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> modern algebra's Quest Journal, Author: modern algebra
anythingmasterz
post Jun 18 2011, 06:37 AM
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QUOTE (Kread-EX @ Feb 18 2010, 10:20 AM) *
It seems it is the Monster Book that causes problems. Anyway, I managed to solve it by adding a simple line before the line 924:

CODE
next if i == nil

Simply paste this below the line 923.


I tried this and got a new error a bit later
CODE
Script 'QuestLog' line 987: NoMethodError occured.
undefined method '>=' for true:TrueClass

987 was the original 923 you had there.
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Quackadoos
post Jul 2 2011, 10:30 AM
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Can anybody help please?
I made three quests in this script and they worked perfectly, then I added another six and now I keep getting this message when I try to start a quest.


Does anybody know how to fix it?


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Kread-EX
post Jul 2 2011, 11:19 AM
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That'd be hard without seeing your code.


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Quackadoos
post Jul 2 2011, 11:32 AM
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QUOTE (Kread-EX @ Jul 2 2011, 08:19 PM) *
That'd be hard without seeing your code.

Of course, sorry about that. I've asterixed where it says the error is. If you need to see the whole code I'd be happy to put that up.

CODE
   #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * Object Initialization
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    def initialize (id)
      @id = id
      # Set class variables to corresponding arguments
      @name, @description, @objectives, prime, @icon_index = ModAlg_QuestData.quest_data (id)
      # 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


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Kread-EX
post Jul 2 2011, 11:40 AM
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The @objectives variable seems to be nil, and this would mean that your quest data us too short. You must have made a mistake while creating your quests. Can you show how you setup them?


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Quackadoos
post Jul 2 2011, 12:02 PM
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QUOTE (Kread-EX @ Jul 2 2011, 08:40 PM) *
The @objectives variable seems to be nil, and this would mean that your quest data us too short. You must have made a mistake while creating your quests. Can you show how you setup them?


These are the nine quest codes. I think the mistake is somewhere between the forth and ninth quest because the first three worked fine until I put those in. I followed the same structure as the demo quest.

CODE
  when 1 # An Odd Request
      name = 'An Odd Request'
      description = 'Old Joe asked you to fetch him 5 Bat Wings in return for something special.'
      objectives[0] = 'Locate the bat nest.'
      objectives[1] = 'Kill 5 large bats.'
      objectives[2] = 'Give the Bat Wings to Old Joe.'
      icon_index = 196
    when 2 # Lost and Found
      name = 'Lost and Found'
      description = 'Sister Ethel wants you to find her ring.'
      objectives[0] = 'Go to Sister Ethels room.'
      objectives[1] = 'Find the ring.'
      objectives[2] = 'Return the ring to Sister Ethel.'
      icon_index = 56
    when 3 # Cookery 101
      name = 'Cookery 101'
      description = 'Mrs O Grady needs some flour for her Stew Surprise.'
      objectives[0] = 'Get some flour from the stores.'
      objectives[1] = 'Return to Mr and Mrs O Grady.'
      icon_index = 2801
    when 5 # Mouse Hunt
      name = 'Mouse Hunt'
      description = 'Catch the mouse and you can keep him.'
      objectives[0] = 'Catch the mouse.'
      icon_index = 329
    when 6 # A Friend in Need
      name = 'A Friend in Need'
      description = 'Ged wants you to deliver some goods to his friend.'
      objectives[0] = 'Find Nedal at the Counts Arms.'
      objectives[1] = 'Deliver the vegetables.'
      objectives[2] = 'Return to Ged.'
      icon_index = 73
    when 7 # A Gift for the Missus
      name = 'A Gift for the Missus'
      description = 'Barnos wants you to check on his wifes birthday present.'
      objectives[0] = 'Speak to the delivery girl by the inn.'
      objectives[1] = 'Deliver the order to Barnos.'
      icon_index = 152
    when 8 # A Froggy Friend
      name = 'A Froggy Friend'
      description = 'Catch the frog and you can keep him.'
      objectives[0] = 'Catch the frog.'
      icon_index = 2369
    when 9 # Dueling 101
      name = 'Dueling 101'
      description = 'A ships Captain has challenged you to a duel.'
      objectives[0] = 'Accept and win the duel.'
      icon_index = 4


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Kread-EX
post Jul 2 2011, 12:10 PM
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You switched the indexes from 3 to 5 and omitted 4. This could be the reason.


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Quackadoos
post Jul 2 2011, 12:22 PM
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QUOTE (Kread-EX @ Jul 2 2011, 09:10 PM) *
You switched the indexes from 3 to 5 and omitted 4. This could be the reason.


Right, I fixed the indexes but I'm still getting the same message.


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Kread-EX
post Jul 2 2011, 12:33 PM
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The problem is that I can't replicate the exact error. I've copied your quests verbatim and got a completely different error, which I solved by setting the prime objectives. In theory you don't have to setup the prime if you don't want to, but try to add prime = nil just before case id.


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Quackadoos
post Jul 2 2011, 01:10 PM
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QUOTE (Kread-EX @ Jul 2 2011, 09:33 PM) *
The problem is that I can't replicate the exact error. I've copied your quests verbatim and got a completely different error, which I solved by setting the prime objectives. In theory you don't have to setup the prime if you don't want to, but try to add prime = nil just before case id.


Yay! I found my original mistake! It turns out I'd deleted something I shouldn't have because it was causing an error. Adding prime = nil as you suggested fixed that error when it popped up. Thanks so much for all your help. Sorry for being a pain.


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Eiserne
post Dec 15 2011, 10:13 AM
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I got this error within the Yanfly's Menu Changer script when I try to close the Quest Journal (exit back to menu.)



Here's the code that it sectioned at: (the arrows within the script are me indicating the line that the error occurred, the arrows aren't actually there in the script within my game)

CODE
def update_command_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      $scene = Scene_Map.new
    elsif Input.trigger?(Input::C)
      index = @command_window.index
      unless command_enabled?(index)
        Sound.play_buzzer
        return
      end
      Sound.play_decision
      case index
      # Item Command
      when $game_temp.menu_command_index[:item]
        $scene = Scene_Item.new
      # Skill, Equip, and Status Commands
      when $game_temp.menu_command_index[:skill],
      $game_temp.menu_command_index[:equip],
      $game_temp.menu_command_index[:status]
        start_actor_selection
      # Save Command
      when $game_temp.menu_command_index[:save]
        $scene = Scene_File.new(true, false, false)
      # System Command
      when $game_temp.menu_command_index[:game_end]
        $scene = Scene_End.new
      else # Custom Commands
        return_check = true
        for key in @ex_cmds
          if @ex_cmds[key[0]] == index
            return_check = false
            found_key = key[0]
            break
          end
        end
        return if return_check
        if found_key >= 101 and found_key <= 200 # Play a common event
          common_event = YE::REDUX::MENU::COMMON_EVENTS[found_key]
          $game_temp.common_event_id = common_event[3]
          $scene = Scene_Map.new
        else # Play an imported scene
          menu_command = YE::REDUX::MENU::IMPORTED_COMMANDS[found_key]
          if menu_command[2]
            start_actor_selection
          else
          $scene = eval(menu_command[4] + ".new")                                 <--------------------------------
          end
        end # End found_key
      end # End case check
    end
  end


I'm not sure why

*EDIT*
Just for extra info, in the Yanfly's Menu script, I have it to open the quest journal using an "imported" script setup, meaning I'm not using a Common Event to launch it. However, when I do use a common event to call the scene from the menu, I get another error sectioned within SojaBird's Achievements script:



The code for that script is...

CODE
class Completion_Listener
  
  attr_accessor :condition
  
  def initialize(condition)
    @condition = condition
  end
  
  def condition_ready?
    mod_it = @condition.dup
    str = /(completed(\(\'.*\'(,\s?\'.*\')*?\))?)/i
    mod_it.gsub!(str)                   { eval("Achief.get_#{$1.to_s}")  }
    mod_it.gsub!(/(item\([0-9]*\))/i)   { eval("Achief.#{$1.to_s}")      }
    mod_it.gsub!(/(weapon\([0-9]*\))/i) { eval("Achief.#{$1.to_s}")      }
    mod_it.gsub!(/(armor\([0-9]*\))/i)  { eval("Achief.#{$1.to_s}")      }
    mod_it.gsub!(/(var\([0-9]*\))/i)    { eval("Achief.#{$1.to_s}")      }
    mod_it.gsub!(/(switch\([0-9]*\))/i) { eval("Achief.#{$1.to_s}")      }
    mod_it.gsub!(/(gold)/i)             { eval("Achief.#{$1.to_s}")      }
    mod_it.gsub!(/(lvl\(-?[0-9]*\))/i)  { eval("Achief.#{$1.to_s}")      }
    mod_it.gsub!(/(exp\(-?[0-9]*\))/i)  { eval("Achief.#{$1.to_s}")      }
    mod_it.gsub!(/(points)/i)           { eval("Achief.get_#{$1.to_s}")  }
    return eval(mod_it)                                <---------------------------------------------
  end
  
end


Can anyone help me? Just to say again, I get these errors when I press ESC in the Journal scene.

This post has been edited by Eiserne: Dec 15 2011, 10:57 AM
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Fonstw
post Dec 29 2011, 11:20 AM
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I only came here because I read "sex", XD


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yuzippy
post Jan 7 2012, 03:58 PM
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Alright, I have a few questions...

1) Is there anyway to remove the function of using a icon next to the name of the quest?

and

2) Is there a way to change the order from All Quests, Quests In Progress, Completed Quests etc... to something where Quests in Progress is the first thing you see, followed by completed, followed by all quests, and so forth? If that is confusing I can try to explain it better.


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Adrien.
post Jan 7 2012, 04:01 PM
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QUOTE (yuzippy @ Jan 7 2012, 04:58 PM) *
Alright, I have a few questions...

1) Is there anyway to remove the function of using a icon next to the name of the quest?

and

2) Is there a way to change the order from All Quests, Quests In Progress, Completed Quests etc... to something where Quests in Progress is the first thing you see, followed by completed, followed by all quests, and so forth? If that is confusing I can try to explain it better.



Both of those lie in the scripts. One when you create a new quest do not select an icon. you'll see an option to set the icon - remove that.
two as for the order im sure thats either in the config or in the core script its self.


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yuzippy
post Jan 7 2012, 04:17 PM
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Well, I managed to remove the icon, but it didn't do what I intended it to do. I wanted to remove the icon to make more room for the quest name, since it is kind of lengthy. Does anyone know how to do that?

I will have to look about rearranging, have not tried it yet.

Thanks for the help, though.

~yuz

EDIT: Found out how to edit the arrangement, lines 741-752. Rearrange to your hearts desire. However, this does not change the icon used. Does anyone know how to do that?

This post has been edited by yuzippy: Jan 7 2012, 04:25 PM


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