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CSCA Sidequest/Bulletin Board System

csca sidequests task system

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#1 casper667

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Posted 21 October 2012 - 05:45 PM

CSCA Sidequests
By: Casper Gaming (Casper667)
Last Update: October 23, 2012
Latest version: 1.1.0

Introduction
Allows you to have a sort of message board/task list with side quests the player can accept if conditions are met.

Features
- Easily create a sidequest or task system(such as bulletin board of paper mario)

Updates
version 1.1.0
-Added ability to hide items with unmet conditions.
-Added completed sidequest icon in list.
-Added ability to change completion status of sidequests.
-Added ability to require a sidequest to be completed for another sidequest to activate.
-Fixed bug when a sidequest had both a switch and a variable condition.

Screenshots
Spoiler


How to Use
Place in your materials section. Setup required. Instructions in script.

Script
Text file is found here(copy and paste everything into your script editor in the materials section): LINK
ADD-ON: Difficulty window: LINK
ADD-ON: Image window: LINK

To easily add this script to the main menu, please use the CSCA Menu Organizer: LINK
Requires CSCA Core Script to work properly - Get it here!

Credit
Casper Gaming

Terms
http://www.caspergam...rms_of_use.html

Edited by casper667, 23 October 2012 - 07:20 PM.


#2 Leinkreig

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Posted 22 October 2012 - 03:44 PM

Ah, this is a pretty nice script!
Reminds me a little of Modern Algebra's Quest Journal for VX.
Thanks for sharing this!
Ooo, signature.
Too lazy to use it properly, but still.. ooo, signature.

#3 casper667

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Posted 23 October 2012 - 07:21 PM

This script has been updated. It requires a new version of the CSCA Core script so make sure to get that as well. Enjoy :)

version 1.1.0
-Added ability to hide items with unmet conditions.
-Added completed sidequest icon in list.
-Added ability to change completion status of sidequests.
-Added ability to require a sidequest to be completed for another sidequest to activate.
-Fixed bug when a sidequest had both a switch and a variable condition.

Edited by casper667, 23 October 2012 - 07:22 PM.


#4 dbchest2

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Posted 23 October 2012 - 07:40 PM

simple, effective.

#5 pixel777

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Posted 18 November 2012 - 04:08 AM

This is great! (Hope I'm not necroposting :unsure:) Just one little (extremely noobish) question though; how would one make it so that this can be called by an event, for example walking up to a bulletin board in game and selecting quests from there?

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#6 Lark

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Posted 18 November 2012 - 02:11 PM

Dear CSCA: your CSCA Sidequests always crash, whenever i choose status

always getting this error
"Script
Sidequests difficulty line 33:Name error accured
Uninitialize constantCSCA::
Sidequests::"

Need Help Please,, Can't solve this on my own

Edit:
Dear CSCA: your CSCA Sidequests always crash, whenever i Test Play

always getting this error
"Script Sidequests difficulty line 33:Name error accured
Uninitialize constantCSCA::Sidequests::"

Need Help Please,, Can't solve this on my own

Edited by Lark, 18 November 2012 - 08:46 PM.


#7 Tsukihime

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Posted 18 November 2012 - 02:21 PM

whenever i choose status


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#8 casper667

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Posted 18 November 2012 - 04:47 PM

This is great! (Hope I'm not necroposting :unsure:) Just one little (extremely noobish) question though; how would one make it so that this can be called by an event, for example walking up to a bulletin board in game and selecting quests from there?

Script call: SceneManager.call(CSCA_Scene_Sidequest)

@lark I can't reproduce this error. Can you explain it more?

#9 Lark

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Posted 18 November 2012 - 08:45 PM

@ tsukihime: Sorry,,, i just edited my other post, consisting status menu problem,,, but having almost same message problem

@CSCA,,, As far as i know,,,, you said that side quest need difficulty window, right?
So i Put it in this Pattern
-Core
-Side quest Difficulty
-side quest Image
-Side Quest

But whenever i test play it a massage pop up saying line 33 error (see upper post for detailed message)
So i rearrange it

-Core
-side quest Image
-Side quest Difficulty
-Side Quest

Same Problem....
I Rearrange it again

-Core
-Side Quest
-Side quest Difficulty
-side quest Image

It played well but,,,, it only post this message

1This
2Is
3A
4Lot
5Of
6Tasks
7For
8A
9Tutorial

Thus it mean to look that way?

I mean No Task 1, Task 2, ..... window,, before that?

(if you have time will you also look at this one.....)
http://www.rpgmakerv...counter-window/

Edited by Lark, 18 November 2012 - 09:34 PM.


#10 casper667

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Posted 18 November 2012 - 09:44 PM

@lark The order should be the Core script then the Sidequest main script, any addons for this script are optional and should be placed below the core script and main sidequest script. What it displayed is correct with "this is a lot of tasks" is correct.

#11 Lark

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Posted 19 November 2012 - 10:37 AM

thanks,,,,.... i'm truly a noob for that,,, thanks again for clarifying...

#12 TheCosmicRustle

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Posted 11 December 2012 - 12:47 PM

@casper667
How would I get this to work with CSCA menu organizer? I dont want it to be a bulletin board but a menu selection. Please help

Current Project:

 

???

 


#13 CharmingDominion

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Posted 04 June 2013 - 11:38 AM

CSCA: Your scripts are easy to use and have a variety of features I am looking for. This script in particular is helpful, but I was wondering if it were possible to make a "description" section for the sidequest. The sort of thing that the Pokemon Mystery Dungeon series has, and Final Fantasy Tactics Advance, where each sidequest will have a description linked to it, along with the quest objectives. The objectives themselves are nice, but I think adding the description option would make it even nicer. Thank you for your wonderful scripts.



#14 casper667

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Posted 04 June 2013 - 09:31 PM

CSCA: Your scripts are easy to use and have a variety of features I am looking for. This script in particular is helpful, but I was wondering if it were possible to make a "description" section for the sidequest. The sort of thing that the Pokemon Mystery Dungeon series has, and Final Fantasy Tactics Advance, where each sidequest will have a description linked to it, along with the quest objectives. The objectives themselves are nice, but I think adding the description option would make it even nicer. Thank you for your wonderful scripts.

I'm not sure I'm understanding. Couldn't you just turn the "number the objectives list" option to false and type your objectives as a description?



#15 CharmingDominion

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Posted 05 June 2013 - 05:43 PM

Wait, can I do that for each individual one, or is it global?

 

Edit: Ahhh, I get it now. Took me awhile to figure out. I don't mean to be rude, but some of the instructions are a little vague and I have a hard time figuring things out as it is...


Edited by CharmingDominion, 06 June 2013 - 11:43 AM.


#16 ProjectOmegaGS

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Posted 29 September 2013 - 04:28 AM

I know this post is probably dead, but I can't figure out how to get the sidequest menu to come up in game. That is all I need help with. I can't find a script call or anything.



#17 casper667

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Posted 29 September 2013 - 02:50 PM

SceneManager.call(CSCA_Scene_Sidequest)


#18 ZaBanpaiaNeko

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Posted 09 October 2013 - 06:03 PM

Alright, I'm really needing some help. This is a great script for what I need! However, I'm making a Sim Date game, and I only want certain quests to appear when the person's level of affection for you have a certain amount of points. Say, for example, Tonya's love level has 20 points. At 20 points for Tanya's love level, I want a quest to appear on the board. However, I don't want this quest to appear when her love level is under 20 points. How could I go about doing this? Thank you !



#19 casper667

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Posted 10 October 2013 - 03:08 PM

Set the quest to require a variable that has a value of greater than 20, and then store the love level in that variable.



#20 ZaBanpaiaNeko

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Posted 10 October 2013 - 03:36 PM

Set the quest to require a variable that has a value of greater than 20, and then store the love level in that variable.

Alright, this may seem a bit newbie...But how exactly would I do that? > w < Can you show me an exact picture of the script as it should be with that? Or is it not in the script? I'm sorry I'm a bother D:







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