Perhaps set that global variable to false in a script call.Code:#Visibility of quest log on map $questlogvisibility = true
That is correct, but you event it. It says in the script ...After you talk to the man Obj. 2 comes up
show_obj(:questid, :objectiveid)
:obj_id1 => ["string", id]
:obj_id2 => ["string", id, boolean],
when I played your game it was because you have the screen size to low for the height.the rewards get cut off at the bottom like this.
i have 2 rewards, how would i go at fixing it?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
Line 706how would i go at fixing it
super(Graphics.width/8,10,Graphics.width/5*4,Graphics.height-Graphics.height/9*2)
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 wantWas 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?
No sure about a dark background. I know it can be done, but just not off the top of my head.know how to put a slightly dark background to it
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.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
That should work. Can you try repositioning the script in another location up or down to see if there is a conflict?This is how the completing event looks like.
There is no conflict. When I go to turn the quest in and I hit cancel this happens: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.
Thanks, got it fixed and it is working now.Sorry. Got it.
You need to do this instead. No issues with the script, just your eventing.
View attachment 145388
