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marillmau5

Quest Log | The easiest way possible

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[This is a tutorial to set up a super easy quest log]

[What it doesn't do is tell you how to make side quests]

Default Example

Using XS- Item Icon Script

 

Fast Version of Guide:

Change key items text to quest log,

Make key items that are quest specific

to remind the player of their quest.

 

Begin Guide

Step 1. Getting Where we need

Open Database (F9)

Step 2. Changing "key items" to "quest log"

Click the terms Tab and Change the wording for "key item" to "quest log".

Step 3. Making a quest with items

Click the items tab. Create a new item "Find Dog" in the description "A cute girl wants you to find her dog."

Step 4. Making the item appear in the quest log. 

On the item you are working on find the drop down menu that says "item Type" and make it a key item.

It will now show up in quest log under your items menu.

Step 5. You are know a quest making hero

Now any time you make a side quest, have the npc or event give the player the quest "reminder" item.

and when they complete the quest, just take the item away with another event.

END

 

Suggestions:

Color Coding the quest logs for importance

Changing the items text to bag

Changing the Quest Log text to Scrolls

Edited by marillmau5

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thanks i came up with it by not wanting to figure out a quest log script for my retro game im trying to keep it somewhat simple.

 

i forgot to add! in a game that's more open world, you can even have someone selling side quests that are hard to complete but give potentially greater rewards.

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GOD, I cannot get over the cuteness of that santachu.

 

As it is, added this to the MTL. Looks quite useful as well for those who don't want to deal with a script!

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XD Funny I have just been working on a script for a more item based version of a journal, only it'll have its own screen and show more information.

 

But this is definately a nice alternative for people to use if they don't like any of the current journal scripts about.

Edited by Shadowmaster9000

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you guys are pretty nice and im happy you like it. For some reason I thought someone might come and say whats the point or something. <3

Edited by marillmau5

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This is really useful for me, I was just going to cut the excess commands out of the script but changing them to be useful in other regards is something I hadn't even considered. Thanks for the eye-opener; not everything has to be complex right?

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Before I found this I was looking for some sort of script that would do a quest log and I had so much trouble, as I didn't understand any of it!! But then I came across this!!

THANK YOU! YOU'RE AMAZING

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Aw this is so awesome!! Thank you for this solution!! My head was exploding figuring out quest log scripts! And now I have this ;w;

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OMG What is the point!?

 

Just kidding.  Well done and something I could use.  Only problem for me is that I need my Key Items...

If there was another category I could use instead, then I'd def have to use this idea!  Esp the quest purchasing part!

 

I'm pretty sure someone did an item category script already.  I'll have to see what I can find.

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Hi there. Just wanted to add a possible alternative. It's not as simple, but it allows for more customization.

 

In "Common Events" name one of the evens "quest log" and then create conditions for it.

Something like:

if variable "Find Coin" == 1 

"John asked you to find a coin."

 

And once "Find Coin" changes to 0 or 2 or anything else, the quest won't be visible.

 

But this means that unless you come up with a solid way of allowing the player to sift through the quests, then the player will have to sit through all of them.

 

Come to think of it, you could add (inside every conditional branch) a choice of "Next", "Previous" and "Quit" and just jump between labels, letting "quit" just exit even processing.

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Not sure if anyone's said this yet, but there are certain scripts out there (Yanfly's Item Menu, for example) that can create additional item categories. This way, the Key Items category can still exist, as well as a Quest category. I know you said the idea for this system was to keep it simple, but just thought I'd put it out there for people still wanting a Key Items category separate. I'm thinking of using a system like this. Like, you're given parchment or books with quest info on it and when you use it, it gives you a common event that tells you all the details to the quest or something.

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Wow, how simple and yet useful.

 

Really good for someone who wants to put together something without a bunch of scripting.

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Wow I didnt have any email alerts for this topic, im just reading all the replies now.

Thank you for using the tutorial im happy its working out for everyone.

Im back online to post another super easy tutorial, for a safari zone steps system.

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Excellent job there with this tutorial. Not exactly useful for me with my current project since I'm still using VX, but once I switch over to Ace this will come in hand. Very simple, very easy, and doesn't require a script outside of using an icon script if you want.

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If the item description is not enough, you have the item be useable in inventory, not consumable and call a common event. Upon use that will show a text window with detailed description. Could be as well used to display choices to discard the quest etc.

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This is one of those ideas that when someone puts it out there everyone else goes "Why didn't I think of that!"

 

I love the buying quests concept, probably going to use it for bounties or something and as Pyronus pointed out Yanflys' item categories will help keep the key items I need too!

 

Love this forum!

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