if Object.const_defined? (:Paragrapher) && Paragrapher.const_defined? (:Formatter_SpecialCodes)
class Paragrapher::Formatter_SpecialCodes
alias mlg_qstj_prfrmsub_5th2 perform_substitution
def perform_substitution (*args)
text = mlg_qstj_prfrmsub_5th2 (*args)
text.gsub! (/\\NQ\[(\d+)\]/i) { $game_party.quests[$1.to_i].name } # Monster Name
return text
end
end
end

Please give me a help! The quest journal seems work fine, but with this error I can't use it!
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Night_Runner
post Apr 28 2012, 07:59 PM
Post #10


Level 50
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Posts: 1,522
Type: Scripter
RM Skill: Undisclosed




Sorry about that, have a tweak!

CODE
class Window_Message
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Convert Special Characters
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias ma_qstjrnl_refresh_6yh2 refresh
  def refresh (*args)
    # Run Original Method
    $game_temp.message_text.gsub! (/\\NQ\[(\d+)\]/i) { $game_party.quests[$1.to_i].name } # Name Quest
    ma_qstjrnl_refresh_6yh2 (*args)
  end
end

if Object.const_defined? (:Paragrapher) && Paragrapher.const_defined? (:Formatter_SpecialCodes)
  class Paragrapher::Formatter_SpecialCodes
    alias mlg_qstj_prfrmsub_5th2 perform_substitution
    def perform_substitution (*args)
      text = mlg_qstj_prfrmsub_5th2 (*args)
      text.gsub! (/\\NQ\[(\d+)\]/i) { $game_party.quests[$1.to_i].name } # Monster Name
      return text
    end
  end
end


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