CSCA quest system not working!

Deadmaulerz

Villager
Member
Joined
May 8, 2014
Messages
14
Reaction score
0
First Language
English
Primarily Uses
So I downloaded this script: http://www.rpgmakervxace.net/topic/16963-csca-quest-system/

And when I tried to call the quest it gave me this error:

Script 'Game_Interpreter' line 1411: NameError occured.

undefined local variable or method '[example_quest' for

#<Game_Interpreter:0x7affb0c>

What is happening!? I really want to use this script! ;_;
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,352
Reaction score
7,666
First Language
German
Primarily Uses
RMMV
How did you configure the script, and how do you call it?


Quest Scripts usually require a lot of configuration (you'll have to put in the quest data), and it's easy to break something when you enter the wrong data or wrong commands when first trying it out.


Please post a screenshot of your events that call the system, and the parts of the script where you entered your data for your example quest.
 

Sixth

Veteran
Veteran
Joined
Jul 4, 2014
Messages
2,162
Reaction score
822
First Language
Hungarian
Primarily Uses
RMVXA
Like Andar wrote, quest scripts are not plug-and-play scripts, they require a lot of user configuration to work properly.


But if that error is really the error you got letter by letter, than you made a mistake in the script call for sure. No script call uses any format like that.


I know how CSCA script documentations are written. What is defined as [symbol] in the explanations is not to be taken literally. It means the symbol you set up for your quests.


Here is how you set them up in the script:

Code:
:symbol => :this_will_be_the_symbol
So, when you use the script call, you should use the defined :symbol for it in the brackets, in the above example it is:
Code:
:this_will_be_the_symbol
In short, it is :example_quest, NOT [example_quest], nor [:example_quest]!
 

Deadmaulerz

Villager
Member
Joined
May 8, 2014
Messages
14
Reaction score
0
First Language
English
Primarily Uses
Like Andar wrote, quest scripts are not plug-and-play scripts, they require a lot of user configuration to work properly.

But if that error is really the error you got letter by letter, than you made a mistake in the script call for sure. No script call uses any format like that.

I know how CSCA script documentations are written. What is defined as [symbol] in the explanations is not to be taken literally. It means the symbol you set up for your quests.

Here is how you set them up in the script:

:symbol => :this_will_be_the_symbolSo, when you use the script call, you should use the defined :symbol for it in the brackets, in the above example it is:
Code:
:this_will_be_the_symbol
In short, it is :example_quest, NOT [example_quest], nor [:example_quest]!
Okay thanks!
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

How many parameters is 'too many'??
Yay, now back in action Happy Christmas time, coming back!






Back in action to develop the indie game that has been long overdue... Final Fallacy. A game that keeps on giving! The development never ends as the developer thinks to be the smart cookie by coming back and beginning by saying... "Oh bother, this indie game has been long overdue..." How could one resist such? No-one c
So I was playing with filters and this looked interesting...

Versus the normal look...

Kind of gives a very different feel. :LZSexcite:
To whom ever person or persons who re-did the DS/DS+ asset packs for MV (as in, they are all 48x48, and not just x2 the pixel scale) .... THANK-YOU!!!!!!!!! XwwwwX

Forum statistics

Threads
105,845
Messages
1,016,961
Members
137,561
Latest member
JaCrispy85
Top