Game_Stailer94´s Quest System

DarkSearinox92

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hmm, are you sure the programm has internet access ? normaly this error comes from no connection to my update site.


Yes i have it... :/  however, when i've encountered this problem, you have mentioned the fact of "no internet connection" and you have fixed it with a new version. WHEN i've installed that version , the setup go without problem... so... i don't understand :/
 
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game_stailer94

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Yes i have it... :/  however, when i've encounter this problem, you have mentioned the fact of "no internet connection" and you have fixed it with a new version. WHEN i've installed that version , the setup go without problem... so... i don't understand :/
do you use some kind o proxy or firewall, as they can block the reuqest but not the network test.


also does this problem always occur when you open the editor ?
 

RedAkerston

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I haven't noticed any way to re-arrange the order of the quests in the quest editor.


If there isn't an option to do that yet, it would be a cool feature, if just for organization value.
 

DarkSearinox92

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do you use some kind o proxy or firewall, as they can block the reuqest but not the network test.


also does this problem always occur when you open the editor ?


No, only the firewall of windows... however, no, only when i install the new version. Only in that moment.
 

game_stailer94

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I haven't noticed any way to re-arrange the order of the quests in the quest editor.


If there isn't an option to do that yet, it would be a cool feature, if just for organization value.
ok, thanks I will do some more test and get back to you if I find a fix, for now just ignore it.
 

Solis

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I downloaded the ad don, but how do I get the app to open? I can open it if I keep installing the main file? Every time I quick on the quest editor it loads the orginal version? How do I get it load your Version. 


http://imgur.com/tVNumqD
 
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ramza

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I just started messing around with this. I haven't had much of a chance to look all the way through this topic, so forgive me if what I mention has been said before.


I would like for the quest window to actually show the Gold Icon that Yanfly's plugins put in the menu.


Additionally, I have set up a simple quest that involves talking to several NPCs to increase a variable a number of times before turning in to a different npc.


The turn-in npc has an if statement with the following:


$gameQuests.data[1].stepStatus(1) === 'completed'


This causes the game to crash if the player hasn't opened the quest menu and seen the quest information at least once, stating it can't find property stepStatus of undefined.


Additionally, if I do open the quest menu before talking to the npc, she will always react as if the quest is incomplete, even if the variable step is complete. The only time the above if statement returns true is if the player has met the variable requirement, AND has opened the quest menu to see the step completed.


I assume this happens because the variable steps won't complete themselves unless the menu has been called.


The first problem is a major issue. I don't fully expect my players to open the quest window every time they get a quest, and if they fail to do so, the game will crash. I can get around the second problem by manually checking the variable instead, and completing the step using the plugin command if necessary.


Edit: the first issue happens because $gameQuests.data does not populate anything until the quest menu is opened, and sees an active quest. If a player were to accept a quest without opening the log after, the game would certainly crash when any attempt to check the progress of any of the quests steps is made.


second edit: if I make the NPC manually check the variable, and then complete the quest step (or reset it if it;s not complete) the game won't crash. This seems to me to be an unnecessary extra step on the turn-in npc, if the quests were initialized on startup, or on map transfer or something instead.
 
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game_stailer94

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I downloaded the ad don, but how do I get the app to open? I can open it if I keep installing the main file? Every time I quick on the quest editor it loads the orginal version? How do I get it load your Version. 


http://imgur.com/tVNumqD
no, the app i installed like a normal programm, so there is a shortcut on your desktop an a startmenu entry

I just started messing around with this. I haven't had much of a chance to look all the way through this topic, so forgive me if what I mention has been said before.


I would like for the quest window to actually show the Gold Icon that Yanfly's plugins put in the menu.


Additionally, I have set up a simple quest that involves talking to several NPCs to increase a variable a number of times before turning in to a different npc.


The turn-in npc has an if statement with the following:



$gameQuests.data[1].stepStatus(1) === 'completed'


This causes the game to crash if the player hasn't opened the quest menu and seen the quest information at least once, stating it can't find property stepStatus of undefined.


Additionally, if I do open the quest menu before talking to the npc, she will always react as if the quest is incomplete, even if the variable step is complete. The only time the above if statement returns true is if the player has met the variable requirement, AND has opened the quest menu to see the step completed.


I assume this happens because the variable steps won't complete themselves unless the menu has been called.


The first problem is a major issue. I don't fully expect my players to open the quest window every time they get a quest, and if they fail to do so, the game will crash. I can get around the second problem by manually checking the variable instead, and completing the step using the plugin command if necessary.


Edit: the first issue happens because $gameQuests.data does not populate anything until the quest menu is opened, and sees an active quest. If a player were to accept a quest without opening the log after, the game would certainly crash when any attempt to check the progress of any of the quests steps is made.


second edit: if I make the NPC manually check the variable, and then complete the quest step (or reset it if it;s not complete) the game won't crash. This seems to me to be an unnecessary extra step on the turn-in npc, if the quests were initialized on startup, or on map transfer or something instead.
please use the get function as it does some more checking and return correct data

Code:
$gameQuests.get(quest_id).stepStatus(StepId)
 

Solis

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Oh wow, cant believe I missed that. Thanks! No icon's showing up but I'll reinstall and see if that solves. 
 

ramza

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Ah, that did it. I don't know how I missed that when I was looking over the intro post.
 

Cherry-sama

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In the interest of breaking the cycle of comments asking about bug fixes, how's it going so far, @game_stailer94? :)
 

Kali

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I tried following the tutorial, but when I try to open my quest, it shows


TypeError:


Cannot read 'categories' of undefined


How do I fix this?


Edit: Never mind.  I just made a new game start, and it worked.  I was using old save files that did not have the plugin involved
 
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ramza

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I receive the following error any time I try to view a quest in the quest log with a reward set as text:


TypeError: undefined is not a function
at Window_QuestInfo.Window_Base.convertEscapeCharacters (/C:/Users/Ramza/Google%20Drive/Test/js/plugins/YEP_X_MessageMacros1.js:1354)
at Window_QuestInfo.drawQuestRewards (/C:/Users/Ramza/Google%20Drive/Test/js/plugins/GS_QuestSystem.js:852)
at Window_QuestInfo.createQuestBitmap (/C:/Users/Ramza/Google%20Drive/Test/js/plugins/GS_QuestSystem.js:690)
at Window_QuestInfo.setQuest (/C:/Users/Ramza/Google%20Drive/Test/js/plugins/GS_QuestSystem.js:663)
at Scene_Quest.update (/C:/Users/Ramza/Google%20Drive/Test/js/plugins/GS_QuestSystem.js:1172)
at Function.SceneManager.updateScene (rpg_managers.js:1788)
at Function.SceneManager.updateMain (rpg_managers.js:1754)
at Function.SceneManager.update (rpg_managers.js:1680)


For the quests, I have the reward set to 'Text' and the text box for amount/text has text in it. The quest for the above error contained "Primer to blacksmithing" (without the quotes) as the text in the box. This happens whether or not I surround the text in single or double quotes.


edit: I get the following error if I turn of YEP_X_MessageMacros1:


TypeError: undefined is not a function
at Window_QuestInfo.Window_Base.setWordWrap (/C:/Users/Ramza/Google%20Drive/Test/js/plugins/YEP_MessageCore.js:537)
at Window_QuestInfo.Window_Base.convertEscapeCharacters (/C:/Users/Ramza/Google%20Drive/Test/js/plugins/YEP_MessageCore.js:529)
at Window_QuestInfo.drawQuestRewards (/C:/Users/Ramza/Google%20Drive/Test/js/plugins/GS_QuestSystem.js:852)
at Window_QuestInfo.createQuestBitmap (/C:/Users/Ramza/Google%20Drive/Test/js/plugins/GS_QuestSystem.js:690)
at Window_QuestInfo.setQuest (/C:/Users/Ramza/Google%20Drive/Test/js/plugins/GS_QuestSystem.js:663)
at Scene_Quest.update (/C:/Users/Ramza/Google%20Drive/Test/js/plugins/GS_QuestSystem.js:1172)
at Function.SceneManager.updateScene (rpg_managers.js:1788)
at Function.SceneManager.updateMain (rpg_managers.js:1754)
at Function.SceneManager.update (rpg_managers.js:1680)rpg_managers.js:1722 SceneManager.catchException


I also get the following error if I turn off all yanfly message plugins:


TypeError: undefined is not a function
at Window_QuestInfo.Window_Base.convertEscapeCharacters (rpg_windows.js:279)
at Window_QuestInfo.drawQuestRewards (/C:/Users/Ramza/Google%20Drive/Test/js/plugins/GS_QuestSystem.js:852)
at Window_QuestInfo.createQuestBitmap (/C:/Users/Ramza/Google%20Drive/Test/js/plugins/GS_QuestSystem.js:690)
at Window_QuestInfo.setQuest (/C:/Users/Ramza/Google%20Drive/Test/js/plugins/GS_QuestSystem.js:663)
at Scene_Quest.update (/C:/Users/Ramza/Google%20Drive/Test/js/plugins/GS_QuestSystem.js:1172)
at Function.SceneManager.updateScene (rpg_managers.js:1788)
at Function.SceneManager.updateMain (rpg_managers.js:1754)
at Function.SceneManager.update (rpg_managers.js:1680)rpg_managers.js:1722 SceneManager.catchException


edit2:


I fixed this by changing reward[1] to reward[2] on line 852.
 
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game_stailer94

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I receive the following error any time I try to view a quest in the quest log with a reward set as text:



TypeError: undefined is not a function
at Window_QuestInfo.Window_Base.convertEscapeCharacters (/C:/Users/Ramza/Google%20Drive/Test/js/plugins/YEP_X_MessageMacros1.js:1354)
at Window_QuestInfo.drawQuestRewards (/C:/Users/Ramza/Google%20Drive/Test/js/plugins/GS_QuestSystem.js:852)
at Window_QuestInfo.createQuestBitmap (/C:/Users/Ramza/Google%20Drive/Test/js/plugins/GS_QuestSystem.js:690)
at Window_QuestInfo.setQuest (/C:/Users/Ramza/Google%20Drive/Test/js/plugins/GS_QuestSystem.js:663)
at Scene_Quest.update (/C:/Users/Ramza/Google%20Drive/Test/js/plugins/GS_QuestSystem.js:1172)
at Function.SceneManager.updateScene (rpg_managers.js:1788)
at Function.SceneManager.updateMain (rpg_managers.js:1754)
at Function.SceneManager.update (rpg_managers.js:1680)


For the quests, I have the reward set to 'Text' and the text box for amount/text has text in it. The quest for the above error contained "Primer to blacksmithing" (without the quotes) as the text in the box. This happens whether or not I surround the text in single or double quotes.


edit: I get the following error if I turn of YEP_X_MessageMacros1:



TypeError: undefined is not a function
at Window_QuestInfo.Window_Base.setWordWrap (/C:/Users/Ramza/Google%20Drive/Test/js/plugins/YEP_MessageCore.js:537)
at Window_QuestInfo.Window_Base.convertEscapeCharacters (/C:/Users/Ramza/Google%20Drive/Test/js/plugins/YEP_MessageCore.js:529)
at Window_QuestInfo.drawQuestRewards (/C:/Users/Ramza/Google%20Drive/Test/js/plugins/GS_QuestSystem.js:852)
at Window_QuestInfo.createQuestBitmap (/C:/Users/Ramza/Google%20Drive/Test/js/plugins/GS_QuestSystem.js:690)
at Window_QuestInfo.setQuest (/C:/Users/Ramza/Google%20Drive/Test/js/plugins/GS_QuestSystem.js:663)
at Scene_Quest.update (/C:/Users/Ramza/Google%20Drive/Test/js/plugins/GS_QuestSystem.js:1172)
at Function.SceneManager.updateScene (rpg_managers.js:1788)
at Function.SceneManager.updateMain (rpg_managers.js:1754)
at Function.SceneManager.update (rpg_managers.js:1680)rpg_managers.js:1722 SceneManager.catchException


I also get the following error if I turn off all yanfly message plugins:



TypeError: undefined is not a function
at Window_QuestInfo.Window_Base.convertEscapeCharacters (rpg_windows.js:279)
at Window_QuestInfo.drawQuestRewards (/C:/Users/Ramza/Google%20Drive/Test/js/plugins/GS_QuestSystem.js:852)
at Window_QuestInfo.createQuestBitmap (/C:/Users/Ramza/Google%20Drive/Test/js/plugins/GS_QuestSystem.js:690)
at Window_QuestInfo.setQuest (/C:/Users/Ramza/Google%20Drive/Test/js/plugins/GS_QuestSystem.js:663)
at Scene_Quest.update (/C:/Users/Ramza/Google%20Drive/Test/js/plugins/GS_QuestSystem.js:1172)
at Function.SceneManager.updateScene (rpg_managers.js:1788)
at Function.SceneManager.updateMain (rpg_managers.js:1754)
at Function.SceneManager.update (rpg_managers.js:1680)rpg_managers.js:1722 SceneManager.catchException


edit2:


I fixed this by changing reward[1] to reward[2] on line 852.
well thanks, the fix will be in 1.1.2 witch should be out in 20 min
 

ramza

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Another thing I just found is a clipping issue with the text in the quest list box.


questtext.png


The text looks like it's set up to do that squishing thing that text that's too long does, but the width for it to do that seems to be slightly wider than the actual area of the box.
 

oktchau

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Thanks for patching up the plugin. It still is the best quest plugin available for MV.


I've tweaked the code to invert the list of quests in the game, so that new quests appear at the top of the list. Just changed line 380 from "this.quests.push(quest_id);" to "this.quests.unshift(quest_id);". I believe this is a highly desirable behaviour so maybe you can consider adding this tweak as one of the true/false parameters.


I actually have 2 questions:


1) Using Yanfly's Menu Manager, is it possible to open the quest log from the menu on a specific category? Like open the failed quests page instead of the all quests page.


2) Add pictures on the quest description would be anything but simple, right? ie: a Map or a drawing.
 

game_stailer94

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Another thing I just found is a clipping issue with the text in the quest list box.


The text looks like it's set up to do that squishing thing that text that's too long does, but the width for it to do that seems to be slightly wider than the actual area of the box.
hmm that comes from rpgmaker directly as it uses one of the system window types, I take a look if it is changeable but I don´t think its easy

Thanks for patching up the plugin. It still is the best quest plugin available for MV.


I've tweaked the code to invert the list of quests in the game, so that new quests appear at the top of the list. Just changed line 380 from "this.quests.push(quest_id);" to "this.quests.unshift(quest_id);". I believe this is a highly desirable behaviour so maybe you can consider adding this tweak as one of the true/false parameters.


I actually have 2 questions:


1) Using Yanfly's Menu Manager, is it possible to open the quest log from the menu on a specific category? Like open the failed quests page instead of the all quests page.


2) Add pictures on the quest description would be anything but simple, right? ie: a Map or a drawing.
good idea I will add this,


for 1) no its not, for now, but you could change the default filter before opening the journal, with the plugin setting or with code, maybe try this (not sure if it works in the menu):


GSScripts["Config"]["QuestSystem"]["Default Filter"] = 0 //0 = all, 1 = progress, 2 = completed, 3 = failed
SceneManager.push(Scene_Quest);


for 2) as the quest info windows is a bitmap it is possible but I need to take a look how to do that, if I found a way I will add it.

In the interest of breaking the cycle of comments asking about bug fixes, how's it going so far, @game_stailer94? :)
at the moment I have alot to do with my assignments so I dont have so much time to develope, but It should be better in about 2-3 weeks
 

ramza

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hmm that comes from rpgmaker directly as it uses one of the system window types, I take a look if it is changeable but I don´t think its easy
I managed to sort of fix it myself, but it's a fix that won't work for everyone.


I changed line 1000. It was:


this.drawText(this.commandName(index), rect.x + tempX / 2, rect.y, rect.width, align);


and I changed it to:


this.drawText(this.commandName(index), rect.x + tempX / 2, rect.y, rect.width-15, align);


Wherever that width variable is being set, it's slightly too wide. about 15 pixels seems to do it. My fix won't work for everyone though, as I'm sure that messes with how the windows look at higher resolution.
 

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