Tidloc 55 Posted February 21, 2012 (edited) Tidloc' Questlog v.5.5.8 by Tidloc, Ceasar Introduction A simple, yet quite powerfull Questlog-script. You can make dynamic descriptions of the Quests, Quests may have Child-quests, you can hand rewards directly via the Questlog and you may categorize your Questlog with nearly infinity categories. Features you may call the Questlog on the map by hitting a predefined Key (for example, in this script is F5 predefined, feel free to change it) Questdescription can by made dynamic (HTML-tagging) and as long as you wish. They can always be extended by any text you want. Scrolling the Description with PAGE UP / PAGE DOWN Quests may have Child-Quests, entering Child-view with ENTER / C, exiting Childview with ESC / B. Quests can be categorized. Changing Category with LEFT / RIGHT After solving Quests you may erase them from the Questlog or tag them as solved. But remember, erasing a Quest, also erases all allocated Child-Quests. everything you may want to adjust as non-scripter can be made in the first lines of my script within the module Tidloc. Questdescriptions can be loaded from external files, located in \Data\Quests\ and have the following name: <Questtitle>.txt (where the Questtitle is the actual Questtitle but without the <>. with the enhancements script you may enter scripts internally in the script section and enter them then at will with only their IDs. Soundfiles can be played when pressing ENTER on a Quest without children. Automatically compatible with my compass-script. Automatically compatible with my Message-Box-Script, displaying a big message when a quest is accepted/resolved/removed! (can be disabled by switch). Also Quest may have on-map-notes, that are constantly displayed. Both, the compass and and possible on-map-notes can be adjusted to the highlighted Quest by pressing STRG + Enter. may be used as Beastiary or alongside with normal questlog when putting enemy info in it's own category. the Beastiary can be made to fill automaticly when an enemy has been slain and is completely adjustable The text in the description automaticalla wraps at the end of a line (as long as the word itself isn't longer then the width of the description window). Screenshots normal view of questlog: https://www.dropbox.com/s/dzrbtdsbkhmi1dy/Questlog_1.png?dl=0 childview (same quests inserted as in the picture above): https://www.dropbox.com/s/b0itygugomd5oje/Questlog_2.png?dl=0 when defining a background for the questlog and making the opacity = 0 https://www.dropbox.com/s/fduz0sprnam23mc/Questlog_4.png?dl=0 How to Use Place this scripts above main, below all standard-scripts and also below my Header. It also connects with my Message Windows to show when quests are started or resolved! Demo Demo Demo is only for demonstration and not always has the most actual version used, so some features may not be able if you copy the scripts of the demo and not the script file below. Script HTML-Rendering of Ceasar enhanced by me: Download this file. Questlog: Download this file. Questlog Enhancements (predefine Quests internally in the script section): Download this file. Documentation for the Questlog and the HTML-like-tagging: commands.doc commands.pdf FAQ Q: I found a bug or have a suggestion, how ca I contact you? A: please look into my signature, there you'll always find the most recent contact information! Q: How can I enter the Questlog on a different category then the first? A: simply write the desired category after Scene_Questlog.call like this for calling the third category: Scene_Questlog.call 2 Q: I Keep getting the error about not to find "book.png" how can I Bypass that? A: Alter the following lines: 74: Background = nil 75: Opacity = 255 Q: Can I check with a script command wheter a quest has been started in my questlog? A: Sure, simply use the following in a conditional branch, Tap 4 Option Script: (*questtitle* is according name of the quest) Questlog.addtext(*questtitle*) Credits and Thanks - Tidloc - Ceasar Author's Notes see the attached file for commands for the Questlog, as they are to many to simply describe them within the script without losing clear view... Changelog: 02/27/2012: added the corrected Demo 03/01/2012: added spanish vocabulary by KoomaR and enhanced Demo (KoomaR did the work thx!) 04/01/2012: added the possibility to enter the questlog on a different category. 05/03/2012: altered the script to work with my updated header and uploaded a new demo with the actual version. 05/04/2012: as requested, enabled to enter predefined quests either by internal define them or by loading from an external file. (external is a little buggy atm, but for English it works mostly ) 05/05/2012: as requested, addes the possibility to play sounds on pressing ENTER when holding SHIFT. 05/27/2012: added the possibility to change the windowskin, windowtone, opacity and a backgroundgraphic. Big update (to v.4.4) 06/02/2012, v.5: new release out! completely rewrote some parts of the script, for details see my header. added full compatibility with my compass (for normal and child-quests) setting the compass to the quest coordinates with ENTER while holding CTRL, also header update needed! ... some minor changes and rewrote the script once again for smoothness, so some version numbers were never public... 02/05/2014, v.5.2.5: implemented the on-map notes of my Message-Box-script to the questlog 02/16/2014, v.5.2.6: implemented commands into questlog and updates HTML script 02/20/2014, v.5.2.7: implemented to show a fixed image per quest and two commands to add enemy info into the questlog on a comfortable way 09/25/2014: updated FAQ 02/24/2015: uploaded documentation as pdf 07/13/2015: v.5.3: implemented a help window, that can be called via the key defined in the header and updated the demo. Also implemented a new constant to add enemy info to the questlog upon defeating them. 07/18/2015: v.5.4: the enemy info can now be automaticly loaded into the questlog upon death of the enemy. 07/26/2015: v.5.5: the enemy information is completely adjustable. with the possibility to only list items of the enemy, it already dropped for the player. Also HTML and header update required for this release! 07/31/2015: v.5.5.1: enemies can now need to be defeated a certain times before certain information is revealed 08/02/2015: v.5.5.2: included the version check of the header 11/29/2015: v.5.5.7: several minor updates and bugfixes 06/10/2016: v.5.5.8: updated for new version of the HTML script (which will also be needed from this version on) 05/31/2017: HTML script updated due to a bug with picture placement 06/21/2017: v.5.5.9: added three script functions: Questlog.number, Questlog.resolved & Queslog.resolved.per 04/29/2018: updated contact information Edited April 29, 2018 by Tidloc 3 Share this post Link to post Share on other sites
Non ya 1 Posted February 21, 2012 (edited) I installed your header and then these two scripts underneath it... when i ran to test this error occurred: script tidlocs headers line 197: name erroroccurred uninitialized constant tidloc:: dismantle_key im only running your three scripts nothing else. Edited February 21, 2012 by Non ya Share this post Link to post Share on other sites
Not 0 Posted February 21, 2012 I've got this problem too And I can't see the attached file Can you tell me how add new quest ? /// I'm from Poland, my English sucks and I know it. Share this post Link to post Share on other sites
Tidloc 55 Posted February 22, 2012 (edited) lol, sorry, it seems as if i forgot to attach the file before i went to work, now it's there, regarding the missing key: i'll look into it, i think i jsut forgot one line in the script, that i didn't need myself, as i run all my scripts... ;-) Edit: Yes, just had to enter one more line in my Header-module, sorry for this inconvenience... Edited February 22, 2012 by Tidloc Share this post Link to post Share on other sites
wootch 3 Posted February 22, 2012 could you make an exemple plz? where and how to you add quest, sub-quest, etc. is it possible to script them and to add them via event? Share this post Link to post Share on other sites
Tidloc 55 Posted February 22, 2012 it is meant to add them via event-script-call Yes, i will upload a Demo, but from yesterday to today my scripts.rvdata2 had become corrupt and now i have to take care for retranslating the other scripts I didn't upload here until now... Sorry, but please wait for the weekend for that, as I'm quite busy in work atm too. Share this post Link to post Share on other sites
+ Shadow Fox 5 Posted February 24, 2012 Am am wondering when you make a demo would you also be able to make a sample quest so I can also see how to make more quests, please. Thanks in advance Share this post Link to post Share on other sites
Blackwulf 0 Posted February 24, 2012 (edited) Hi here is somtihing to use tihs script in the menu. I hope it is in an spoiler X3 #============================================================================== # â– VXAce-RGSS3-4 クエストシステム[menu] [Ver.1.0.0] by Claimh #------------------------------------------------------------------------------ # menuコマンドã«ã‚¯ã‚¨ã‚¹ãƒˆç¢ºèªã‚’è¿½åŠ #============================================================================== #============================================================================== # â– Window_MenuCommand #============================================================================== class Window_MenuCommand < Window_Command #-------------------------------------------------------------------------- # ◠独自コマンドã®è¿½åŠ ç”¨ #-------------------------------------------------------------------------- alias add_original_commands_quest add_original_commands def add_original_commands add_original_commands_quest add_command("Questlog", :questlist, true) end end #============================================================================== # â– Scene_Menu #============================================================================== class Scene_Menu < Scene_MenuBase #-------------------------------------------------------------------------- # ◠コマンドウィンドウã®ä½œæˆ #-------------------------------------------------------------------------- alias create_command_window_quest create_command_window def create_command_window create_command_window_quest @command_window.set_handler(:questlist, method(:command_questlist)) end #-------------------------------------------------------------------------- # ◠コマンド[クエスト確èªï¼½ #-------------------------------------------------------------------------- def command_questlist SceneManager.call(Scene_Questlog) end end but it seams the script dosent work i add the call script event like Questlog.add (Questname, Nebenaufgabe,Description) but nothing happens T-T Edited February 24, 2012 by Blackwulf Share this post Link to post Share on other sites
Tidloc 55 Posted February 26, 2012 So, Demo is up, I hope, it clears all open questions on how to use it. @Blackwulf: there you'll see, it works, maybe you got symantic flaws? Have fun with it! =)) Share this post Link to post Share on other sites
KoomaR 0 Posted February 26, 2012 Hi Tidloc, I've tried the demo, and an error has occured when I talk to the second person, he said: "and by the way, the first quest will be completed now" and took this error: Share this post Link to post Share on other sites
Blackwulf 0 Posted February 26, 2012 Hi okey it works now i ony need to make an new project X3 thank you @KoomaR this Questlog.childadd("1st Quest", "1st Child", "<small>Here we now added the Child Quest to the questlog.<line>") to this Questlog.child("1st Quest", "1st Child", "<small>Here we now added the Child Quest to the questlog.<line>") The error should no longer come Share this post Link to post Share on other sites
KoomaR 0 Posted February 26, 2012 (edited) Thanks Blackwulf ^^! Although the error wasn't that, but it guided me: This: Questlog.childadd("1st Quest", "1st Child", "below this line, the description is added via the command Questlog.childadd<line>"+ "Now try to toggle the switch! Switch is <color=white><if=2>ON<else>OFF"+ "</if>") to this: Questlog.childtext("1st Quest", "1st Child", "below this line, the description is added via the command Questlog.childadd<line>"+ "Now try to toggle the switch! Switch is <color=white><if=2>ON<else>OFF"+ "</if>") Edited February 26, 2012 by KoomaR Share this post Link to post Share on other sites
Tidloc 55 Posted February 27, 2012 (edited) lol, yeah, I made a mistake with this ^^ I'll change the Demo in that way... ;-) Edit: Demo replaced ;-) Edited February 27, 2012 by Tidloc Share this post Link to post Share on other sites
BellFrost 1 Posted March 3, 2012 Tidloc.....This is awesome, its really neat and one of the things I am looking for. Thank you 1 Share this post Link to post Share on other sites
Tedy Rosganandi 0 Posted March 30, 2012 (edited) Cool script, but how can I remove the sub quest and bounty quest menu, so there is only one type of quest ? (sorry for bad english) Edited March 30, 2012 by Tedy Rosganandi Share this post Link to post Share on other sites
Tidloc 55 Posted March 30, 2012 if you dont want to use other questtypes, simply replace: Questlog_cat = ["Main Quests","Subquests","Bounty Hunts"] with: Questlog_cat = ["Main Quests"] or if you want, you can also just write ["Quests"] or [""] or anything you want in between the double quotes please don't apologize for your grammar ^__^ it start to annoy to read it in every post... just do your best and stand to it Share this post Link to post Share on other sites
Tedy Rosganandi 0 Posted March 30, 2012 (edited) Thank Tidloc it's work !!! Edited March 30, 2012 by Tedy Rosganandi Share this post Link to post Share on other sites
snow 18 Posted March 31, 2012 Can I ask something? How can you open the questlog to a specific category index? If I want a separate script or event to open the questlog on it's 3rd category, what do I need to do? Share this post Link to post Share on other sites
Tidloc 55 Posted March 31, 2012 I will write you a little enhancement. How would you like to have it? decide with a game varaible, which page shall be opened? or simply with another script-command? Share this post Link to post Share on other sites
snow 18 Posted March 31, 2012 I will write you a little enhancement. How would you like to have it? decide with a game varaible, which page shall be opened? or simply with another script-command? If it was a script command that would be great Share this post Link to post Share on other sites
Tidloc 55 Posted March 31, 2012 ok, done. simply download the actual version of the questlog. and if you want to enter it on a different category then the first one, simple write it behind the Scene_Questlog.call like I entered in the FAQ 1 Share this post Link to post Share on other sites
Sirius 2 Posted April 25, 2012 (edited) Heya folks. First off lemme say I really, really like this script Tidloc. Wanna remind folks that if you're using the script customizing Ln53 might be important to most people even though it's deeper in the script. And for those of us who are using YF's menu icons script or one similar; to add the text to the array below Ln57 on that script so you don't have random options missing icons. Edited April 25, 2012 by Sirius Share this post Link to post Share on other sites
Tidloc 55 Posted May 2, 2012 Heya folks. First off lemme say I really, really like this script Tidloc. Wanna remind folks that if you're using the script customizing Ln53 might be important to most people even though it's deeper in the script. And for those of us who are using YF's menu icons script or one similar; to add the text to the array below Ln57 on that script so you don't have random options missing icons. hey, thanks for mentioning! but tbh, I don't know what you want in line 53..57 o_Ó could you PM me, what exactly you mean and I will make it changeable in the constants ;-) Share this post Link to post Share on other sites
Diego Rafael 0 Posted May 3, 2012 I got a error runing the demo (im cursed i guess)... when I talk with the blonde guy I get it: Share this post Link to post Share on other sites
Tidloc 55 Posted May 3, 2012 as you may see in Post 11 and 12 of this thread, this isn't a fault in the script, but rather a symantic error I made in the demo... >__> I have to rewrite and upload a new demo, will be done this afternoon ;-) Share this post Link to post Share on other sites