Diego Rafael 0 Posted May 3, 2012 (edited) Oh working fine now with Koomar mod. I'm running test to understand the script and I need to ask one thing: The Questlog.gain is given even without the Questlog.resolveis on yet. Theres a way to make a fork to pay only when Questlog.resolve is resolved? Like a Fork condiction in the 4th tab has a script option, so: Fork: If Questlog.resolve("Blah!") == true Text: U did it! Questlog.gain("Blah!",1,1) else Text: U didint finish yet? Go work lazy ass... Tyz =) Edited May 3, 2012 by Diego Rafael Share this post Link to post Share on other sites
Tidloc 55 Posted May 3, 2012 (edited) that's a little alteration, just paste this code at the end of the script or in a new script below the questlog-script: class Questlog def gain_reward(questtitle) for i in 0...@quests.length if @quests[i].title == questtitle if @quests[i].resolved @quests[i].gain_reward return true end end end return false end def Questlog.gain(questtitle) return $game_system.questlog.gain_reward(questtitle) end end Then just a Conditional Branch like this: This way, you gain the reward only when it's resolved and have the script return that to the conditional branch too. or if you prefer the way you mentioned, to only check if it's resolved, use this code: def Questlog.resolved?(questtitle) $game_system.questlog.resolved?(questtitle) end def resolved?(questtitle) for i in 0...@quests.length if @quests[i].title == questtitle return true end end return false end and use .resolved? instead of .gain in the conditional branch of the second spoiler ;-) best regards! Edit: The idea to also give the the reward when not resolved is, that you're also able to erase a script, or giving a reward before the quest is completely resolved... And uploaded a new Demo with the actual script version! ;-) Edited May 3, 2012 by Michael Share this post Link to post Share on other sites
+ Novem 344 Posted May 3, 2012 (edited) I got this error when I attempted to switch categories, in addition, the quest I added didn't show up. I'm using this event. Is there something wrong? Edited May 3, 2012 by Niko Jose DelValle Share this post Link to post Share on other sites
Diego Rafael 0 Posted May 3, 2012 got this error. I'm using this event. Is there something wrong? Stead of "Main quest" put 0 only and it should work... i guess. Share this post Link to post Share on other sites
+ Novem 344 Posted May 3, 2012 (edited) lol, never mind, I didn't have the html script, XD Hey Tidloc, in your next version, could you please include the option to inject quests into the questlog from the script itself? I have several very long entries that I need to put in, and the "script" command has a very limiting text-limit. I intend to re-purpose this script into a Codex to put entries of information in the fiction in it. Some of the entries are very very long, eclipsing 1500 words, so I need some way to put that in within a reasonable amount of time, lol Edited May 3, 2012 by Niko Jose DelValle Share this post Link to post Share on other sites
Tidloc 55 Posted May 4, 2012 Yeah, didn't replace one class with the other in one point of the script, now everything is working. Err, yeah, can do that. would you rather like to add that quests over an external edited file then the scriptsection? best regards! Share this post Link to post Share on other sites
+ Novem 344 Posted May 4, 2012 Yea! External files would be even better. Thanks Tidloc, Share this post Link to post Share on other sites
Tidloc 55 Posted May 4, 2012 (edited) So, internal done See the enhancement I added on the first post. external also added, but a little bit buggy atm, if you intend to use it in an Language other then English or want to use special characters like § or ° or µ,.... But if not, it's tested and working! formatting is also working like all the normal characters including those: !"$%&/()[]{}=?+-*/\~#'<>|^,.;: ;-) To access the internal quests use the script command: Questlog.intern("predefined Quest ID in Enhancements") to access the external quests use this command: Questlog.extern("Questtitle") where the questtitle has to be the same as the Name of the textfile (containing the description) located in \data\Quests\ (simply create a new folder) hope I get help to get rid of the bug with the characters soon, I don't know what's the problem as it seems to lay with Ruby or a special command needed... >__> Edited May 4, 2012 by Tidloc Share this post Link to post Share on other sites
+ Novem 344 Posted May 4, 2012 (edited) Don't worry! I don't use those characters anyways, you are amazing Tidloc, thanks so much! Now I'll be able to make those massive entries I need for the codex, By the way, is there any way you could also add support for voice-overs? I mean, realize this is asking a bit much, but that would be awesome, Edited May 4, 2012 by Niko Jose DelValle Share this post Link to post Share on other sites
Tidloc 55 Posted May 4, 2012 (edited) err... maybe, but tbh, I don't have any idea how to do that... Sound is not my strength, you know ;-) Edited May 4, 2012 by Tidloc Share this post Link to post Share on other sites
+ Novem 344 Posted May 4, 2012 (edited) lol, np, it would just be one of those "icing on the cake" things. It doesn't matter, what you have done is great, But if you ever found out, it would be nice to press enter on something and hear the voice. Thanks for this amazing script, I'll put it to good use, EDIT: Okay, I'm having problems. This error when I try using the .extern command. Also, you didn't tell me where to place the enhancements. Should I add it to the end of Questlog or put it into a new script section? Either way, I still get the nomethod error. This is where I have it now. Forgive me, but I don't seem to see "Questlog.extern" anywhere in this. I'm pretty sure that's why I'm getting the nomethod error, but I'm no scripter so what do I know, lol Edited May 5, 2012 by Niko Jose DelValle Share this post Link to post Share on other sites
+ Novem 344 Posted May 4, 2012 (edited) EDIT: I fixed all of those errors by random tinkering. Anyways, Tidloc, look above this post for more errors I've encountered if you haven't read them already, Edited May 5, 2012 by Niko Jose DelValle Share this post Link to post Share on other sites
Tidloc 55 Posted May 5, 2012 lol, yeah, this errors came, becaus you didn't download my newset version after I uploaded them, only got the enhancements Share this post Link to post Share on other sites
+ Novem 344 Posted May 5, 2012 lol, yup. At least I got them fixed, Although I'm still not sure what caused me to get the line 600 error when I switched Categories. Share this post Link to post Share on other sites
Tidloc 55 Posted May 5, 2012 that was, because in one step I didn't update the script accordingly to my header, I'm quite positive at that time you downloaded the script, then it came up with this error! And as long as it's gone, no more troubleshooting to do at this topic So, now as talked by PM, sound may be played now through the questlog. I now also uploaded the commands as a document (also with the new commands I added) please have a look, hope you're satisfied with it! Share this post Link to post Share on other sites
+ Novem 344 Posted May 5, 2012 Man, how absolutely incredible can you make this script? Thanks! Also, don't worry, I am perfectly satisfied! But I will keep making suggestions to make this the best script ever made (which, I have to say, it already is so far, XD) I just have another suggestion to throw at you, maybe a pop-up saying "A X entry has been added" where X = Whatever the name of the category. Say, like a "A Main Quest entry has been added" or "A Codex entry has been added" If I have any more thoughts on how to improve this script, or spot any bugs, I'll make sure to tell you, Share this post Link to post Share on other sites
Tidloc 55 Posted May 5, 2012 yeah... such ingame-messages... never deeper looked into how to do them with looking nice (e.g. not using the normal windows as used by the RPG Maker...) just having the normal message window show that is easy, I'll write you that into the enhancements sure, suggest anything, I will add what I'm able to do! and thanks for the laurels! Share this post Link to post Share on other sites
+ Novem 344 Posted May 5, 2012 (edited) Thanks bro! Your honestly the best scripted I've seen in updating their script with new features when requested, so thanks, ^^ I'll make sure to keep the laurels coming, I had another idea, but I forgot it unfortunately, >.< If I remember what it is, I'll tell you, I remembered, Pretty simple one this time, how about adding the option to change what the Questlog is called in the menus? Questlog just doesn't sound right for me, I like Journal, I'm dumb, that's already in there, lol Edited May 5, 2012 by Niko Jose DelValle Share this post Link to post Share on other sites
Tidloc 55 Posted May 5, 2012 (edited) lol, yeah thought of that too in the beginning, so I simply went the way to make all standard-textes in my scripts changeable in the top lines so, simply text-viewing is now in, please download all, my header, questlog and the enhancements new, as I did changes on all three for that (sounds like more work than it actually was...) xDD and well, as long as the requests only take up to 10 lines like the last ones by you, they're done in one minute or like that, so np. on the other hand I'm working on a requested script for two days now, to clarify all possibilities and if the look is as wanted... Edited May 5, 2012 by Tidloc Share this post Link to post Share on other sites
+ Novem 344 Posted May 5, 2012 Thanks Tidloc, amazing as always. I imagine your getting kind of sick of the thanks and props by now, lol, Anyways, I can't find instructions on how to assign a sound to play when a specific sound is selected and enter is pressed. How do I do it? Share this post Link to post Share on other sites
Tidloc 55 Posted May 5, 2012 (edited) as in the document I attached in my first post mentioned: Questlog.set_sound("questtitle", "BGM name") Edited May 5, 2012 by Tidloc Share this post Link to post Share on other sites
+ Novem 344 Posted May 5, 2012 lol, gotcha, thanks Tidloc! By the way, I've been testing the quest pop-up you added. I add the quest via event, but nothing happens. I pull up my Journal and I see the quest, but the notification that was supposed to be there didn't show up. Share this post Link to post Share on other sites
Tidloc 55 Posted May 6, 2012 for the sake of being complete: here the link to the actual popup-windows: http://www.rpgmakervxace.net/topic/3565-tidlocs-popup-message-windows/ Share this post Link to post Share on other sites
Syndicate 20 Posted May 7, 2012 Your demo seems to have many errors. Whenever I go into the questlog and press left or right arrow key, I get hit with: Script "Tidloc Questlog" line 594: NameError Occurred. uninitialized constant scene_questlog::Window_Questlog_Description And when I click on the 1st Quest when it's resolved I get an error at line 572. Nice script though. Share this post Link to post Share on other sites
+ Novem 344 Posted May 8, 2012 Yea, you should download the script itself Syndicate. My suggestions have made this like... the ultimate script, lol, It's at least the most robust and useful script I have yet used. Share this post Link to post Share on other sites