KK20

Just some XP Scripter
Veteran
Joined
Oct 11, 2018
Messages
351
Reaction score
136
First Language
English
Primarily Uses
RMXP
Code:
#Visibility of quest log on map
$questlogvisibility = true
Perhaps set that global variable to false in a script call.
 

lucofthewind

Suikoden FanBoy
Veteran
Joined
Dec 11, 2012
Messages
213
Reaction score
17
First Language
English
Primarily Uses
Code:
#Visibility of quest log on map
$questlogvisibility = true
Perhaps set that global variable to false in a script call.


That did it, thanks!
 

slickdeath97

Veteran
Veteran
Joined
Feb 26, 2019
Messages
505
Reaction score
13
First Language
english
Primarily Uses
RMVXA
Hey was just wondering how I would go about making a multi-task quest and only get the next part to show up after you complete the first part.

Example:
A quest that has you go to a man in a specific town is Obj. 1
After you talk to the man Obj. 2 comes up and you do whatever you have to do, so on and so on.
Also would this work with the global save script i am using?
 

Roninator2

Gamer
Veteran
Joined
May 22, 2016
Messages
3,032
Reaction score
678
First Language
English
Primarily Uses
RMVXA
After you talk to the man Obj. 2 comes up
That is correct, but you event it. It says in the script ...
Code:
show_obj(:questid, :objectiveid)
and the example for the quest is...
Code:
:obj_id1 => ["string", id]
:obj_id2 => ["string", id, boolean],

You just have to have all of the objectives configured in the script when you start a new game.

I don't know if this will be a problem with your global save script.
 

slickdeath97

Veteran
Veteran
Joined
Feb 26, 2019
Messages
505
Reaction score
13
First Language
english
Primarily Uses
RMVXA
Hey guys wanted to get some help with this:
When I got to get the quest it works just fine, but when i have multiple rewards the rewards get cut off at the bottom like this. How do i fix that?
 

Roninator2

Gamer
Veteran
Joined
May 22, 2016
Messages
3,032
Reaction score
678
First Language
English
Primarily Uses
RMVXA
the rewards get cut off at the bottom like this.
when I played your game it was because you have the screen size to low for the height. at 640x480 it looks fine. Correection, it does have a small screen. I'll check it out.
Of course you could not put many rewards in the quest
 
Last edited:

slickdeath97

Veteran
Veteran
Joined
Feb 26, 2019
Messages
505
Reaction score
13
First Language
english
Primarily Uses
RMVXA
when I played your game it was because you have the screen size to low for the height. at 640x480 it looks fine.
Of course you could not put many rewards in the quest
i have 2 rewards, how would i go at fixing it?
 

Roninator2

Gamer
Veteran
Joined
May 22, 2016
Messages
3,032
Reaction score
678
First Language
English
Primarily Uses
RMVXA
how would i go at fixing it
Line 706
Code:
    super(Graphics.width/8,10,Graphics.width/5*4,Graphics.height-Graphics.height/9*2)
I just played with the numbers and values to get something looking good.
 

slickdeath97

Veteran
Veteran
Joined
Feb 26, 2019
Messages
505
Reaction score
13
First Language
english
Primarily Uses
RMVXA
Was wondering if I might be able to get some help with this script, I can't seam to find where to change the volume of the sound effects and things like that in the script. Where would that be and if it is not in the script then would it be possible to put it in?
 

Oddball

Veteran
Veteran
Joined
Sep 4, 2014
Messages
1,968
Reaction score
560
First Language
English
Primarily Uses
N/A
Was wondering if I might be able to get some help with this script, I can't seam to find where to change the volume of the sound effects and things like that in the script. Where would that be and if it is not in the script then would it be possible to put it in?
If you removed sound effects all together, you could use the script calls that check if you accepted/failed/turned in a quest to play a sound effect from the event page. and from there, you can make it any volume and/or pitch you want
 

lucofthewind

Suikoden FanBoy
Veteran
Joined
Dec 11, 2012
Messages
213
Reaction score
17
First Language
English
Primarily Uses
Hey all, hopefully easy question here.

For the quest log that can appear on the map (when you are tracking quests) does anyone know how to put a slightly dark background to it? As is, its a little hard to read at times.
 

Attachments

  • Untitled.jpg
    Untitled.jpg
    292.8 KB · Views: 5

Roninator2

Gamer
Veteran
Joined
May 22, 2016
Messages
3,032
Reaction score
678
First Language
English
Primarily Uses
RMVXA
know how to put a slightly dark background to it
No sure about a dark background. I know it can be done, but just not off the top of my head.
But on line 705 it says opacity. maybe if you set it to a higher number you will see a background?
Ruby:
class Window_QuestLog < Window_Base
  def initialize
    super(Graphics.width/5*3,0,Graphics.width/5*2,Graphics.height)
    self.x = 0 if QUEST_LOG_POSITION == 1
    self.x += QUEST_LOG_OFFSET_X
    self.y += QUEST_LOG_OFFSET_Y
    self.opacity = 0
    self.contents.font.size = 18
  end
 

slickdeath97

Veteran
Veteran
Joined
Feb 26, 2019
Messages
505
Reaction score
13
First Language
english
Primarily Uses
RMVXA
Ok so I am having a bit of a problem with the script and need to know how to fix it. Whenever I finish a quest and go to turn it in, if I hit cancel instead of complete the quest gets locked and nothing can be done. How do I fix this without taking the cancel part out.
 

Roninator2

Gamer
Veteran
Joined
May 22, 2016
Messages
3,032
Reaction score
678
First Language
English
Primarily Uses
RMVXA
How do you have the event set up? What command did you use to do the turnin?
 

lucofthewind

Suikoden FanBoy
Veteran
Joined
Dec 11, 2012
Messages
213
Reaction score
17
First Language
English
Primarily Uses
No sure about a dark background. I know it can be done, but just not off the top of my head.
But on line 705 it says opacity. maybe if you set it to a higher number you will see a background?
Ruby:
class Window_QuestLog < Window_Base
  def initialize
    super(Graphics.width/5*3,0,Graphics.width/5*2,Graphics.height)
    self.x = 0 if QUEST_LOG_POSITION == 1
    self.x += QUEST_LOG_OFFSET_X
    self.y += QUEST_LOG_OFFSET_Y
    self.opacity = 0
    self.contents.font.size = 18
  end

Hey, just wanted to say thanks, and this actually worked! Just had to edit the graphic.height as well, or else the quest log would take up the whole side of the play area.

class Window_QuestLog < Window_Base
def initialize
#~ Orginal super(Graphics.width/5*3,0,Graphics.width/5*2,Graphics.height)
super(Graphics.width/5*3,0,Graphics.width/5*2,Graphics.height-180)
self.x = 0 if QUEST_LOG_POSITION == 1
self.x += QUEST_LOG_OFFSET_X
self.y += QUEST_LOG_OFFSET_Y
#~ Orginal self.opacity = 0
self.opacity = 180
self.contents.font.size = 18
end
 

Roninator2

Gamer
Veteran
Joined
May 22, 2016
Messages
3,032
Reaction score
678
First Language
English
Primarily Uses
RMVXA
This is how the completing event looks like.
That should work. Can you try repositioning the script in another location up or down to see if there is a conflict?
I've tested the script with the defaults quest and works fine. Hit cancel, the quest is still there.
It is also interesting how you set up the conditional branches.
$game_player.direction == 8 ???
Why not Character player is facing up? (conditional branch - third tab).
And
Why check if the quest is completed when you are turning in? After the quest is turned in the event should not be running again. Unless you have this somewhere else as well.
 

slickdeath97

Veteran
Veteran
Joined
Feb 26, 2019
Messages
505
Reaction score
13
First Language
english
Primarily Uses
RMVXA
That should work. Can you try repositioning the script in another location up or down to see if there is a conflict?
I've tested the script with the defaults quest and works fine. Hit cancel, the quest is still there.
It is also interesting how you set up the conditional branches.
$game_player.direction == 8 ???
Why not Character player is facing up? (conditional branch - third tab).
And
Why check if the quest is completed when you are turning in? After the quest is turned in the event should not be running again. Unless you have this somewhere else as well.
There is no conflict. When I go to turn the quest in and I hit cancel this happens:
The guy moves,self switch a is turned on, but the quest is still there and I can no longer turn it in.
 

Roninator2

Gamer
Veteran
Joined
May 22, 2016
Messages
3,032
Reaction score
678
First Language
English
Primarily Uses
RMVXA
The guy moves,self switch a is turned on, but the quest is still there and I can no longer turn it in.
Sorry. Got it.
You need to do this instead. No issues with the script, just your eventing.
1590520034841.png
 

Latest Threads

Latest Posts

Latest Profile Posts

Still early in development but feel like I'm hitting a wall. Either I can't find plugins to do what I need, or they're paywalled :/
Screenshot-2021-05-02-at-15-07-54.png


Tivadar will help you travel to distant places in Eniko: Ghosts Of Grace

Finally done with the school project, here's the raw video of it. o_O :smile:

Forum statistics

Threads
111,176
Messages
1,058,994
Members
144,423
Latest member
Bross13
Top