Vlue 271 Posted May 28, 2014 Basic Quest System v1.1a By Vlue Introduction Is your RPG too boring? Do people get lost easy? Do you want to make a mock MMO? You don't have to answer yes to any of those questions, but it helps if you want to use... Basic Quest System! Which gives you quests and junk. Yay.Features - Create quests with objectives and stuff. - Quests can rewards gold, or exp, or items, or nothing, it's up to you! - Nifty accepting and completing windows! - A quest log! - A quest overlay!Screenshots How to Use Make a lot of quests, set up quests in events, enjoy!Script On pastebin, as usual: http://pastebin.com/tyM7s1PjFAQ Q: I have a question. A: No you don't.Credit and Thanks - By Vlue - Free to use in any project, commercial or otherwise (despite what my accountant says (hah, like I have an accountant)), with credit givenAuthor's Notes ... of these scripts now. 20 Share this post Link to post Share on other sites
INDOJIN 70 Posted May 28, 2014 A well designed Quest Script without dependencies that's easy for the user to set up? Vlue strikes again, ladies and gentlemen. 2 Share this post Link to post Share on other sites
+ Sughayyer 163 Posted May 29, 2014 Cannot break this one. 1 Share this post Link to post Share on other sites
+ Kuronekox 23 Posted May 30, 2014 Should be easy not to break I hope. all this code is confusing, though Share this post Link to post Share on other sites
Amber 1 Posted June 1, 2014 (edited) It would be nice to scroll if you have more than 3 objective and more than 1 reward Edited June 3, 2014 by Amber Share this post Link to post Share on other sites
Vlue 271 Posted June 3, 2014 In the quest log or the accept screen? On the screen shot up there, it has 2 objectives and 5 rewards with space for at least one more. Share this post Link to post Share on other sites
Amber 1 Posted June 3, 2014 Both. Either having 6 objective or more or 5 item rewards Share this post Link to post Share on other sites
Vlue 271 Posted June 9, 2014 I'll keep it in mind, but it might just be saved for the Advanced Version (scrolly windows are harder to add in then just one simple window) Share this post Link to post Share on other sites
Amber 1 Posted June 10, 2014 thanks One more thing: After finish all the objectives, turn in the quest for rewards I got an error instead of reward and something to do with EXP towards actor. Share this post Link to post Share on other sites
Vlue 271 Posted June 10, 2014 Yah, I caught that a bit ago, the script's already been updated on the pastebin. Share this post Link to post Share on other sites
Fallun 0 Posted July 24, 2014 How do i update the screen info, im using Falcao Pearl ABS and i when i kill slimes on Map it doesn't update? Share this post Link to post Share on other sites
Vlue 271 Posted July 25, 2014 The quest log updates automatically. Objectives are manual though, so after killing a slime you have to update the objective of the quest in question with a script call, which is explained in the header of the script. (adv_obj and set_obj) Share this post Link to post Share on other sites
Wren 179 Posted August 26, 2014 OMG Vlue I finally got around to putting this script into a project. It is super awesome. The details, the objectives, all very flexible and powerful and helps so much. Thanks for making this! 1 Share this post Link to post Share on other sites
SpikerzZ 0 Posted August 26, 2014 Hi, I have 2 questions? 1) When I put in for testing adv_obj(:questid001, :obj1, 1) into the slime, the quest objective number keeps going passed 3, am I doing it wrong? 2) I am trying to make a test person give me the quest than after ask if its complete, I did that, but now I want her to say thank you for your help but I can't figure it out to do that. Share this post Link to post Share on other sites
Wren 179 Posted August 31, 2014 You would want to run a script conditional branch with the condition if the quest was completed. Share this post Link to post Share on other sites
Vlue 271 Posted September 3, 2014 Hi, I have 2 questions? 1) When I put in for testing adv_obj(:questid001, :obj1, 1) into the slime, the quest objective number keeps going passed 3, am I doing it wrong? 2) I am trying to make a test person give me the quest than after ask if its complete, I did that, but now I want her to say thank you for your help but I can't figure it out to do that. Yes, objectives can go above the max, you're not doing it wrong. If you don't want it to go above, you'll have to check if it's already maxed. One way you can do that is using the script option in conditional branch and going like this: obj(:questid001, :obj1) < 3 And whatevers in the conditional branch (your adv_obj call in this case) will only happen if the obj value is below 3 As for 2. What Wren said. In this case you'd use: $game_quests[:questid001].turned_in? or $game_quests[:questid001].completed? Share this post Link to post Share on other sites
+ Thantis 2 Posted September 6, 2014 Vlue, I just love your scripts. They are simple to use and well written. Thanks for all your work! 1 Share this post Link to post Share on other sites
Venusaur 12 Posted November 8, 2014 Thanks for making the script free for commercial and non commercial use! I really do appreciate it. Could you perhaps answer a question of mine please? I'm trying to make it so that everytime I track a quest, quest objective markers appear on the map. (to help the user find where they're going.) For the map I'm using Galv's Map Postitioners script and it does come with a sort of "markers" option labeled blips, but you can only have one marker on a map square at a time and I don't know how to trigger/untrigger these markers by tracking/untracking quests, nor make the blips/map markers update when you complete different objectives of the quest. Any ideas? Thanks. Share this post Link to post Share on other sites
genesis22 0 Posted November 15, 2014 First, I have to thank you for helping the community with this fantastic script. Now, I have a question . When I 'm doing simple tasks I have no problem creating them and work very well , but when I want to make a more complex quest , here comes my question. In my case, I need to do a quest of several stages and do not want that objectives are all displayed at once, because that whole plot I want to raise is disclosed . What I would like to know if I can do is be proposing targets one to one without being displayed in monitoring quest or window to accept the quest all at once, which belong to the same quest and ultimately all get loot that was promised in the same main quest window.. sorry for my English, I used a translator Share this post Link to post Share on other sites
Darangen 0 Posted December 1, 2014 Is it possible to hide the quest log with a switch or something? It would be cool if we could toggle it on or off. Share this post Link to post Share on other sites
DavidFoxfire 7 Posted January 7, 2015 I'm having a problem with this Quest System, which I really need for the quest list on screen. Here's my quest designation if that helps: module QUEST DETAILS= {} DESCRIPTIONS = {} OBJECTIVES = {} REWARDS = {} #Ruin Quest DETAILS[:ride] = { :name => "Hey Look! A ruin", :level => 1,} DESCRIPTIONS[:ride] = { :qgiver_name => "Nobody", :location => "The ruins ", :description => "Explore this ruin..er.. is there something about that cartoon?",} OBJECTIVES[:ride] = { :explore => ["Is there something about that cartoon?", 1],} REWARDS[:ride] = { :gold => 0, :exp => 0, :items => [],} end Share this post Link to post Share on other sites
Aurawhisperer 1 Posted June 10, 2015 I'm having an issue with ending the script. It's telling me that I am getting an error based on the quest line 306 known as an NameError, uninitialized constant object:Details. I don't understand what that means and I'm pretty new to coding out quests. What am I doing wrong? (Please don't lead me to the youtube guide of the other questlog... I tried that one and it gave me a stack error issue.) Share this post Link to post Share on other sites
Aurawhisperer 1 Posted June 10, 2015 Also another question, does my quest need to be inside your script template or can I insert a template of my own filled with my quests? Share this post Link to post Share on other sites
OogieBoogie765 12 Posted June 11, 2015 I'm having a problem with this Quest System, which I really need for the quest list on screen. Here's my quest designation if that helps: module QUEST DETAILS= {} DESCRIPTIONS = {} OBJECTIVES = {} REWARDS = {} #Ruin Quest DETAILS[:ride] = { :name => "Hey Look! A ruin", :level => 1,} DESCRIPTIONS[:ride] = { :qgiver_name => "Nobody", :location => "The ruins ", :description => "Explore this ruin..er.. is there something about that cartoon?",} OBJECTIVES[:ride] = { :explore => ["Is there something about that cartoon?", 1],} REWARDS[:ride] = { :gold => 0, :exp => 0, :items => [],} end you shouldnt have an ending after the 1, you need the two lines that come after it Share this post Link to post Share on other sites
Maliki 33 Posted July 22, 2015 (edited) Hey Vlue. Just installed this script after having to abandon an older one I was using. For the most part, it works great. I made some changes to the script to restrict some objectives from showing up right away as well as changing color when the obj count reaches max. This works ok until I save and quit the game. Upon returning, the obj variables all reset to 0 and no longer update in the quest menu. (They do on the log, but don't change color properly anymore) If this is somehow caused by my edits, I'll try to fix it myself, but I have feeling my edits didn't cause this. If you're willing to take a look at what I did, I will post my version of the script here with your ok, otherwise I could PM it to you. Thanks in advance for your help. Edit: I confirmed that obj.current in both Window_QuestLog and Window_SceneDetail resets to 0 and stops updating after loading a save. Edited July 23, 2015 by Maliki Share this post Link to post Share on other sites