Tidloc 55 Posted December 11, 2012 (edited) @ekomega: that totally sounded like issue with unincompatible versions of header and scripts (or even no header present xD) @Audrey: Well that's possible if you maniulate a Self Swith of the event you want to alter (or event if you use two for two positions) use a script-call after completing the quest use a parallel event on the map, forking if quest is resolved if yes script-call either way the script-call has to look like this: key = [*map-ID*, *event-ID*, *self-switch-ID*] $game_self_switches[key] = true and in that event/-s simply enable the condition "Self-Switch *A/B/C/D* is ON" on the second page and it functions like you want. There may be ways to have a scriptcall itself work on which eventpage is used, but I'm not aware on how... Edited December 11, 2012 by Tidloc Share this post Link to post Share on other sites
+ Novem 344 Posted January 9, 2013 Hey Tidloc, I'm having problems with the audio. This problem just seems to be completely random, but script commands that were working perfectly fine before to assign sounds to entries don't work anymore even though I have not tampered with them since I confirmed they work. I bet if I checked again in a few days they would be working perfectly fine again to... Am I doin something wrong here? lol Share this post Link to post Share on other sites
+ Shadow Fox 5 Posted October 10, 2013 Thanks for the demo. Just wondering about a couple of things. Is there a way to have a quest that has specific requirements to be done before the quest is completed? Requirements such as equipping specific equipment, fighting a set number of monsters, gather a set number of items? And second thing, is there a way to have repeatable quests that give rewards each time the quest is completed Share this post Link to post Share on other sites
Tidloc 55 Posted November 20, 2013 Sorry for the late response, was quite busy lately... >_> Well sure all this would be possible, but as the name says, it''s supposed to be a log, so quest handling per se is not in it's duty. I think that answers both if you erase the quest after finishing and add it again, when you restart the quest Share this post Link to post Share on other sites
artix5455 0 Posted May 14, 2014 hi, i know this post is old but i get a error on this line LINE_HEIGHT = Tidloc::Line_Height in this script of urs HTML-Rendering Engine 1.22 help plz (sorry about old post) Share this post Link to post Share on other sites
Tidloc 55 Posted May 14, 2014 (edited) could you please post the whole error report?and did you insert my header above the questlog/HTML script? Edited May 14, 2014 by Tidloc Share this post Link to post Share on other sites
artix5455 0 Posted May 14, 2014 ok i inserted the header, BUT NOW a get this error on this line if $game_map.note =~ /<nightmap>/ let me just say the error script 'tidloc_header' line 642: noMethod error occured undefinded method 'note' for #<game_map:0x93e5428> Share this post Link to post Share on other sites
Tidloc 55 Posted May 14, 2014 that's wierd, as you will definitly not use my Clock script since I didn't publish it yet... but I updated my header nevertheless(to bypass this issue, which I cannot really comprehend). if it keeps popping up, you can also simply delete lines 641 - 653 Share this post Link to post Share on other sites
artix5455 0 Posted May 14, 2014 so just add the new header scripted, u edited now right Share this post Link to post Share on other sites
Tidloc 55 Posted May 14, 2014 already updated, you only need to redownload it Share this post Link to post Share on other sites
artix5455 0 Posted May 14, 2014 kk can i get a link plz i cant find Share this post Link to post Share on other sites
Tidloc 55 Posted May 14, 2014 sure: https://dl.dropboxusercontent.com/u/65195743/Scripts/tidloc_header.rb Share this post Link to post Share on other sites
artix5455 0 Posted May 14, 2014 Dude i still get the error and when i delete the part, i get the saME ERROR ON line 585 Help plz Share this post Link to post Share on other sites
EZMF083 0 Posted September 24, 2014 hey is there a way of use this in a conditional branch? as in can only talk to someone once a quest has started, without using variables? Share this post Link to post Share on other sites
EZMF083 0 Posted September 25, 2014 hi is there a way to make a quest playable like after you finish it you can re-start it with all the objective undone? Share this post Link to post Share on other sites
Tidloc 55 Posted September 25, 2014 (edited) hey is there a way of use this in a conditional branch? as in can only talk to someone once a quest has started, without using variables?Depends on wheter you want to have him only displayed if a quest has started or really only be a conditional branch for a option in the event. of curse you can branch if a certain quest is present in your questlog: Make a conditional Branch Tap 4, Option Script Write this: Questlog.addtext(*questtitle*) with this command you simply check if the quest with the name *questtitle* is present in your questlog hi is there a way to make a quest playable like after you finish it you can re-start it with all the objective undone?if you want to do what I think, you can do that with internal quests (look at the Questlog Enhancements in the top post. you just have to erase the quests once you fulfilled them and then readd them =) Have fun with this sript! Edited September 25, 2014 by Tidloc Share this post Link to post Share on other sites
WishAcademy 0 Posted February 24, 2015 Hello ... i am new with scripts i put all the scripts where in the right place i think .. http://puu.sh/gawbI/534f850f09.png I tried to download the Doc File but it is Corrupted and will not open .. Is there another way i can get intructions on how to use this Questlong Script Share this post Link to post Share on other sites
Tidloc 55 Posted February 24, 2015 I'll upload th documentation as pdf-file Share this post Link to post Share on other sites
WishAcademy 0 Posted February 24, 2015 I'll upload th documentation as pdf-file THank you so much ! for the fast reply i means ALOT ; W ; [ i honestly thought i would have to wait for days lol... ] and i love your Scripts so car they have been Very helpful to me greatly ! Also um Can you you add in Examples Codes in too ? for Questlog and also message windows Script you made I know the message window script works by it self with out codes but i am not sure i understand the advance part of it like when a Quest starts or the player Accepts a Quest From the Questlog Script Will the MEssage windows Script Automatically Pop up the Text ? Share this post Link to post Share on other sites
Tidloc 55 Posted February 24, 2015 well, my response time depends mostly what I'm doing and wheter I got time to do the asked taskes at the moment Yeah, the messagewindows work automatically with the questlog. If you want to turn it off or change something about its behaviour, just follow the instrutions until line 51 (questlog script) or line 69 (message windows script) Quickdescription of how to make your own popups in the message windows: In a new event create a new script command, there you write: Tidloc.exe("Small Text comes"+ "in handy",:SmallText) and it will be shown in a small window on the upper right part of the screen (as you have seen in the screenshot in the message window thread). The same is true if you use the Big Text display: Tidloc.exe("Big text are enormous!",:BigText) To use the permanent texts, you just have to add an idetifier: Tidloc.exe([1,"important quest to solve"],:QuestText_add) With this identifier, you can later delete this permanent text again with the following command: Tidloc.exe(1,:QuestText_clear) Important is only, you should not use the same idetifier for more then one quest text, as it will cause troubles like the old one to be overwritten... Hope, that helped! Share this post Link to post Share on other sites
WishAcademy 0 Posted February 24, 2015 (edited) ^ Thank you ! the first two codes worked perectly but this code Tidloc.exe([1,"important quest to solve"],:QuestText_add) only crashes the game >.< when i put it in an Event tile and added the Script to Text it http://puu.sh/gazJs/d3d7475c6e.png Edited February 24, 2015 by WishAcademy Share this post Link to post Share on other sites
Tidloc 55 Posted February 24, 2015 (edited) oh sorry, found an error in my header, resolved it, works now if you update it! Edit: Also i noticed, my command breaks over two lines, you need it to be inone, so write it like in the first code I wrote in my last post with the + between two quotemarks Edited February 24, 2015 by Tidloc Share this post Link to post Share on other sites
WishAcademy 0 Posted February 24, 2015 (edited) Ok! i updated the Header you link me too so how i have header Tidloc's Header v.2.60.2 now what i wanna know is well I am Very very new at Scripts i am starting to understand so far i know how to Add a pop up that adds the Quest to your logs I did this Questlog.add("What did Ruby do!?",0, "<small> *OBJECTIVE* Wally must look around and find out what Ruby did in his room *HINT* Check Botom Left! <line>"+"<b>Reward:</b> Investigation Skill.<line>") and I Want this mission to unlock a mission where you have to find Items First then when you collect all IT unlocks the final Mission where the NPC does something if i had some more Examples it would really help me i Learn Faster with Practicals / or if i see how it is done >.< i am really trying my best to Catch on Edited February 24, 2015 by WishAcademy Share this post Link to post Share on other sites
Tidloc 55 Posted February 25, 2015 Well, the questlog is - as the name implies - only a log, so it doesn't follow your progress in a certain quest, if you resolved it, you have to flag it yourself as solved. In this manner, you can add another quest, but that has to be done via script calls... Share this post Link to post Share on other sites