casper667 131 Posted October 21, 2012 (edited) CSCA Sidequests By: Casper Gaming (Casper667) Last Update: October 23, 2012 Latest version: 1.1.0 Introduction Allows you to have a sort of message board/task list with side quests the player can accept if conditions are met. Features - Easily create a sidequest or task system(such as bulletin board of paper mario) Updates version 1.1.0 -Added ability to hide items with unmet conditions. -Added completed sidequest icon in list. -Added ability to change completion status of sidequests. -Added ability to require a sidequest to be completed for another sidequest to activate. -Fixed bug when a sidequest had both a switch and a variable condition. Screenshots screenshot includes add-ons listed below. How to Use Place in your materials section. Setup required. Instructions in script. Script Text file is found here(copy and paste everything into your script editor in the materials section): LINK ADD-ON: Difficulty window: LINK ADD-ON: Image window: LINK To easily add this script to the main menu, please use the CSCA Menu Organizer: LINK Requires CSCA Core Script to work properly - Get it here! Credit Casper Gaming Terms http://caspergaming.com/terms-of-use/ Edited July 1, 2020 by casper667 Update link URLs 3 Share this post Link to post Share on other sites
Leinkreig 9 Posted October 22, 2012 Ah, this is a pretty nice script! Reminds me a little of Modern Algebra's Quest Journal for VX. Thanks for sharing this! Share this post Link to post Share on other sites
casper667 131 Posted October 24, 2012 (edited) This script has been updated. It requires a new version of the CSCA Core script so make sure to get that as well. Enjoy version 1.1.0 -Added ability to hide items with unmet conditions. -Added completed sidequest icon in list. -Added ability to change completion status of sidequests. -Added ability to require a sidequest to be completed for another sidequest to activate. -Fixed bug when a sidequest had both a switch and a variable condition. Edited October 24, 2012 by casper667 1 Share this post Link to post Share on other sites
dbchest2 11 Posted October 24, 2012 simple, effective. Share this post Link to post Share on other sites
pixel777 0 Posted November 18, 2012 This is great! (Hope I'm not necroposting ) Just one little (extremely noobish) question though; how would one make it so that this can be called by an event, for example walking up to a bulletin board in game and selecting quests from there? Share this post Link to post Share on other sites
Lark 0 Posted November 18, 2012 (edited) Dear CSCA: your CSCA Sidequests always crash, whenever i choose status always getting this error "Script Sidequests difficulty line 33:Name error accured Uninitialize constantCSCA::Sidequests::" Need Help Please,, Can't solve this on my own Edit: Dear CSCA: your CSCA Sidequests always crash, whenever i Test Play always getting this error "Script Sidequests difficulty line 33:Name error accured Uninitialize constantCSCA::Sidequests::" Need Help Please,, Can't solve this on my own Edited November 19, 2012 by Lark Share this post Link to post Share on other sites
Tsukihime 1,489 Posted November 18, 2012 whenever i choose status What does that mean? Share this post Link to post Share on other sites
casper667 131 Posted November 18, 2012 This is great! (Hope I'm not necroposting ) Just one little (extremely noobish) question though; how would one make it so that this can be called by an event, for example walking up to a bulletin board in game and selecting quests from there? Script call: SceneManager.call(CSCA_Scene_Sidequest) @lark I can't reproduce this error. Can you explain it more? 1 Share this post Link to post Share on other sites
Lark 0 Posted November 19, 2012 (edited) @ tsukihime: Sorry,,, i just edited my other post, consisting status menu problem,,, but having almost same message problem @CSCA,,, As far as i know,,,, you said that side quest need difficulty window, right? So i Put it in this Pattern -Core -Side quest Difficulty -side quest Image -Side Quest But whenever i test play it a massage pop up saying line 33 error (see upper post for detailed message) So i rearrange it -Core -side quest Image -Side quest Difficulty -Side Quest Same Problem.... I Rearrange it again -Core -Side Quest -Side quest Difficulty -side quest Image It played well but,,,, it only post this message 1This 2Is 3A 4Lot 5Of 6Tasks 7For 8A 9Tutorial Thus it mean to look that way? I mean No Task 1, Task 2, ..... window,, before that? (if you have time will you also look at this one.....) http://www.rpgmakerv...counter-window/ Edited November 19, 2012 by Lark Share this post Link to post Share on other sites
casper667 131 Posted November 19, 2012 @lark The order should be the Core script then the Sidequest main script, any addons for this script are optional and should be placed below the core script and main sidequest script. What it displayed is correct with "this is a lot of tasks" is correct. Share this post Link to post Share on other sites
Lark 0 Posted November 19, 2012 thanks,,,,.... i'm truly a noob for that,,, thanks again for clarifying... Share this post Link to post Share on other sites
TheCosmicRustle 2 Posted December 11, 2012 @casper667 How would I get this to work with CSCA menu organizer? I dont want it to be a bulletin board but a menu selection. Please help Share this post Link to post Share on other sites
CharmingDominion 0 Posted June 4, 2013 CSCA: Your scripts are easy to use and have a variety of features I am looking for. This script in particular is helpful, but I was wondering if it were possible to make a "description" section for the sidequest. The sort of thing that the Pokemon Mystery Dungeon series has, and Final Fantasy Tactics Advance, where each sidequest will have a description linked to it, along with the quest objectives. The objectives themselves are nice, but I think adding the description option would make it even nicer. Thank you for your wonderful scripts. Share this post Link to post Share on other sites
casper667 131 Posted June 5, 2013 CSCA: Your scripts are easy to use and have a variety of features I am looking for. This script in particular is helpful, but I was wondering if it were possible to make a "description" section for the sidequest. The sort of thing that the Pokemon Mystery Dungeon series has, and Final Fantasy Tactics Advance, where each sidequest will have a description linked to it, along with the quest objectives. The objectives themselves are nice, but I think adding the description option would make it even nicer. Thank you for your wonderful scripts. I'm not sure I'm understanding. Couldn't you just turn the "number the objectives list" option to false and type your objectives as a description? Share this post Link to post Share on other sites
CharmingDominion 0 Posted June 5, 2013 (edited) Wait, can I do that for each individual one, or is it global? Edit: Ahhh, I get it now. Took me awhile to figure out. I don't mean to be rude, but some of the instructions are a little vague and I have a hard time figuring things out as it is... Edited June 6, 2013 by CharmingDominion Share this post Link to post Share on other sites
ProjectOmegaGS 0 Posted September 29, 2013 I know this post is probably dead, but I can't figure out how to get the sidequest menu to come up in game. That is all I need help with. I can't find a script call or anything. Share this post Link to post Share on other sites
casper667 131 Posted September 29, 2013 SceneManager.call(CSCA_Scene_Sidequest) Share this post Link to post Share on other sites
ZaBanpaiaNeko 1 Posted October 10, 2013 Alright, I'm really needing some help. This is a great script for what I need! However, I'm making a Sim Date game, and I only want certain quests to appear when the person's level of affection for you have a certain amount of points. Say, for example, Tonya's love level has 20 points. At 20 points for Tanya's love level, I want a quest to appear on the board. However, I don't want this quest to appear when her love level is under 20 points. How could I go about doing this? Thank you ! Share this post Link to post Share on other sites
casper667 131 Posted October 10, 2013 Set the quest to require a variable that has a value of greater than 20, and then store the love level in that variable. Share this post Link to post Share on other sites
ZaBanpaiaNeko 1 Posted October 10, 2013 Set the quest to require a variable that has a value of greater than 20, and then store the love level in that variable. Alright, this may seem a bit newbie...But how exactly would I do that? > w < Can you show me an exact picture of the script as it should be with that? Or is it not in the script? I'm sorry I'm a bother D: Share this post Link to post Share on other sites
casper667 131 Posted October 10, 2013 You add the variable reference in the script in the option thats ays something like: "variable" => [2, 10] This will make it so the quest is discovered if variable #2 is 10 or more. Share this post Link to post Share on other sites
ZaBanpaiaNeko 1 Posted October 11, 2013 (edited) You add the variable reference in the script in the option thats ays something like: "variable" => [2, 10] This will make it so the quest is discovered if variable #2 is 10 or more. Ok! I will try it out and if I have anymore questions I'll be back. Thanks so much for your help and this awesome script! Ok I tried it and I figured it all out...But, for some reason when I do the variable thing, it just blocks it off. Even when I've met the requirment of the variable it won't let me accept the quest. o . o... Edited October 11, 2013 by ZaBanpaiaNeko Share this post Link to post Share on other sites
ChrisCtrl 0 Posted July 23, 2014 Hey, I've been trying to get this script to work properly with the add-ons, however when I test play my game all I get is the objectives window no difficulty window or image window, how do I fix this?? by the way, your scripts are amazing and have come in very handy with the game I'm currently working on, thanks a bunch!! Share this post Link to post Share on other sites
Zen Blood 70 Posted July 27, 2014 I'm testing out this script, but I keep getting this error when I activate the "Bulletin Board": undefined method 'sidequests' for nil:NilClass If you could help me fix that, that would be great. Thanks! Share this post Link to post Share on other sites
ChrisCtrl 0 Posted August 6, 2014 (edited) what would the call script be for initialization of this script?? I've found "sidequest_init" under initialization settings in the script, I tried doing a call script $csca.sidequest_init but the game crashes and the game_interpreter script gets errors. Edit: I think I got it working, the correct script would be $sidequest_init I do believe. Edited August 6, 2014 by ChrisCtrl Share this post Link to post Share on other sites