casper667

csca
CSCA Sidequest/Bulletin Board System

26 posts in this topic

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

screenshot includes add-ons listed below.

sidequests.jpg

 

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

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Ah, this is a pretty nice script!

Reminds me a little of Modern Algebra's Quest Journal for VX.

Thanks for sharing this!

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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
dbchest2 likes this

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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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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

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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?

Darkanine likes this

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@ 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

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@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.

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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.

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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?

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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

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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 !

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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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You add the variable reference in the script in the option thats ays something like: "variable" => [2, 10] This will make it so the quest is discovered if variable #2 is 10 or more.

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You add the variable reference in the script in the option thats ays something like: "variable" => [2, 10] This will make it so the quest is discovered if variable #2 is 10 or more.

Ok! I will try it out and if I have anymore questions I'll be back. Thanks so much for your help and this awesome script! ^_^


Ok I tried it and I figured it all out...But, for some reason when I do the variable thing, it just blocks it off. Even when I've met the requirment of the variable it won't let me accept the quest. o . o... Edited by ZaBanpaiaNeko

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Hey, I've been trying to get this script to work properly with the add-ons, however when I test play my game all I get is the objectives window

no difficulty window or image window, how do I fix this??

 

by the way, your scripts are amazing and have come in very handy with the game I'm currently working on, thanks a bunch!!

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I'm testing out this script, but I keep getting this error when I activate the "Bulletin Board":

 

undefined method 'sidequests' for nil:NilClass

 

If you could help me fix that, that would be great. Thanks!

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what would the call script be for initialization of this script?? I've found "sidequest_init" under initialization settings in the script, I tried doing a call script $csca.sidequest_init but the game crashes and the game_interpreter script gets errors.

 

Edit: I think I got it working, the correct script would be $sidequest_init I do believe.

Edited by ChrisCtrl

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