Mike Portnoy
Member
http://img442.imageshack.us/img442/5227/scenequestis6.th.png[/IMG]
http://img248.imageshack.us/img248/8420/scenequest2be6.th.png[/IMG]
ORIGINAL SCRIPT TOPIC http://www.rmxp.org/forums/showthread.php?t=6305&highlight=quest
Well hello everybody again... hoping this request could be solved, i'm using a Quest System that seems to work very well... you can enable, disable and upgrade quests with just one variable, you can set quests as not visible until they are given...
Well everything seems to work, BUT after you complete the first quest, the 6 first step of the second quest (every quest has 8 step) autocomplete themself automatically.
Here's the script, write here if you want to ask anything, i'll give the instructionas and/or demo to how use this so you may fix it.
The system is really really good so it's a shame that it remains incomplete (it's creator left this forum time ago).
IF YOU THINK THE SCRIPT IS TOO BAD-CODED, I'VE ALSO PUT A REQUEST HERE
http://www.rmxp.org/forums/showthread.php?p=177126#post177126
IMPORTANT: I recoded the first script, so the variables named tmp, tmp2 and tmp3 have now more human and understandable names.
Please see if you can fix it now, all the scripters told me "bad variable names", now the variables should be understandable.
I also added comments inside the script.
IMPORTANT2: The second script doesn't need to be checked. IT has no bug. The bug is SURELY in the first one, the seconds is needed just to write the text of quests.
I put it here just for detail.
HERE is the script to set the quests data
As you can see i already made two quests... the scripts are not hard to use, u can activate the quest scene with the command $scene = Scene_Quests.new
To update quests just use the command $game_system.qupdate[1] = true
The number (1) can be changed...
If you want to start a quest, use 1, 11, 21, 31, 41, 51, 61, 71, 81...
If you want to complete it use 10,20,30,40,50,60,70,80...
If you want to upgrade its steps use 2,3,4,5,6,7,8,9,12,13,14,15,16,17...
Hope you know everrything needed to fix it... thanks to everybody that will read this!
I will repay the best i can... i'm good with animations, event systems and story creation.
http://img248.imageshack.us/img248/8420/scenequest2be6.th.png[/IMG]
ORIGINAL SCRIPT TOPIC http://www.rmxp.org/forums/showthread.php?t=6305&highlight=quest
Well hello everybody again... hoping this request could be solved, i'm using a Quest System that seems to work very well... you can enable, disable and upgrade quests with just one variable, you can set quests as not visible until they are given...
Well everything seems to work, BUT after you complete the first quest, the 6 first step of the second quest (every quest has 8 step) autocomplete themself automatically.
Here's the script, write here if you want to ask anything, i'll give the instructionas and/or demo to how use this so you may fix it.
The system is really really good so it's a shame that it remains incomplete (it's creator left this forum time ago).
IF YOU THINK THE SCRIPT IS TOO BAD-CODED, I'VE ALSO PUT A REQUEST HERE
http://www.rmxp.org/forums/showthread.php?p=177126#post177126
IMPORTANT: I recoded the first script, so the variables named tmp, tmp2 and tmp3 have now more human and understandable names.
Please see if you can fix it now, all the scripters told me "bad variable names", now the variables should be understandable.
I also added comments inside the script.
IMPORTANT2: The second script doesn't need to be checked. IT has no bug. The bug is SURELY in the first one, the seconds is needed just to write the text of quests.
I put it here just for detail.
Code:
#=======================================
# ** Scene_Quests
# ** Created by coolmariners98
#------------------------------------------------------------------------------
# Please do not copy and distribute claiming to have created this.
# I would like full credit, even though this script is kind of crappy.
#=======================================
class Scene_Quests
attr_accessor :reputation # reputation of character
attr_accessor :tax_change # the difference in prices with tax
attr_accessor :qupdate # for the quest script
# * Object Initialization
def initialize(quest_index = 0)
@quest_index = quest_index
if $qdata == nil
$qdata = Quest_Data.new
end
end
def main
# creates the quest window based upon how many totalquests
questwin = [] # temp array
for i in 0...$qdata.totalquests # for loop makes menu
eval "questwin.push($qdata.questname[i])"
end
@command_window = Window_Qmand.new(160, questwin) # actually makes window
@command_window.index = @quest_index
# while loop determines what to show
# COMMENT FROM MIKE PORTNOY: As you can see i rewrote
# The names of tmp, tmp2 and tmp3 so it's more comprensible
# Now tmp is known as "qustart". The qustart number is the value
# That qdata must have to start a quest.
# That number must finish for 1. like 1, 11, 21, 31, 41.
# Tmp2 became qu complete. That number must finish for 0. Like 10,20,30,40.
# Tmp3 became qunumber. The number of the quest. 1,2,3,4... i didn't understand
# Completely the logic in this.
qustart = 0
qucomplete = 0
qunumber = 0
qustart = 1
qucomplete = 10
$qdata.totalcompleted = 0
$qdata.totalfound = 0
$qdata.moneyearned = 0
$qdata.expearned = 0
$qdata.rpearned = 0
while (qunumber < $qdata.totalquests) # Qui era $qdata.totalquests
if $qdata.showdisabledquests == true and $game_system.qupdate[qustart] == false
@command_window.disable_item(qunumber)
elsif $game_system.qupdate[qustart] == false
@command_window.delete_item(qunumber)
else
$qdata.totalfound += 1 #qui era += 1 MODIFICA
end
if $game_system.qupdate[qucomplete] == true
@command_window.finished(qunumber)
$qdata.moneyearned += $qdata.goldreward[qunumber]
$qdata.expearned += $qdata.expreward[qunumber]
$qdata.rpearned += $qdata.rpreward[qunumber]
$qdata.totalcompleted += 1
end
qustart += 10
qucomplete += 10
qunumber +=1
end
# while loop determines if all are accessible
if $qdata.shownondisabledquests == true
int = 1
max = (($qdata.totalquests * 10) - 9) + 1 # qui c'era un + 1 ala fine, MODIFICA - COMUNQUE l'errore non sta qui
while int < max
$game_system.qupdate[int] = true
int += 10
end
end
# Make quest status window
@qs_window = Quest_Status.new
@qs_window.x = 160
@qs_window.y = 0
# Determine PreQuest Number
preq = 2
temp = 1
query = false
if $qdata.totalfound != $qdata.totalcompleted
$qdata.whichprequest = 0
elsif $qdata.totalfound == $qdata.totalquests
$qdata.whichprequest = 1
else
while (query == false)
if $game_system.qupdate[temp] == false
$qdata.whichprequest = preq
query = true
else
temp += 10
preq += 1
end
end
end
# Make quest info window
@qi_window = Quest_Info.new
@qi_window.x = 360
@qi_window.y = 0
# Make quest window
@status_window = Quest.new
@status_window.x = 160
@status_window.y = 180
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
Graphics.freeze
# Dispose of windows
@command_window.dispose
@status_window.dispose
@qs_window.dispose
@qi_window.dispose
end
def update
@command_window.update
@status_window.update
if @command_window.active
update_command
return
end
if @status_window.active
update_status
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when command window is active)
#--------------------------------------------------------------------------
def update_command
# 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
$scene = Scene_Menu.new #Qui era Scene_map! AGGIUNTO
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_system.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
#=======================================
# ** Quest_Status
# ** Created by coolmariners98
#------------------------------------------------------------------------------
# This displays what has been done so far in your quests (upper middle window)
#=======================================
class Quest_Status < Window_Base
def initialize
super(0, 0, 200, 180)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 150, 32, "Quest Totali: " + $qdata.totalquests.to_s)
self.contents.font.color = normal_color
self.contents.draw_text(4, 20, 150, 32, "Quest Trovate: " + $qdata.totalfound.to_s)
self.contents.font.color = system_color
self.contents.draw_text(4, 40, 150, 32, "Quest Completate: " + $qdata.totalcompleted.to_s)
self.contents.font.color = normal_color
self.contents.draw_text(4, 80, 150, 32, "Schei Guadagnati: " + $qdata.moneyearned.to_s)
self.contents.font.color = system_color
self.contents.draw_text(4, 100, 150, 32, "Exp Ottenuta: " + $qdata.expearned.to_s)
self.contents.font.color = normal_color
self.contents.draw_text(4, 120, 150, 32, "AP Ricevuti: " + $qdata.rpearned.to_s)
end
end
#=======================================
# ** Quest_Info
# ** Created by coolmariners98
#------------------------------------------------------------------------------
# This displays all the quest information in the upper right window
#=======================================
class Quest_Info < Window_Base
def initialize
super(0, 0, 280, 180)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 250, 32, "Per la quest principale")
self.contents.font.color = normal_color
self.contents.draw_text(4, 40, 250, 32, $qdata.preinfo[($qdata.whichprequest * 4)])
self.contents.draw_text(4, 60, 250, 32, $qdata.preinfo[(($qdata.whichprequest * 4) + 1)])
self.contents.draw_text(4, 80, 250, 32, $qdata.preinfo[(($qdata.whichprequest * 4) + 2)])
self.contents.draw_text(4, 100, 250, 32, $qdata.preinfo[(($qdata.whichprequest * 4) + 3)])
end
end
#=======================================
# ** Quest
# ** Created by coolmariners98
#------------------------------------------------------------------------------
# This displays all the quest information in the bottom right window
#=======================================
class Quest < Window_Base
def initialize
super(0, 0, 480, 300)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
def refresh
self.contents.clear
if $qdata.totalfound != 0
bitmap = RPG::Cache.character($qdata.charsprite[$qdata.whichquest], 0)
cw = bitmap.width / 4
ch = bitmap.height / 4
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(4, 16, bitmap, src_rect)
self.contents.font.color = system_color
self.contents.draw_text(50, 0, 385, 45, "Nome: " + $qdata.charname[$qdata.whichquest])
self.contents.font.color = normal_color
self.contents.draw_text(50, 0, 385, 80, "Locazione: " + $qdata.location[$qdata.whichquest])
self.contents.font.color = system_color
self.contents.draw_text(50, 0, 385, 115, "Ricompensa: " + $qdata.textreward[$qdata.whichquest])
self.contents.font.color = normal_color
self.contents.draw_text(0, 0, 435, 175, "Obiettivi:")
temp = $qdata.whichquest
script = (temp * 8)
easy = 0
switch = 2
while (switch < 10)
if $game_system.qupdate[switch] == true
self.contents.font.color = disabled_color
self.contents.draw_text(0, 0, 435, 210 + (easy * 35), $qdata.objs[script])
else
self.contents.font.color = normal_color
self.contents.draw_text(0, 0, 435, 210 + (easy * 35), $qdata.objs[script])
end
easy += 1
script += 1
switch += 1
end
end
end
end
#=======================================
# ** Window_Qmand
# ** Created by coolmariners98
#------------------------------------------------------------------------------
# This displays all the quest information in the bottom right window
#=======================================
class Window_Qmand < Window_Selectable
def initialize(width, commands)
super(0, 0, width, 480)
@item_max = commands.size
@commands = commands
self.contents = Bitmap.new(width - 32, @item_max * 32)
refresh
self.index = 0
end
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
end
end
def draw_item(index, color)
self.contents.font.color = color
rect = Rect.new(4, 32 * index, self.contents.width - 8, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index])
end
def disable_item(index)
draw_item(index, disabled_color)
end
def delete_item(index)
rect = Rect.new(4, 32 * index, self.contents.width - 8, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
end
def finished(index)
draw_item(index, system_color)
end
end
class Game_System
attr_accessor :reputation
attr_accessor :qupdate # for the quest script
alias qinitialize initialize
def initialize
qinitialize
@qupdate = []
for i in 0...5000
@qupdate[i] = false
end
end
end
class Quest_Data
attr_accessor :totalquests
attr_accessor :totalfound
attr_accessor :moneyearned
attr_accessor :expearned
attr_accessor :rpearned
attr_accessor :totalcompleted
attr_accessor :showdisabledquests
attr_accessor :shownondisabledquests
attr_accessor :preinfo
attr_accessor :charsprite
attr_accessor :questname
attr_accessor :charname
attr_accessor :location
attr_accessor :textreward
attr_accessor :goldreward
attr_accessor :expreward
attr_accessor :rpreward
attr_accessor :objs
attr_accessor :whichquest
attr_accessor :whichprequest
alias datainitialize initialize
def initialize
datainitialize
@preinfo = []
@charsprite = []
@questname = []
@charname = []
@location = []
@textreward = []
@goldreward = []
@expreward = []
@rpreward = []
@objs = []
@totalfound = 0
@moneyearned = 0
@expearned = 0
@rpearned = 0
@totalcompleted = 0
@whichquest = 0
@whichprequest = 0
# =========================
end
end
HERE is the script to set the quests data
Code:
#=====================
# Quests
#=====================
module QUESTS
# Quests Total
TOTAL = 15
# Quest in Process message;
PROCESS = "Completa la missione corrente!"
# All Quests is completed;
COMPLETED = "Tutte le missioni sono state completate!"
end
class Quest_Data
alias quests initialize
def initialize
quests
# kinda big things
@showdisabledquests = false # displays all the quests, but they are disabled
@shownondisabledquests = false # makes all quests accessible
@totalquests = QUESTS::TOTAL # initialize the total number of quests you created
@preinfo.push(QUESTS::PROCESS) # info message for quest in progress
@preinfo.push(" ")
@preinfo.push(" ")
@preinfo.push(" ")
@preinfo.push(QUESTS::COMPLETED) # info message for all quests done
@preinfo.push(" ")
@preinfo.push(" ")
@preinfo.push(" ")
# Quest 1 information
@preinfo.push("Visita il sovraintendente ") # info that will show
@preinfo.push("nella sala convegni ") # in the "Where to Go?"
@preinfo.push("per discutere del sigillo ") # window prior to quest
@preinfo.push("di Jokimbo ")
@questname.push("Amministrazione") # the name of quest
@charsprite.push("sovraintendente1") # the name of the character sprite
@charname.push("Sovraintendente") # the name of the character who gave the quest
@location.push("Forte Kalan") # the location of quest
@textreward.push("Addestramento con il Sovraintendente") # the text representation of the reward
@goldreward[0] = 0 # the actual amount of gold reward
@expreward[0] = 0 # the actual amount of exp reward
@rpreward[0] = 0 # the actual amount of rp reward
@objs.push(" - Parla con il sorvegliante dell'armeria") # quest objective 1
@objs.push(" - Parla con il sorvegliante del magazzino") # quest objective 2
@objs.push(" - Visita il responsabile della forgiatura") # quest objective 3
@objs.push(" - Discuti il piano di battaglia con Taras, la") # quest objective 4
@objs.push(" sua stanza si trova nell'ala destra dei dormitori. ") # quest objective 5
@objs.push(" - Torna dal Sovraintendente ") # quest objective 6
@objs.push(" ") # quest objective 7
@objs.push(" ") # quest objective 8
# Quest 2 information
@preinfo.push("Raggiungi il sovraintendente ") # info that will show
@preinfo.push("nell' arena dell'area ") # in the "Where to Go?"
@preinfo.push("centrale ") # window prior to quest
@preinfo.push(" ")
@questname.push("L'addestramento") # the name of quest
@charsprite.push("sovraintendente1") # the name of the character sprite
@charname.push("Sovraintendente ") # the name of the character who gave the quest
@location.push("Forte Kalan ") # the location of quest
@textreward.push("Ammissione all'accademia ") # the text representation of the reward
@goldreward[1] = 0 # the actual amount of gold reward
@expreward[1] = 0 # the actual amount of exp reward
@rpreward[1] = 0 # the actual amount of ap reward
@objs.push(" - Segui le istruzioni del Sovraintendente") # quest objective 1
@objs.push(" - Allenati") # quest objective 2
@objs.push(" - Sconfiggi il Sovraintendente") # quest objective 3
@objs.push("va ") # quest objective 4
@objs.push(" in") # quest objective 5
@objs.push("figa ") # quest objective 6
@objs.push("de ") # quest objective 7
@objs.push(" to") # quest objective 8
# Quest 3 information
@preinfo.push(" ") # info that will show
@preinfo.push(" ") # in the "Where to Go?"
@preinfo.push(" ") # window prior to quest
@preinfo.push(" ")
@questname.push("Just a filler") # the name of quest
@charsprite.push(" ") # the name of the character sprite
@charname.push(" ") # the name of the character who gave the quest
@location.push(" ") # the location of quest
@textreward.push(" ") # the text representation of the reward
@goldreward[2] = 0 # the actual amount of gold reward
@expreward[2] = 0 # the actual amount of exp reward
@rpreward[2] = 0 # the actual amount of ap reward
@objs.push(" ") # quest objective 1
@objs.push(" ") # quest objective 2
@objs.push(" ") # quest objective 3
@objs.push(" ") # quest objective 4
@objs.push(" ") # quest objective 5
@objs.push(" ") # quest objective 6
@objs.push(" ") # quest objective 7
@objs.push(" ") # quest objective 8
# Quest 4 information
@preinfo.push(" ") # info that will show
@preinfo.push(" ") # in the "Where to Go?"
@preinfo.push(" ") # window prior to quest
@preinfo.push(" ")
@questname.push("Just a filler") # the name of quest
@charsprite.push(" ") # the name of the character sprite
@charname.push(" ") # the name of the character who gave the quest
@location.push(" ") # the location of quest
@textreward.push(" ") # the text representation of the reward
@goldreward[3] = 0 # the actual amount of gold reward
@expreward[3] = 0 # the actual amount of exp reward
@rpreward[3] = 0 # the actual amount of ap reward
@objs.push(" ") # quest objective 1
@objs.push(" ") # quest objective 2
@objs.push(" ") # quest objective 3
@objs.push(" ") # quest objective 4
@objs.push(" ") # quest objective 5
@objs.push(" ") # quest objective 6
@objs.push(" ") # quest objective 7
@objs.push(" ") # quest objective 8
# Quest 5 information
@preinfo.push(" ") # info that will show
@preinfo.push(" ") # in the "Where to Go?"
@preinfo.push(" ") # window prior to quest
@preinfo.push(" ")
@questname.push("Just a filler") # the name of quest
@charsprite.push(" ") # the name of the character sprite
@charname.push(" ") # the name of the character who gave the quest
@location.push(" ") # the location of quest
@textreward.push(" ") # the text representation of the reward
@goldreward[4] = 0 # the actual amount of gold reward
@expreward[4] = 0 # the actual amount of exp reward
@rpreward[4] = 0 # the actual amount of ap reward
@objs.push(" ") # quest objective 1
@objs.push(" ") # quest objective 2
@objs.push(" ") # quest objective 3
@objs.push(" ") # quest objective 4
@objs.push(" ") # quest objective 5
@objs.push(" ") # quest objective 6
@objs.push(" ") # quest objective 7
@objs.push(" ") # quest objective 8
# Quest 6 information
@preinfo.push(" ") # info that will show
@preinfo.push(" ") # in the "Where to Go?"
@preinfo.push(" ") # window prior to quest
@preinfo.push(" ")
@questname.push("Just a filler") # the name of quest
@charsprite.push(" ") # the name of the character sprite
@charname.push(" ") # the name of the character who gave the quest
@location.push(" ") # the location of quest
@textreward.push(" ") # the text representation of the reward
@goldreward[5] = 0 # the actual amount of gold reward
@expreward[5] = 0 # the actual amount of exp reward
@rpreward[5] = 0 # the actual amount of ap reward
@objs.push(" ") # quest objective 1
@objs.push(" ") # quest objective 2
@objs.push(" ") # quest objective 3
@objs.push(" ") # quest objective 4
@objs.push(" ") # quest objective 5
@objs.push(" ") # quest objective 6
@objs.push(" ") # quest objective 7
@objs.push(" ") # quest objective 8
# Quest 7 information
@preinfo.push(" ") # info that will show
@preinfo.push(" ") # in the "Where to Go?"
@preinfo.push(" ") # window prior to quest
@preinfo.push(" ")
@questname.push("Just a filler") # the name of quest
@charsprite.push(" ") # the name of the character sprite
@charname.push(" ") # the name of the character who gave the quest
@location.push(" ") # the location of quest
@textreward.push(" ") # the text representation of the reward
@goldreward[6] = 0 # the actual amount of gold reward
@expreward[6] = 0 # the actual amount of exp reward
@rpreward[6] = 0 # the actual amount of ap reward
@objs.push(" ") # quest objective 1
@objs.push(" ") # quest objective 2
@objs.push(" ") # quest objective 3
@objs.push(" ") # quest objective 4
@objs.push(" ") # quest objective 5
@objs.push(" ") # quest objective 6
@objs.push(" ") # quest objective 7
@objs.push(" ") # quest objective 8
# Quest 8 information
@preinfo.push(" ") # info that will show
@preinfo.push(" ") # in the "Where to Go?"
@preinfo.push(" ") # window prior to quest
@preinfo.push(" ")
@questname.push("Just a filler") # the name of quest
@charsprite.push(" ") # the name of the character sprite
@charname.push(" ") # the name of the character who gave the quest
@location.push(" ") # the location of quest
@textreward.push(" ") # the text representation of the reward
@goldreward[7] = 0 # the actual amount of gold reward
@expreward[7] = 0 # the actual amount of exp reward
@rpreward[7] = 0 # the actual amount of ap reward
@objs.push(" ") # quest objective 1
@objs.push(" ") # quest objective 2
@objs.push(" ") # quest objective 3
@objs.push(" ") # quest objective 4
@objs.push(" ") # quest objective 5
@objs.push(" ") # quest objective 6
@objs.push(" ") # quest objective 7
@objs.push(" ") # quest objective 8
# Quest 9 information
@preinfo.push(" ") # info that will show
@preinfo.push(" ") # in the "Where to Go?"
@preinfo.push(" ") # window prior to quest
@preinfo.push(" ")
@questname.push("Just a filler") # the name of quest
@charsprite.push(" ") # the name of the character sprite
@charname.push(" ") # the name of the character who gave the quest
@location.push(" ") # the location of quest
@textreward.push(" ") # the text representation of the reward
@goldreward[8] = 0 # the actual amount of gold reward
@expreward[8] = 0 # the actual amount of exp reward
@rpreward[8] = 0 # the actual amount of ap reward
@objs.push(" ") # quest objective 1
@objs.push(" ") # quest objective 2
@objs.push(" ") # quest objective 3
@objs.push(" ") # quest objective 4
@objs.push(" ") # quest objective 5
@objs.push(" ") # quest objective 6
@objs.push(" ") # quest objective 7
@objs.push(" ") # quest objective 8
# Quest 10 information
@preinfo.push(" ") # info that will show
@preinfo.push(" ") # in the "Where to Go?"
@preinfo.push(" ") # window prior to quest
@preinfo.push(" ")
@questname.push("Just a filler") # the name of quest
@charsprite.push(" ") # the name of the character sprite
@charname.push(" ") # the name of the character who gave the quest
@location.push(" ") # the location of quest
@textreward.push(" ") # the text representation of the reward
@goldreward[9] = 0 # the actual amount of gold reward
@expreward[9] = 0 # the actual amount of exp reward
@rpreward[9] = 0 # the actual amount of ap reward
@objs.push(" ") # quest objective 1
@objs.push(" ") # quest objective 2
@objs.push(" ") # quest objective 3
@objs.push(" ") # quest objective 4
@objs.push(" ") # quest objective 5
@objs.push(" ") # quest objective 6
@objs.push(" ") # quest objective 7
@objs.push(" ") # quest objective 8
# Quest 11 information
@preinfo.push(" ") # info that will show
@preinfo.push(" ") # in the "Where to Go?"
@preinfo.push(" ") # window prior to quest
@preinfo.push(" ")
@questname.push("Just a filler") # the name of quest
@charsprite.push(" ") # the name of the character sprite
@charname.push(" ") # the name of the character who gave the quest
@location.push(" ") # the location of quest
@textreward.push(" ") # the text representation of the reward
@goldreward[10] = 0 # the actual amount of gold reward
@expreward[10] = 0 # the actual amount of exp reward
@rpreward[10] = 0 # the actual amount of ap reward
@objs.push(" ") # quest objective 1
@objs.push(" ") # quest objective 2
@objs.push(" ") # quest objective 3
@objs.push(" ") # quest objective 4
@objs.push(" ") # quest objective 5
@objs.push(" ") # quest objective 6
@objs.push(" ") # quest objective 7
@objs.push(" ") # quest objective 8
# Quest 12 information
@preinfo.push(" ") # info that will show
@preinfo.push(" ") # in the "Where to Go?"
@preinfo.push(" ") # window prior to quest
@preinfo.push(" ")
@questname.push("Just a filler") # the name of quest
@charsprite.push(" ") # the name of the character sprite
@charname.push(" ") # the name of the character who gave the quest
@location.push(" ") # the location of quest
@textreward.push(" ") # the text representation of the reward
@goldreward[11] = 0 # the actual amount of gold reward
@expreward[11] = 0 # the actual amount of exp reward
@rpreward[11] = 0 # the actual amount of ap reward
@objs.push(" ") # quest objective 1
@objs.push(" ") # quest objective 2
@objs.push(" ") # quest objective 3
@objs.push(" ") # quest objective 4
@objs.push(" ") # quest objective 5
@objs.push(" ") # quest objective 6
@objs.push(" ") # quest objective 7
@objs.push(" ") # quest objective 8
# Quest 13 information
@preinfo.push(" ") # info that will show
@preinfo.push(" ") # in the "Where to Go?"
@preinfo.push(" ") # window prior to quest
@preinfo.push(" ")
@questname.push("Just a filler") # the name of quest
@charsprite.push(" ") # the name of the character sprite
@charname.push(" ") # the name of the character who gave the quest
@location.push(" ") # the location of quest
@textreward.push(" ") # the text representation of the reward
@goldreward[12] = 0 # the actual amount of gold reward
@expreward[12] = 0 # the actual amount of exp reward
@rpreward[12] = 0 # the actual amount of ap reward
@objs.push(" ") # quest objective 1
@objs.push(" ") # quest objective 2
@objs.push(" ") # quest objective 3
@objs.push(" ") # quest objective 4
@objs.push(" ") # quest objective 5
@objs.push(" ") # quest objective 6
@objs.push(" ") # quest objective 7
@objs.push(" ") # quest objective 8
# Quest 14 information
@preinfo.push(" ") # info that will show
@preinfo.push(" ") # in the "Where to Go?"
@preinfo.push(" ") # window prior to quest
@preinfo.push(" ")
@questname.push("Just a filler") # the name of quest
@charsprite.push(" ") # the name of the character sprite
@charname.push(" ") # the name of the character who gave the quest
@location.push(" ") # the location of quest
@textreward.push(" ") # the text representation of the reward
@goldreward[13] = 0 # the actual amount of gold reward
@expreward[13] = 0 # the actual amount of exp reward
@rpreward[13] = 0 # the actual amount of ap reward
@objs.push(" ") # quest objective 1
@objs.push(" ") # quest objective 2
@objs.push(" ") # quest objective 3
@objs.push(" ") # quest objective 4
@objs.push(" ") # quest objective 5
@objs.push(" ") # quest objective 6
@objs.push(" ") # quest objective 7
@objs.push(" ") # quest objective 8
# Quest 15 information
@preinfo.push(" ") # info that will show
@preinfo.push(" ") # in the "Where to Go?"
@preinfo.push(" ") # window prior to quest
@preinfo.push(" ")
@questname.push("Just a filler") # the name of quest
@charsprite.push(" ") # the name of the character sprite
@charname.push(" ") # the name of the character who gave the quest
@location.push(" ") # the location of quest
@textreward.push(" ") # the text representation of the reward
@goldreward[14] = 0 # the actual amount of gold reward
@expreward[14] = 0 # the actual amount of exp reward
@rpreward[14] = 0 # the actual amount of ap reward
@objs.push(" ") # quest objective 1
@objs.push(" ") # quest objective 2
@objs.push(" ") # quest objective 3
@objs.push(" ") # quest objective 4
@objs.push(" ") # quest objective 5
@objs.push(" ") # quest objective 6
@objs.push(" ") # quest objective 7
@objs.push(" ") # quest objective 8
end
end
As you can see i already made two quests... the scripts are not hard to use, u can activate the quest scene with the command $scene = Scene_Quests.new
To update quests just use the command $game_system.qupdate[1] = true
The number (1) can be changed...
If you want to start a quest, use 1, 11, 21, 31, 41, 51, 61, 71, 81...
If you want to complete it use 10,20,30,40,50,60,70,80...
If you want to upgrade its steps use 2,3,4,5,6,7,8,9,12,13,14,15,16,17...
Hope you know everrything needed to fix it... thanks to everybody that will read this!
I will repay the best i can... i'm good with animations, event systems and story creation.