D.S.Sirius 2 Posted May 28, 2012 Hey Tidloc, is there a way of combining this quest script with your other excellent compass script? I would find it immensely useful if you could select a quest and get pointed to the right location. Share this post Link to post Share on other sites
+ Novem 344 Posted May 28, 2012 Yes, but how would it look in the right direction when multiple maps are involved? The maps aren't literally linked together, it's a bunch of transfer events, so if the quest objective was on a different map, it would have nothing to point at. It's easy enough to just set up a bunch of switches so you can do it yourself. Although if you tried to do it for side-quests as well, things would get a bit unwieldy. Share this post Link to post Share on other sites
Erics 12 Posted May 28, 2012 Also, was wondering what the rules were for using these scripts? Credit is given of course, but what are other rules? Some scripters' have it said to "Not post their script on a website, instead link it to <insert destination here>." Just would like a reference so I don't break rules you would want us to follow, Tidloc. Share this post Link to post Share on other sites
D.S.Sirius 2 Posted May 28, 2012 Yes, but how would it look in the right direction when multiple maps are involved? The maps aren't literally linked together, it's a bunch of transfer events, so if the quest objective was on a different map, it would have nothing to point at. It's easy enough to just set up a bunch of switches so you can do it yourself. Although if you tried to do it for side-quests as well, things would get a bit unwieldy. Blast, I hadn't taken that into consideration. Rather naive of me thinking there would be a magic route around this problem. Very well then I release subquests from this request. Is there a means of doing this on a more limited scale for main quests? My game goes a little non linear at about half way through and gives you a few main quests you can choose to do in any order. Thanks for the help Niko; you've given me a bit more clarity on how to work with this. Share this post Link to post Share on other sites
Tidloc 55 Posted May 28, 2012 (edited) @abysinian: sure, just make a conditional branch with a script command like this: Questlog.addtext("Questname","") where questname is the name of the quest and leave second with no character, so the fork will set true if the quest exists and wont add text to the quest @8mike8: also thought of that, will come in next update! but will have a huge setup, as you have to set coordinate for at least the outer maps or you won't have the compass if to far away... @Eric Brandon Stewart: I'm a fan of fair use, meaning: use it if you want to and credit me don't sell it for yours you are free to alter it as you need to, but then don't post it without asking me (also including converting into other RGSS') you are free to repost to proxy me other forums, but then please redirect to the regarding thread here. Edited May 28, 2012 by Tidloc Share this post Link to post Share on other sites
D.S.Sirius 2 Posted May 28, 2012 Sounds good Tidloc. I look forward to seeing it. Share this post Link to post Share on other sites
+ Novem 344 Posted May 28, 2012 (edited) Yes, that would be amazing Tidloc! I was thinking you could have it link with your QL, where in addition to the quest itself, you can define coordinates on multiple maps to lead to that quest (with updating coordinates for when certain sections of the quest aredone). Then, you could have some kind of checkmarks next to each Quest that you could hit enter on so it would trigger the compass to look at those coordinates. That would make it so it wouldn't be so unwieldy to make it point towards Sidequests. I was thinking of making a common event for the player to select which one of their current quests to pursue, but that would quickly get way out of hand with size. Just an idea for linking Compass with QL, Edited May 28, 2012 by Niko Jose DelValle Share this post Link to post Share on other sites
Tidloc 55 Posted May 29, 2012 (edited) err... Niko, it's not part of the questlog to track whether a player is following the quest, just leading him... those checkmarks would be part the job the game designer to be made (as I can't and won't try to predict which sorts of checkmarks you could possibly need in your game...) I just is able to support you with that but I'm thinking of implementing additional signs in the beginning of the Name for whether a sound is playable or coordinate are available (like the child-sign) and using them when hitting enter during pressing shift or ctrl Edited May 29, 2012 by Tidloc Share this post Link to post Share on other sites
+ Novem 344 Posted May 29, 2012 Whatever you say, was just putting the idea out there. I meant the checkmark for setting it as the active quest for the compass to point towards, I didn't know you could set multiple buttons to do different things when pressed over one of your questlog entries. Pressing shift or control to get the coordinates would be preferable. Although I'm hoping the defining quests with coordinates associated with them for the compass is explored, would be great. The Compass is just such a natural companion for this script, Share this post Link to post Share on other sites
D.S.Sirius 2 Posted May 30, 2012 I would second the ability to set active quests. I agree with Niko however that it could be messy trying to implement multiple coordinates for various quests. It would be useful if there was a method for bulking coordinates into a specifically defined list for each quest, and then in addition another method to activate and deactivate said lists via a singular variable. Share this post Link to post Share on other sites
Tidloc 55 Posted May 30, 2012 Well, the difficult thing is, you still have to setup all the coordinates in the questlog int he beginning. and the all coordinate each time for each point of interest...(a damn huge amount of data if you got let's say 100 maps where the compass shall point anywhere and like 15 points in a quest means 1500 records for only one quest instead of setting those coordinates in an event when you reach one goal to the next coordinate meaning 'only' 100 record. each time) also I can implement in the enhancements for you to be able to insert coordinate-lists, once the compass works with the questlog as wanted and activate those with a single command, but that'll be my task the next weekend Share this post Link to post Share on other sites
MajorDerp 0 Posted May 31, 2012 (edited) I just downloaded the script followed the instructions but I'm getting the following error: line 47: NameError Occurred. uninitialized constant Tidloc::Keys I've put the script under Materials and above main, and I don't have enough scripting experience to solve this myself. Can someone shed some light on this issue? Thanx! Edited May 31, 2012 by MajorDerp Share this post Link to post Share on other sites
Tidloc 55 Posted May 31, 2012 is it looking like this? also the order might be of importance to work the right way, as mentioned. (you see on line 48, Keys if defined...) Share this post Link to post Share on other sites
pixel777 0 Posted June 21, 2012 (edited) Tidloc, do you think you could include the script in text format? I can't open .rb files unfortunately, and the demo keeps getting deleted by Norton Edit: Never mind! I got norton to stop deleting the demo. Anyway, I'm no scripter, but this is great, Tidloc! I haven't run into any problems Edited June 21, 2012 by pixel777 Share this post Link to post Share on other sites
+ DarthVollis 59 Posted June 21, 2012 What a great looking script and it works well. I just have one problem. I am using the Ring Menu System by Syvkal and after I installed your scripts in the order that you stated I ended up with two (2) load options as I circled in the image. I checked some of my scripts and could not find the problem. Can you help me identify it? Share this post Link to post Share on other sites
Tidloc 55 Posted June 22, 2012 (edited) @pixel777: how to open .rb-files, three ways(if one isn't possible on your PC go to the next) 1. have notepad++ or any other scripting/compiling/intepreting editor 2. right-click file, select edit 3. right-click file, select open with, choose editor or notepad Edit: please do NOT use the scripts out of the Demo, the demo is meant to solely to show the functionality of the script, but hardly has the actual version, so you are likely to encounter already solved bugs or incompatibility with other of my or other scripts... @DarthVollis: That's in my header. change line 57 to: Menu["Load"] = false Edited June 22, 2012 by Tidloc Share this post Link to post Share on other sites
+ DarthVollis 59 Posted June 23, 2012 Okay I was reading and noticed that you said to not use the ones from your demo, so I updated the scripts with the ones from the download link and encountered a problem. The questlog menu will not appear using the ring menu with your version 5. something (the latest) so to get it to work I downgraded back to 4.3 with the script only. I did not change anything. Can ou help me get the script working in the ring system? Share this post Link to post Share on other sites
Tidloc 55 Posted June 24, 2012 err... I'm using syvkal's myself... on the other hand, if you downgrade below 5.0 and have my header above 2.0 I think it won't work... if you intend to change such features always just look into the first lines of my script This can be changed in line 51, change it to: Menu["Questlog"] = true Share this post Link to post Share on other sites
+ Novem 344 Posted June 26, 2012 Hey Tidloc, I saw that you added compatability with the compass script with the ability to define coordinates. But I can't find instructions in your documentation or in the Header or Questlog to do so. Share this post Link to post Share on other sites
Tidloc 55 Posted June 26, 2012 (edited) right, that came with the new release, but somehow I forgot to update the commandlist... o_O but that's done now! xD and as you can see, I implemented to use the different settings while pressing additional buttons as discussed via PM also it's now visible if you got coordinates or soundfiles on that quest! (if you don't want that to be visible simple empty the strings in the first lines of the script ) Edited June 26, 2012 by Tidloc Share this post Link to post Share on other sites
+ Novem 344 Posted June 26, 2012 Got it, thanks Tidloc! Share this post Link to post Share on other sites
Levi Stepp 12 Posted June 30, 2012 (edited) Never mind, I found the problem. I had this in the script command. Questlog.add("Jelly Slime",0, "Obtain 5 Slime Jelly's and report back to Jayenio." I forgot the ")" at the end. The only problem I have now, is how do I add the "Questlog" in the Menu? I am using "One Actor Full Status Menu Version: 1.0.1 Author: DoctorTodd" Script Page ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I got an error. I installed the scripts in this order. ~Header ~HTML ~Questlog ~Questlog Enhancement But when I make a quest script in I put this in a script command in the event box Questlog.add("Jelly Slime",0, "Obtain 5 Slime Jelly's and report back to Jayenio." Now when I go and test the game I get an error saying and line 1411 says this Edited June 30, 2012 by KoutaStepp Share this post Link to post Share on other sites
Tidloc 55 Posted June 30, 2012 To add my commands in this menu simply have my scripts (especially my header) below this menu script and in the Questlog in line 51 set it to true: done! =) Good you figured the other problem on your own. Share this post Link to post Share on other sites
Crazemaster 0 Posted June 30, 2012 This is my first time working with scripts... And I may be an idiot... but I can't seem to be able to add any quests! I get an error that says, "Script 'Game_Interpreter' line 1411: Type Error occurred. can't convert String into Integer" How do I fix that? Share this post Link to post Share on other sites
Levi Stepp 12 Posted June 30, 2012 This is my first time working with scripts... And I may be an idiot... but I can't seem to be able to add any quests! I get an error that says, "Script 'Game_Interpreter' line 1411: Type Error occurred. can't convert String into Integer" How do I fix that? That's the problem I had. Check what I posted about my fix about 3 post's above. That should be your solution. Mind posting here how you have your quest set up? Share this post Link to post Share on other sites