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> [Scripting]Basic Quest System, How to make a basic quest system.
LOT7V
post Apr 1 2008, 03:58 AM
Post #1


The Lord of the Seven Voices
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Group: Revolutionary
Posts: 151
Type: Developer
RM Skill: Beginner




This uses a bit of scripting so basic that I'm not even going to claim I designed it... What it does is allow your character to view his/her current quest at any time. NOTE: this only works for ONE quest at a time, so this is for linear gameplay. It essentially works in conjunction with ccoa's Universal Message System, and uses a script to create four extra $game_system.* variables.

Firstly, get ccoa's UMS and insert it above Main.

Then, create a script above Main with the code:
CODE
class Game_System
  attr_accessor :quest_name
  attr_accessor :quest
  attr_accessor :name_holder
  attr_accessor :actor_holder
end


To set variables, call a script in an event such as:
CODE
$game_system.quest_name = "Eye of Newt" #The name of the quest
$game_system.quest = "Collect six newt eyes and return them to the trader." #the quest description


Finally, to call them, make a parallel process, and have an conditional that initializes common event "Quest" on the pressing of a certain button.

Then, put this in the common event: (this might look a bit confusing, but the first bit of script swaps some variables so as to use ccoa's UMS, the text makes the needed commands to correctly use the UMS, and the final script puts all the variables back to where they started.)


And you get this, whenever you call the event:


I hope this helps someone!


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