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Tidloc

Tidloc's Questlog

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The External import causes a gamebreaking bug whenever the files are compressed Encrypted.

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huh? shouldn't...

have worked with it already on other scripts that way... >__>

I hate it, if errors like this come up out of nowhere...

ok, I will change that at the weekend so that the external quests will be saved in a .rvdata2 file when playtesting and if not, this file will be read... <__<

 

@Syndicate: oops, seems like, I copied the wrong version of the script into the Demo...

well, I'll be correcting it tomorrow I think!

Edited by Tidloc

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Epic, no problem man. I just used your most recent version of the script anyway and it's EPIC.

 

Very well done buddy.

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Hey, don't forget who got him to do it, :P

 

lol, jking

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Hey Tidloc, sorry for the double post, but how would I go about adding your "message-log" (the quest history etc) to the main menu? I use Yanfly's menu system. I want it just below your questlog.

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err, have to look, don't know yanfly's menu system or how it operates... maybe simply paste my scripts below their's, but not sure atm.

 

@Niko: haha, you just had ideas to enhance it, not how to do the questlog itself ;P

 

Edit: new Demo is up now with the actual (and working) Version of the scripts xD

Edited by Tidloc

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Great thanks ^^ Here is the script in advance:

 

 

#==============================================================================
#
# â–¼ Yanfly Engine Ace - Ace Menu Engine v1.07
# -- Last Updated: 2012.01.03
# -- Level: Normal, Hard
# -- Requires: n/a
#
#==============================================================================

$imported = {} if $imported.nil?
$imported["YEA-AceMenuEngine"] = true

#==============================================================================
# â–¼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.01.03 - Compatibility Update: Ace Item Menu
# 2012.01.01 - Compatibility Update: Kread-EX's Synthesis
#		    - Compatibility Update: Kread-EX's Grathnode Install
#		    - Compatibility Update: Yami's Slot Battle
# 2011.12.23 - Script efficiency optimized.
# 2011.12.19 - Compatibility Update: Class System
# 2011.12.15 - Updated for better menu MP/TP gauge management.
# 2011.12.13 - Compatibility Update: Ace Equip Engine
# 2011.12.07 - Update to allow for switches to also hide custom commands.
# 2011.12.06 - Started Script and Finished.
#
#==============================================================================
# â–¼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# The menu system in RPG Maker VX Ace is great. However, it lacks the user
# customization that RPG Maker 2003 allowed. With this script, you can add,
# remove, and rearrange menu commands as you see fit. In addition to that, you
# can add in menu commands that lead to common events or even custom commands
# provided through other scripts.
#
# This script also provides window appearance management such as setting almost
# all command windows to be center aligned or changing the position of the
# help window. You can also opt to show the TP Gauge in the main menu as well
# as in the skill menu.
#
#==============================================================================
# â–¼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below â–¼ Materials/ç´ æ but above â–¼ Main. Remember to save.
#
# Edit the settings in the module below as you see fit.
#
#==============================================================================
# â–¼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================

module YEA
 module MENU

   #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
   # - General Menu Settings -
   #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
   # This changes the way menus appear in your game. You can change their
   # alignment, and the location of the help window, Note that any non-Yanfly
   # Engine Ace scripts may not conform to these menu styles.
   #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
   HELP_WINDOW_LOCATION = 0	 # 0-Top, 1-Middle, 2-Bottom.
   COMMAND_WINDOW_ALIGN = 1	 # 0-Left, 1-Middle, 2-Right.

   # These settings below adjust the visual appearance of the main menu.
   # Change the settings as you see fit.
   MAIN_MENU_ALIGN = 0		  # 0-Left, 1-Middle, 2-Right.
   MAIN_MENU_RIGHT = false	  # false-Left, true-Right.
   MAIN_MENU_ROWS  = 15		 # Maximum number of rows for main menu.
   DRAW_TP_GAUGE   = true	   # If true, draws TP in the main menu.

   #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
   # - Main Menu Settings -
   #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
   # These settings adjust the main menu, the order at which commands appear,
   # what text is displayed, and what the commands are linked to. Here's a
   # list of which commands do what:
   #
   # -------------------------------------------------------------------------
   # :command		 Description
   # -------------------------------------------------------------------------
   # :item		    Opens up the item menu. Default menu item.
   # :skill		   Opens up the skill menu. Default menu item.
   # :equip		   Opens up the equip menu. Default menu item.
   # :status		  Opens up the status menu. Default menu item.
   # :formation	   Lets player manage party. Default menu item.
   # :save		    Opens up the save menu. Default menu item.
   # :game_end	    Opens up the shutdown menu. Default menu item.
   #
   # :class		   Requires YEA - Class System
   #
   # :gogototori	  Requires Kread-EX's Go Go Totori! Synthesis
   # :grathnode	   Requires Kread-EX's Grathnote Install
   # :sslots		  Requires Yami's YSA - Slot Battle
   #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
   COMMANDS =[
  :item,		 # Opens up the item menu. Default menu item.
  :class,	    # Requires YEA - Class System.
  :skill,	    # Opens up the skill menu. Default menu item.
  :grathnode,
  :equip,	    # Opens up the equip menu. Default menu item.
  :status,	   # Opens up the status menu. Default menu item.
  :formation,    # Lets player manage party. Default menu item.
   # :event_1,	  # Launches Common Event 1. Common Event Command.
   # :event_2,	  # Launches Common Event 2. Common Event Command.
   # :debug,	    # Opens up debug menu. Custom Command.
   # :shop,		 # Opens up a shop to pawn items. Custom Command.
  :save,		 # Opens up the save menu. Default menu item.
  :game_end,	 # Opens up the shutdown menu. Default menu item.
   ] # Do not remove this.

   #--------------------------------------------------------------------------
   # - Common Event Commands -
   # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
   # If you insert one of the following commands into the COMMANDS array, the
   # player can trigger a common event to launch. You can disable certain
   # commands in the menu by binding them to a switch. If you don't want to
   # disable them, set the switch to 0 and it will always be enabled. The
   # ShowSwitch will prevent a command from appear if that switch is false.
   # Set it to 0 for it to have no impact.
   #--------------------------------------------------------------------------
   COMMON_EVENT_COMMANDS ={
   # :command => ["Display Name", EnableSwitch, ShowSwitch, Event ID],
  :event_1 => [	    "Camp",		   11,		  0,	    1],
  :event_2 => [   "Synthesis",		    0,		  0,	    2],
   } # Do not remove this.

   #--------------------------------------------------------------------------
   # - Custom Commands -
   # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
   # For those who use scripts that may lead to other menu scenes, use this
   # hash to manage custom commands that run specific script calls. You can
   # disable certain commands in the menu by binding them to a switch. If you
   # don't want to disable them, set the switch to 0. The ShowSwitch will
   # prevent a command from appear if that switch is false. Set it to 0 for
   # it to have no impact.
   #--------------------------------------------------------------------------
   CUSTOM_COMMANDS ={
   # :command => ["Display Name", EnableSwitch, ShowSwitch, Handler Method],
  :debug   => [	   "Debug",		    0,		  0, :command_debug],
  :shop    => [	    "Shop",		   12,		  0,  :command_shop],
  :gogototori => ["Synthesis",		    0,	    0,  :command_totori],
  :grathnode => [ "Augments",		    0,	    0, :command_install],

   } # Do not remove this.

 end # MENU
end # YEA

#==============================================================================
# â–¼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================

#==============================================================================
# â–  Window_MenuCommand
#------------------------------------------------------------------------------
# This class is kept towards the top of the script to provide easier access.
#==============================================================================

class Window_MenuCommand < Window_Command

 #--------------------------------------------------------------------------
 # overwrite method: make_command_list
 #--------------------------------------------------------------------------
 def make_command_list
   for command in YEA::MENU::COMMANDS
  case command
  #--- Default Commands ---
  when :item
    add_command(Vocab::item,   :item,   main_commands_enabled)
  when :skill
    add_command(Vocab::skill,  :skill,  main_commands_enabled)
  when :equip
    add_command(Vocab::equip,  :equip,  main_commands_enabled)
  when :status
    add_command(Vocab::status, :status, main_commands_enabled)
  when :formation
    add_formation_command
  when :save
    add_original_commands
    add_save_command
  when :game_end
    add_game_end_command
  #--- Yanfly Engine Ace Commands ---
  when :class
    next unless $imported["YEA-ClassSystem"]
    add_class_command
  #--- Imported Commands ---
  when :sslots
    next unless $imported["YSA-SlotBattle"]
    add_sslots_command
when :grathnode
    next unless $imported["KRX-GrathnodeInstall"]
    process_custom_command(command)
  when :gogototori
    next unless $imported["KRX-AlchemicSynthesis"]
    process_custom_command(command)
  #--- Imported Commands ---
  else
    process_common_event_command(command)
    process_custom_command(command)
  end
   end
 end

 #--------------------------------------------------------------------------
 # new method: process_common_event_command
 #--------------------------------------------------------------------------
 def process_common_event_command(command)
   return unless YEA::MENU::COMMON_EVENT_COMMANDS.include?(command)
   show = YEA::MENU::COMMON_EVENT_COMMANDS[command][2]
   continue = show <= 0 ? true : $game_switches[show]
   return unless continue
   text = YEA::MENU::COMMON_EVENT_COMMANDS[command][0]
   switch = YEA::MENU::COMMON_EVENT_COMMANDS[command][1]
   ext = YEA::MENU::COMMON_EVENT_COMMANDS[command][3]
   enabled = switch <= 0 ? true : $game_switches[switch]
   add_command(text, command, enabled, ext)
 end

 #--------------------------------------------------------------------------
 # new method: process_custom_command
 #--------------------------------------------------------------------------
 def process_custom_command(command)
   return unless YEA::MENU::CUSTOM_COMMANDS.include?(command)
   show = YEA::MENU::CUSTOM_COMMANDS[command][2]
   continue = show <= 0 ? true : $game_switches[show]
   return unless continue
   text = YEA::MENU::CUSTOM_COMMANDS[command][0]
   switch = YEA::MENU::CUSTOM_COMMANDS[command][1]
   enabled = switch <= 0 ? true : $game_switches[switch]
   add_command(text, command, enabled)
 end

end # Window_MenuCommand

#==============================================================================
# â–  Menu
#==============================================================================

module Menu

 #--------------------------------------------------------------------------
 # self.help_window_location
 #--------------------------------------------------------------------------
 def self.help_window_location
   return YEA::MENU::HELP_WINDOW_LOCATION
 end

 #--------------------------------------------------------------------------
 # self.command_window_align
 #--------------------------------------------------------------------------
 def self.command_window_align
   return YEA::MENU::COMMAND_WINDOW_ALIGN
 end

 #--------------------------------------------------------------------------
 # self.main_menu_align
 #--------------------------------------------------------------------------
 def self.main_menu_align
   return YEA::MENU::MAIN_MENU_ALIGN
 end

 #--------------------------------------------------------------------------
 # self.main_menu_right
 #--------------------------------------------------------------------------
 def self.main_menu_right
   return YEA::MENU::MAIN_MENU_RIGHT
 end

end # Menu

#==============================================================================
# â–  Game_Actor
#==============================================================================

class Game_Actor < Game_Battler

 #--------------------------------------------------------------------------
 # new method: draw_mp?
 #--------------------------------------------------------------------------
 def draw_mp?
   return true unless draw_tp?
   for skill in skills
  next unless added_skill_types.include?(skill.stype_id)
  return true if skill.mp_cost > 0
   end
   return false
 end

 #--------------------------------------------------------------------------
 # new method: draw_tp?
 #--------------------------------------------------------------------------
 def draw_tp?
   return false unless $data_system.opt_display_tp
   for skill in skills
  next unless added_skill_types.include?(skill.stype_id)
  return true if skill.tp_cost > 0
   end
   return false
 end

end # Game_Actor

#==============================================================================
# â–  Window_Base
#==============================================================================

class Window_Base < Window

 #--------------------------------------------------------------------------
 # overwrite method: draw_actor_simple_status
 #--------------------------------------------------------------------------
 def draw_actor_simple_status(actor, dx, dy)
   dy -= line_height / 2
   draw_actor_name(actor, dx, dy)
   draw_actor_level(actor, dx, dy + line_height * 1)
   draw_actor_icons(actor, dx, dy + line_height * 2)
   draw_actor_jp(actor, dx -122, dy + 3 + line_height * 3)
   dw = contents.width - dx - 124
   draw_actor_class(actor, dx + 120, dy, dw)
   draw_actor_hp(actor, dx + 120, dy + line_height * 1, dw)
   if YEA::MENU::DRAW_TP_GAUGE && actor.draw_tp? && !actor.draw_mp?
  draw_actor_tp(actor, dx + 120, dy + line_height * 2, dw)
   elsif YEA::MENU::DRAW_TP_GAUGE && actor.draw_tp? && actor.draw_mp?
  if $imported["YEA-BattleEngine"]
    draw_actor_tp(actor, dx + 120, dy + line_height * 2, dw/2 + 1)
    draw_actor_mp(actor, dx + 120 + dw/2, dy + line_height * 2, dw/2)
  else
    draw_actor_mp(actor, dx + 120, dy + line_height * 2, dw/2 + 1)
    draw_actor_tp(actor, dx + 120 + dw/2, dy + line_height * 2, dw/2)
  end
   else
  draw_actor_mp(actor, dx + 120, dy + line_height * 2, dw)
   end
 end

end # Window_Base

#==============================================================================
# â–  Window_Command
#==============================================================================

class Window_Command < Window_Selectable

 #--------------------------------------------------------------------------
 # overwrite method: alignment
 #--------------------------------------------------------------------------
 def alignment
   return Menu.command_window_align
 end

end # Window_Command

#==============================================================================
# â–  Window_MenuCommand
#==============================================================================

class Window_MenuCommand < Window_Command

 #--------------------------------------------------------------------------
 # alias method: init_command_position
 #--------------------------------------------------------------------------
 class <<self; alias init_command_position_ame init_command_position; end
 def self.init_command_position
   init_command_position_ame
   @@last_command_oy = nil
 end

 #--------------------------------------------------------------------------
 # overwrite method: visible_line_number
 #--------------------------------------------------------------------------
 def visible_line_number
   return [[item_max, YEA::MENU::MAIN_MENU_ROWS].min, 1].max
 end

 #--------------------------------------------------------------------------
 # overwrite method: alignment
 #--------------------------------------------------------------------------
 def alignment
   return Menu.main_menu_align
 end

 #--------------------------------------------------------------------------
 # alias method: process_ok
 #--------------------------------------------------------------------------
 alias window_menucommand_process_ok_ame process_ok
 def process_ok
   @@last_command_oy = self.oy
   window_menucommand_process_ok_ame
 end

 #--------------------------------------------------------------------------
 # alias method: select_last
 #--------------------------------------------------------------------------
 alias window_menucommand_select_last_ame select_last
 def select_last
   window_menucommand_select_last_ame
   self.oy = @@last_command_oy unless @@last_command_oy.nil?
   @@last_command_oy = nil
 end

end # Window_MenuCommand

#==============================================================================
# â–  Scene_Menu
#==============================================================================

class Scene_Menu < Scene_MenuBase

 #--------------------------------------------------------------------------
 # alias method: start
 #--------------------------------------------------------------------------
 alias scene_menu_start_ame start
 def start
   scene_menu_start_ame
   relocate_windows
 end

 #--------------------------------------------------------------------------
 # new method: relocate_windows
 #--------------------------------------------------------------------------
 def relocate_windows
   return unless Menu.main_menu_right
   @command_window.x = Graphics.width - @command_window.width
   @gold_window.x = Graphics.width - @gold_window.width
   @status_window.x = 0
 end

end # Scene_Menu

#==============================================================================
# â–  Scene_Item
#==============================================================================

class Scene_Item < Scene_ItemBase

 #--------------------------------------------------------------------------
 # alias method: start
 #--------------------------------------------------------------------------
 alias scene_item_start_ame start
 def start
   scene_item_start_ame
   return if $imported["YEA-ItemMenu"]
   relocate_windows
 end

 #--------------------------------------------------------------------------
 # new method: relocate_windows
 #--------------------------------------------------------------------------
 def relocate_windows
   case Menu.help_window_location
   when 0 # Top
  @help_window.y = 0
  @category_window.y = @help_window.height
  @item_window.y = @category_window.y + @category_window.height
   when 1 # Middle
  @category_window.y = 0
  @help_window.y = @category_window.height
  @item_window.y = @help_window.y + @help_window.height
   else # Bottom
  @category_window.y = 0
  @item_window.y = @category_window.height
  @help_window.y = @item_window.y + @item_window.height
   end
   if $imported["YEA-ItemMenu"]
  @types_window.y = @category_window.y
  @status_window.y = @category_window.y
   end
 end

end # Scene_Item

#==============================================================================
# â–  Scene_Skill
#==============================================================================

class Scene_Skill < Scene_ItemBase

 #--------------------------------------------------------------------------
 # alias method: start
 #--------------------------------------------------------------------------
 alias scene_skill_start_ame start
 def start
   scene_skill_start_ame
   relocate_windows
 end

 #--------------------------------------------------------------------------
 # new method: relocate_windows
 #--------------------------------------------------------------------------
 def relocate_windows
   case Menu.help_window_location
   when 0 # Top
  @help_window.y = 0
  @command_window.y = @help_window.height
  @status_window.y = @help_window.height
  @item_window.y = @status_window.y + @status_window.height
   when 1 # Middle
  @command_window.y = 0
  @status_window.y = 0
  @help_window.y = @status_window.y + @status_window.height
  @item_window.y = @help_window.y + @help_window.height
   else # Bottom
  @command_window.y = 0
  @status_window.y = 0
  @item_window.y = @status_window.y + @status_window.height
  @help_window.y = @item_window.y + @item_window.height
   end
 end

end # Scene_Skill

#==============================================================================
# â–  Scene_Equip
#==============================================================================

class Scene_Equip < Scene_MenuBase

 #--------------------------------------------------------------------------
 # alias method: start
 #--------------------------------------------------------------------------
 alias scene_equip_start_ame start
 def start
   scene_equip_start_ame
   relocate_windows
   relocate_aee_windows
 end

 #--------------------------------------------------------------------------
 # new method: relocate_windows
 #--------------------------------------------------------------------------
 def relocate_windows
   return if $imported["YEA-AceEquipEngine"]
   case Menu.help_window_location
   when 0 # Top
  @help_window.y = 0
  @status_window.y = @help_window.height
  @command_window.y = @help_window.height
  @slot_window.y = @command_window.y + @command_window.height
  @item_window.y = @slot_window.y + @slot_window.height
   when 1 # Middle
  @status_window.y = 0
  @command_window.y = 0
  @slot_window.y = @command_window.y + @command_window.height
  @help_window.y = @slot_window.y + @slot_window.height
  @item_window.y = @help_window.y + @help_window.height
   else # Bottom
  @status_window.y = 0
  @command_window.y = 0
  @slot_window.y = @command_window.y + @command_window.height
  @item_window.y = @slot_window.y + @slot_window.height
  @help_window.y = @item_window.y + @item_window.height
   end
 end

 #--------------------------------------------------------------------------
 # new method: relocate_aee_windows
 #--------------------------------------------------------------------------
 def relocate_aee_windows
   return unless $imported["YEA-AceEquipEngine"]
   case Menu.help_window_location
   when 0 # Top
  @help_window.y = 0
  @command_window.y = @help_window.height
  @slot_window.y = @command_window.y + @command_window.height
   when 1 # Middle
  @command_window.y = 0
  @help_window.y = @command_window.height
  @slot_window.y = @help_window.y + @help_window.height
   else # Bottom
  @command_window.y = 0
  @slot_window.y = @command_window.height
  @help_window.y = @slot_window.y + @slot_window.height
   end
   @actor_window.y = @command_window.y
   @item_window.y = @slot_window.y
   @status_window.y = @slot_window.y
 end

end # Scene_Equip

#==============================================================================
# â–  Scene_Menu
#==============================================================================

class Scene_Menu < Scene_MenuBase

 #--------------------------------------------------------------------------
 # alias method: create_command_window
 #--------------------------------------------------------------------------
 alias scene_menu_create_command_window_ame create_command_window
 def create_command_window
   scene_menu_create_command_window_ame
   process_common_event_commands
   process_custom_commands
 end

 #--------------------------------------------------------------------------
 # new method: process_common_event_commands
 #--------------------------------------------------------------------------
 def process_common_event_commands
   for command in YEA::MENU::COMMANDS
  next unless YEA::MENU::COMMON_EVENT_COMMANDS.include?(command)
  @command_window.set_handler(command, method(:command_common_event))
   end
 end

 #--------------------------------------------------------------------------
 # new method: command_common_event
 #--------------------------------------------------------------------------
 def command_common_event
   event_id = @command_window.current_ext
   return return_scene if event_id.nil?
   return return_scene if $data_common_events[event_id].nil?
   $game_temp.reserve_common_event(event_id)
   return_scene
 end

 #--------------------------------------------------------------------------
 # new method: process_custom_commands
 #--------------------------------------------------------------------------
 def process_custom_commands
   for command in YEA::MENU::COMMANDS
  next unless YEA::MENU::CUSTOM_COMMANDS.include?(command)
  called_method = YEA::MENU::CUSTOM_COMMANDS[command][3]
  @command_window.set_handler(command, method(called_method))
   end
 end

 #--------------------------------------------------------------------------
 # new method: command_debug
 #--------------------------------------------------------------------------
 def command_debug
   SceneManager.call(Scene_Debug)
 end

 #--------------------------------------------------------------------------
 # new method: command_shop
 #--------------------------------------------------------------------------
 def command_shop
   goods = []
   SceneManager.call(Scene_Shop)
   SceneManager.scene.prepare(goods, false)
 end

 #--------------------------------------------------------------------------
 # new method: command_totori
 #--------------------------------------------------------------------------
 def command_totori
   return unless $imported['KRX-AlchemicSynthesis']
   SceneManager.call(Scene_Alchemy)
 end

end # Scene_Menu

#==============================================================================
#
# â–¼ End of File
#
#==============================================================================

 

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ok, seems like you already altered this script a little, so I downloaded the original from yanfly's page! :D

 

with this script it also works if you just paste my header below or above this menu script ^_^

that just defines if the questlog will appear above or below the new commands you include via Yanflys Ace Menu ;)

Edited by Tidloc

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Can anyone please tell me where I add new quests. I looked all of over the quest log script but I can't find it. So if you could tell me what line it's on, that would be great. Thank you for your help.

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Can anyone please tell me where I add new quests. I looked all of over the quest log script but I can't find it. So if you could tell me what line it's on, that would be great. Thank you for your help.

 

You add quests via an event by script call (using Questlog.add("Quest Name","Category Number","Quest Description") ), Questlog.intern(Number Associated with Internal Quest), or Questlog.extern("Quest Name","Category Number")

 

Internal Quests are defined in the Enhancements script.

 

External Quests must be inserted as Text Files (encoded in UTF-8 if you want to avoid problems) in the /Data/Quests folder you create.

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Just in case you didn't get the message...

 

I found some issues with your Questlog. I made a youtube video so you could see them.

 

http://www.youtube.c...RE&feature=mhsn

 

As you can see, there are 2 issues here. They are pointed out in the Annotations, :)

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ok, seems like you already altered this script a little, so I downloaded the original from yanfly's page! :D

 

with this script it also works if you just paste my header below or above this menu script ^_^

that just defines if the questlog will appear above or below the new commands you include via Yanflys Ace Menu ;)

 

The only problem I found so far is that if you use other aspects of YF's scripts, your header script takes priority over a lot of things. It changes the equipment menu of YF's and doesn't allow people who are using the script to make their own equipment types anymore. There is other little things it changes, but are easy fixes by trial and error and there might be more, but I didn't try and find any.

I'm not trying to say "FIX THIS!" just a heads up to you and others when using this script.

 

Just YF's Scripts.

Game2012-05-2320-05-52-24.jpg

 

After adding your header with YF's Scripts.

Game2012-05-2320-06-33-97.jpg

Edited by Eric Brandon Stewart

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ok, for this issue, I updated my header, if you set Accessoire_Count in my header to 1, the original (or rather yanfly's script will be used instead of mine ;-)

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Wow, quick reply. :D!

 

But I am getting an error when I set Accessoire_Count to 1.

 

error.png

Edited by Eric Brandon Stewart

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hmm, ok, somewhere I forgot an return I think ^^

will look into it, when I get home from work... ;)

 

Edit: lool, stupid mistake of myself, is correct in the updated header! :)

Edit 2: Niko's errors are also cleared now, RmVXA implemented something I had to implement on RmXP myself, so doing the same thing twice did the wrong thing, now working as it should!

Edited by Tidloc

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Awesome, great job on the fixes. :D!

Another question, is there a way to fix the window size of the equip screen? Like in my previous pictures, it cuts off the bottom by a little bit and makes you scroll down.

 

Edit: Just found out your new header doesn't work with your current Quest Log Script. To make sure it wasn't just my game, I put your new header into the demo you provided and whenever you attempt to add a Quest, you get this error.

error2.png

Edited by Eric Brandon Stewart

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ok, I changed if you use set to 1 accessoire in the header, the original (or if used, other defined) sceen will be used. I just used this to have the window small if (for example) 10 accessoires will be equiped.... ;)

 

and ok... interestingly I put the subroutines only in the message script, not the header too...

but is corrected now! ^_^

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Works like a charm, Tidloc. I'm sorry if I caused you a lot of hassle. Amazing script. :D!

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ah, no problem at all :lol:

the more bugs you report the smoother it will run! ;)

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I'm starting to have the most nonsense problems.

 

When I try to press Enter on Entries, the sound file won't play.

 

When I use the specific command "Questlog.set_sound("Breathwind","Breathwind")" (SPECIFICALLY THIS) I receive an error about how it's expecting ')' .

 

When I try to play an Entry called "The Dragon Riders", it will tell me that it can't find a file corresponding to the name the sound is set on. I checked, and there is.

 

URGH!!!

 

Solutions?

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hmm... everything I tried worked... <__<

maybe look into the ressource manager it those soundfiles are even implemented into your game, if not do it manually.

this should only appear if you add music to the folder and not restarting the RPG Maker before trying to use it.

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Well, I fixed the first error by just changing names around.

 

But I still get the error on some entries "Can't find Audio/BGM/(whatever)". They are there, I checked in the folder myself. I even tried restarting Ace and then trying again but I still get that error.

 

In addition some of the entries that contain multiple words in their names have sound files that won't play after enter is pressed. Really, only the entries that have multiple words in their title are failing to cooperate. All of the ones with single-word titles work perfectly fine.

 

It feels like the game is trying to piss me off. I worked for several hours in a very hot room with the windows closed and no fan to keep out background noise for my VOs, and now the Questlog doesn't want to co-operate. WHY CRUEL WORLD??? lol

Edited by Niko Jose DelValle

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as cleared vie PM: those were simply syntax errors in the script commands...

Everything now working on his side! ^_^

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Hi there, I was wondering, is there any way to give Gold as a reward for quests and also multiple rewards. The documentation only states Categories 0, 1 and 2 which are for items, etc.

 

Edit: Also, I have a quest where you need to fish for X number of fish. Is there a way to have the Fishing Spot check if you have that specific quest and if you do, add 1 to a Variable each time you catch a fish?

 

Sorta like:

 

If Quest(Fishing) == true

{

Give player 1 fish;

VariableX +1;

}

Else

{

Give player 1 fish;

}

Edited by Abysinian

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