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[Filed] I'm looking for a custom quest log script?

Hi. I have searched and searched and searched for ever for a decent quest log script. The only one I really really like was for RPG Maker VX.

So i decided to come here and request one. First off I would like it to basically be identical to the "Uber Quest Log Version 1.0 by Atoria (aka coolmariners98)", including the ! marks over the NPCs heads.

Here is the link to page with the RMVX script and screenies etc. http://www.rmxp.org/forums/viewtopic.php?t=47723.0

However I would like it with one minor change. To get the quest log up, you should have to press the [Q] key on the keboard and the [Q] key to close it again.

Please, please could someone make me a script for this - i've been looking everywhere.

Thanks a lot.
 
Here is a link to the original XP version... viewtopic.php?f=156&t=6305&p=68597#p68597

Atoria":12klqk1i said:
Some of you may remember this script from a long time ago labeled as the Ultimate Quest Scene. This is basically the same thing and I am the same author so don't go ranting about how this script was made by someone else. I just wanted to update my first script for the VX interface.

And here's the "Q" button mod. (Paste this below the Quest Window & Quest Data scripts.
(remember to turn off line numbers before hitting "Select All" to copy/paste.)

Code:
 

#----------------------------------------------------------------------

# Q Button Mod for Ultimate Quest Scene by Coolmariners98 (Atoria)

#

# Paste below the Quest Window & Quest Data scripts

#

# If you modify the menu to call this scene, it will return to the menu

# If you call the scene from the map using the Q button, it will return

# to the map using the Q or B button

#

# 21Jan09 - Brew

#----------------------------------------------------------------------

 

 

class Scene_Map

  alias quest_scene_update update

  def update

    quest_scene_update

    # If L button was pressed (Q)

    if Input.trigger?(Input::L)

      # If event is running, or menu is not forbidden

      unless $game_system.map_interpreter.running? or

             $game_system.menu_disabled

        $scene = Scene_Quests.new(-1)

      end

    end

  end

end

 

class Scene_Quests

  # * Object Initialization

  def initialize(quest_index = 0)

    @callback = quest_index

    @quest_index = quest_index == -1 ? 0 : quest_index

    if $qdata == nil

      $qdata = Quest_Data.new

    end

  end

  def update_command

    # If L button was pressed (Q)

    if Input.trigger?(Input::L)

      if @callback == -1

        $scene = Scene_Map.new

      end

    end

    # If B button was pressed

    if Input.trigger?(Input::B)

      # Play cancel SE

      $game_system.se_play($data_system.cancel_se)

      # Switch to map screen

      if @callback == -1

        $scene = Scene_Map.new

      else

        # set the index to the Quests location on the menu

        index = 0

        $scene = Scene_Menu.new(index)

      end

      return

    end

    # If C button was pressed

    if Input.trigger?(Input::C)

      index = @command_window.index

      #pattern on switch is index * 10 + 1

      if $game_temp.qupdate[index * 10 + 1] == false

        $game_system.se_play($data_system.buzzer_se)

        return

      else

        $qdata.whichquest = index

        $game_system.se_play($data_system.decision_se)        

        @status_window.dispose

        @status_window = Quest.new

        @status_window.x = 160

        @status_window.y = 180

        @status_window.update

      end

      return

    end

  end

end

 
 
Thanks a lot :angel: i didn;t realise that it was the same script but for XP. I will try this after school and post back with results (so you can help me if it goes wrong ;))
 
Ok, I'll give you a hint: In your event, you need to use the event command, "Script".
I'll tell you what you need to enter in the script command, but first you must answer 2 questions:

In the topic where you got the script...
1) What is the last word in the script that goes in Game_Temp?
2) How many FAQ questions have been posted regarding this script?

Be Well
 
Uhhh - sorry didn't think to look back at thet post. I am assuming this is the bit I should look at? :

Instructions

1. To edit data just simply edit Quest_Data, there is no need to edit anything else!!
2. How the qupdate switches work (to set on in game just call script and type $game_temp.qupdate[#] = true, where # is the number switch you want to turn on:
qupdate 1, 11, 21, 31, 41, etc. are used for giving quests, aka will make then quests appear in the menu
qupdate 10, 20, 30, 40, 50, etc. are used for ending quests, aka will make the quest complete
qupdate 2-9, 12-19, 13-29, etc. are used for quest ovjectives, aka will make quest objectives fade out

Sorry -

1. The last word in the script is "end"
2. The FAQ is currently "N/A"
 
Yes I got it working thanks - and you get a mention in my game for all your help :D

(One last thing - promise, hopw do I get ! marks over people's heads who have quests?)
 

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