Galv

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Quest Log - Version 1.3
RPG Maker MV Plugin
Galv



Introduction
Another quest log plugin to give you guys more options (and because I wanted my own)


Screenshot
questlog_zpspumsrg2e.jpg



Features
Create quests with objectives and display each as complete or failed as the quest goes on. Quest details are stored in a .txt file within your project.
Sort quests into categories that can be expanded/hidden by the player as desired.
Use script calls to check results of quests and objectives to potentially save on switches/variables.
Player can track a quest, making it appear in the quest log when no other quest is selected to quickly reference it during game.
Quest update notification can be done manually or automatically if using Galv’s Timed Message Popups (included in demo as example).


How to Use
- Copy the "Galv_QuestLog.js" file into your project's /js/plugins/ folder.
- Activate plugin using the 'Plugin Manager'
- Read the help file and examine the demo to learn how it works


Plugin
Get it here


Credit and Thanks
- Galv


Terms
Free to use in any RPG Maker MV project including commercial. Please credit "Galv". :)


Updates
2017-07-24 - Version 1.3 - added ability to remove failed quest category from the quest log.
2017-02-01 - Version 1.2 - Added ability to hide/remove quest categories during game
2016-12-12 - Version 1.1 - added plugin setting to choose which character to use for separating resolutions/objectives in the .txt file
2016-11-10 - Version 1.0 - Release
 
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Goldschuss

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Yay, finally a quest plugin in Galv-Style
 

Moe_Lester13

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Is it possible to remove the failed tab? My games will have quests that if failed can be restarted, so that nothing can be missed.


Other than that, awesome work :)
 

Lionheart_84

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Beautiful plugin :D  .... but ... the rewards?!? :unsure:
 

Galv

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Is it possible to remove the failed tab? My games will have quests that if failed can be restarted, so that nothing can be missed.


Other than that, awesome work :)



I'll add that in the option to do that when get free time at some point.

Beautiful plugin :D  .... but ... the rewards?!? :unsure:



There is plenty of description area to put reward details
 

TheGeekyDead

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This is really well done, looks great. is it possible to add an "objective" in an event after you complete an objective?
 

Forthright

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Is it possible to make quests that call a variable in the engine to track how many you have of something?  Like if I wanted you to get like 5 Honeysuckle, 2 Daisies and a rose from the local flower shop, how would I do that?  Also, how would I note a difference between like this is a story line quest and this is a side quest and this is just a short bounty?  i don't see that option is setting up the quest, but I see that you give us the ability to make different categories.
 
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Galv

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This is really well done, looks great. is it possible to add an "objective" in an event after you complete an objective?



Sorry, no, not at the moment.

Is it possible to make quests that call a variable in the engine to track how many you have of something?  Like if I wanted you to get like 5 Honeysuckle, 2 Daisies and a rose from the local flower shop, how would I do that?  Also, how would I note a difference between like this is a story line quest and this is a side quest and this is just a short bounty?  i don't see that option is setting up the quest, but I see that you give us the ability to make different categories.



Ahh, it seems I left out how to set a quest as category in the help documentation. I've updated the downloads now to add it. See the Quests.txt file in the demo for example.


As for tracking how many of an item the user currently has and updating the objective, sorry no. The quest currently has to be updated via event script call.


One idea used in the demo is that the player has to give the items gained to someone to complete the quest objective, not just hold the items to complete it.
 

Forthright

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Also, how would I go about binding this to YEP_MainMenuManager?
 

Galv

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I have not used that plugin so I don't know. Does the plugin have instructions on how to do it?


If you need to name of the quest log scene it's: Scene_QuestLog
 

Forthright

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I have not used that plugin so I don't know. Does the plugin have instructions on how to do it?


If you need to name of the quest log scene it's: Scene_QuestLog

Ext
- Stands for extension. This serves as a secondary symbol for the command
and it can be used for pretty much anything. It has no direct impact on the
command unless the command's objective is related to the extension value.
The majority of commands do not need to make use of the Ext value.


Main Bind
- This is an eval function that is to be ran when this command is selected
straight from the main menu. The function that is to be bound to this
command needs to be accessible from Scene_Menu is some way or another. For
commands that are meant to select an actor first, use
'this.commandItem.bind(this)' without the quotes.


Here are the instructions. I tried a few different variations of what i thought might work, but it still didn't. If you have any ideas based on how your log is called, I would appreciate it.
 

Galv

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try:

Code:
this.commandQuestLog.bind(this);
 

Forthright

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Never mind. I started a new game and it worked. Must not have been able to recursively load what was already active.
 
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Forthright

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Hey there again Galv. Your quest plugin is amazing. My next questions comes in when looking at quests that track a variable. So I want to send out players to go kill a certain number of a specific creature to help cull their numbers. Is there anyway to track a variable or use a variable in the quest log?
 

Galv

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No, sorry - that isn't included in this plugin at the moment. You'd need to find other ways to do that.
 

hyun8675

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this is very useful plugin in my project
i found a problem that is break korean languge
so i hope this plugin can support korean languge 


2016-11-29 01;00;23.PNG
 
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Galv

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Hmm... I wonder if txt files cannot use Korean characters. When I get some time I will test it out.


EDIT: It looks like you need to save the txt file as Unicode (UTF-8) format. And the font you use in RPG Maker needs to have Korean characters also. I have not tested this, however.
 
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Galv

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Updated to version 1.1 - added a plugin setting to change the separator character for objectives/resolutions from a comma to whatever you want. (Because I didn't think about using commas in those sections! Oops)
 

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