Game_Stailer94´s Quest System

game_stailer94

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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.
ah, the 15 (witch are really 16) pixels are from the icon, I will add a condition for that
 
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Canned Ham

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Dear game_stailer94,


Not to add more to the pile of requests you seem to be getting, but I have a small issue.


I'm very new to RPG Maker MV and found Gameus' original version of the quest system. I ended up downloading it prior to him abandoning the project and discovering that you had taken it up.


Despite downloading your new and improved version I'm still having the "categories undefined" and "cat undefined" errors when I attempt to open the quest log. I've read through both this thread and the old one and can't seem to find an answer to my problems. Whether or not the save I'm operating under was created prior to installing the plugin seems to have nothing to do with. Both new and old saves come up with the same error.


Any recommendations on what I should do here? I've downloaded your editor and at installation it seems to have replaced Gameus' old plugin so I'm unsure of what the problem could be. I'm sorry if I'm missing something obvious, but I've spent a lot of time playing with it to try to make it work and I'm unsure of where else to turn at this point.


Thanks,


Canned Ham
 

exsharaen

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Question, is there any way to get message codes such as \c[2], or \v[3], to appear? Thus far, they haven't been working. Also, it would be preferable if you also made the quest system compatible with Yanfly's message core. Overall, however, the plugin is rather great. Thanks for the hard work!

hmmm, how about this: DONE! :p  


no really I added it just now, will be in next release, so check back tomorrow.


Hi,


Somehow, it's not working on my project.


First of all, here's my plugin config:


Plugin list.PNG


(please excuse my own plugin, it's a very simple add-on to show event name on a message window, since I use event names in conversations).


This is the quest config:


Quest editor.PNG


(please excuse for not being in English) Notice that I use color code on quest description and step.


When I ran the game, I got this instead:


Quest window.PNG


The color code is not working... any idea what's wrong? I'm using the latest plugin (1.1.3), and changing to \C (capital c) also produced the same result.


Another question, if I update the quest json file, how to reflect the changes to my old save files? Also, if I run Check for Updates from the quest editor, is it normal to not showing anything if there's no updates? I can't determine whether there's no update or my editor fails to connect to your server...


Oh, by the way, I got error when battle testing. The solution is actually not only creating a Test_Quests.json file, but also filling it in with


[]


else I got "Uncaught SyntaxError: unexpected end of input" error.


Anyway, I love this plugin! This is similar to CSCA's script back in RMVXA days. Thanks a lot for developing this plugin! Can't wait for new features :D
 
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game_stailer94

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The color code is not working... any idea what's wrong? I'm using the latest plugin (1.1.3), and changing to \C (capital c) also produced the same result.
hmm ok, I need to take a look at that.

Another question, if I update the quest json file, how to reflect the changes to my old save files? Also, if I run Check for Updates from the quest editor, is it normal to not showing anything if there's no updates? I can't determine whether there's no update or my editor fails to connect to your server...
It should use edited one, but i´m not sure it uses the same mechanic as MV uses for it internal files, so it may display some quests incorrectly.


yes its normal it only tells you if it found an update, and it also does that automaticly at startup of the editor. the button is only there if you manuely want to check. 


And the best way to look if an Update exist is to compare the version number with the version number in the first post.
 

cropots

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Tag Yanfly \fs[x] is compatible?
 
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I've run into a problem.


It's not a bug on your part, don't worry. It's just my own stupidity!


I made a little fetch quest that has you delivering something to an NPC. I interact with the event to start the quest and the NPC appears just fine, as tied to a Switch called "First Quest!" turning on. I interact with the NPC, completing the quest just fine with your plugin commands. Great! Except in order to make it so I can't just keep recieving my reward by talking to them over and over, I have to turn off my Switch. Which makes the NPC disappear since they only appeared in the first place once the Switch turned on. This wouldn't be so bad if they were just a one time NPC or something, but what if I want them to stay on the map and actually be able to talk to them post quest completion with a Conditional Branch? I tried that, setting up another page in the NPC event and when I go out to playtest it, the NPC is already there even though they're not supposed to be and I either can't interact with them at all or they act like the Switch is already off even if I turn it back on by interacting with the event that turns it on.


What am I doing wrong?
 
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Oh, yeah, I guess you would want pictures. Hang on, just a second!

The Event that starts the quest.





The Event goes away because said Event is an item to be picked up.





The NPC I'm supposed to deliver the item to.





And the post quest text.


 

game_stailer94

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Oh, yeah, I guess you would want pictures. Hang on, just a second!

The Event that starts the quest.





The Event goes away because said Event is an item to be picked up.





The NPC I'm supposed to deliver the item to.





And the post quest text.


use a self switch and on the second page change the if to this script:


$gameQuests.get(quest_id).completed() == true


if the quest is complete it will display your text and if it is not it will display the else statement
 
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Oh. Yeah, I was thinking that, yeah. So can I not use the Switch at all?


Hey, that worked! Thanks!
 
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game_stailer94

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Tag Yanfly \fs[x] is compatible?
so yanfly commands work normal

The color code is not working... any idea what's wrong? I'm using the latest plugin (1.1.3), and changing to \C (capital c) also produced the same result.
I looked into the problem and atm color codes are not possible, but they will i the future be implemented, but for them to work I need to change the QuestInfo Windows completly so it will be added somtime in the future.

So, when do you think you will start trying to make the quest points out of order?
Its done, the first step will automaticly be displayed, but you can hide it, see plugin commands.
 

Cherry-sama

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so yanfly commands work normal


I looked into the problem and atm color codes are not possible, but they will i the future be implemented, but for them to work I need to change the QuestInfo Windows completly so it will be added somtime in the future.


Its done, the first step will automaticly be displayed, but you can hide it, see plugin commands.
OH MY GOSH! I LOVE YOU! YEEESSSSSSS! THANK YOU SO MUCH!


(Can you tell I've waited for this for a while? XD)
 

game_stailer94

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OH MY GOSH! I LOVE YOU! YEEESSSSSSS! THANK YOU SO MUCH!


(Can you tell I've waited for this for a while? XD)
noo, have you ? :p  so next things to work on are the quest accept/decline window and the layout changes to be more like Quest Journal from VX Ace.
 

game_stailer94

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I was just looking for a quest system. Having issues with some others. Is there any plans on making it a little more spicy? Maybe a option on screen hud for current quest working on? Maybe a quest accept/decline special window?


Example:

Suggestion:
GUI to accept, decline quest and to left quest, max quest at same time, i mean, to force the player to no carry 208348092309 quest at same time, and to limit it to a custom number, for example, max 10 side quest at same time, and let the player to accept/decline/left quests, i know is possible via event, but if it is integrated in the plugin should be more cool.
This is more like a evolution from my old suggestion, :)  
For the accept decline gui i mean something like this
and for the "leave" quest i mean in the quest log, a button to leave active quests to let space to other quest


Hey Guys I tried my best to do an Accept/Decline Window, you can try the BETA Version here: Download BETA 1.3.0


Be Aware that Auto update will keep you on Beta Releases, so you need to manualy check for updates.


Please tell me your thoughts and ideas :)  


Everyone is also welcome to test it and give me feedback.


Quest Accept QuestID


Will display the Window


you can get the selection with this: 


$gameParty.accepted


Example:




 
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Canned Ham

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Dear game_stailer94,


Not to add more to the pile of requests you seem to be getting, but I have a small issue.


I'm very new to RPG Maker MV and found Gameus' original version of the quest system. I ended up downloading it prior to him abandoning the project and discovering that you had taken it up.


Despite downloading your new and improved version I'm still having the "categories undefined" and "cat undefined" errors when I attempt to open the quest log. I've read through both this thread and the old one and can't seem to find an answer to my problems. Whether or not the save I'm operating under was created prior to installing the plugin seems to have nothing to do with. Both new and old saves come up with the same error.


Any recommendations on what I should do here? I've downloaded your editor and at installation it seems to have replaced Gameus' old plugin so I'm unsure of what the problem could be. I'm sorry if I'm missing something obvious, but I've spent a lot of time playing with it to try to make it work and I'm unsure of where else to turn at this point.


Thanks,


Canned Ham
Hi game_stailer. Any suggestions on the problem I posted about before?
 

DarkSearinox92

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Hi, game, i don't need now to that feature (quest accept/decline), but please, continue to implement things in this fantastic plugin. You are a mage, you rock! 
 

takashi1kun

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Hey Guys I tried my best to do an Accept/Decline Window, you can try the BETA Version here: Download BETA 1.3.0


Be Aware that Auto update will keep you on Beta Releases, so you need to manualy check for updates.


Please tell me your thoughts and ideas :)  


Everyone is also welcome to test it and give me feedback.


Quest Accept QuestID


Will display the Window


you can get the selection with this: 



$gameParty.accepted


Example:




Great, i tried it and its great, ThankYouVeryMuch ^^ thats my opinion:
-Actually its enought great
-May be the option to set the position and size of the windows, even if it is via script can be good, but only a bit good, isn't important
-the steps that are porcentual dont have sense to show the completition in that windows cuz usually or always is going to be 0% and the steps that are not porcentual dont have sense to show the actual value, only the required value, cuz the actual usually or always is going to be 0
Only that, sorry for my bad english im used to read but not write in it  

EDIT:
I managed whit code change to something:

The only problem is that... only works whit align to right option activated, cuz i touched this:
 

    Window_QuestInfo.prototype.initialize = function(x,y,width,height) {
        var xx = (GSScripts["Config"]["QuestSystem"]["Reverse Layout"] || "false").toLowerCase() === "true" || typeof x != 'undefined' ? 0 : 320;
        this.failedImg = GSScripts["Config"]["QuestSystem"]["Failed Image"] || '';
        this.completedImg = GSScripts["Config"]["QuestSystem"]["Completed Image"] || '';
        if (this.failedImg !== '')
            this.failedImg = ImageManager.loadPicture(this.failedImg, 0);
        if (this.completedImg !== '')
            this.completedImg = ImageManager.loadPicture(this.completedImg, 0);
        this.quest = 0;
        this.offY = 0;
        this.lineY = 0;
        this.resizeFlag = false;
        Window_Selectable.prototype.initialize.call(this, x, y || 0, width || Graphics.boxWidth - 320, height || Graphics.boxHeight);
        this.questBitmap = new Bitmap(this.contentsWidth(), this.contentsHeight());
        this.refresh();
    };
    
and this:
 

Window_Accept.prototype.initialize = function(){
    var xx = 0+$gameVariables.value(1)/2;
    var yy = Graphics.boxHeight - this.windowHeight()-$gameVariables.value(2)/2;
    var width = this.windowWidth();
    var height = this.windowHeight()-$gameVariables.value(2);
    Window_Command.prototype.initialize.call(this, xx, yy);
};


Window_Accept.prototype.windowWidth = function(){
    return Graphics.boxWidth- $gameVariables.value(1);
};


Window_Accept.prototype.windowHeight = function(){
    return this.fittingHeight(1);
};
and this too:
 

Window_Accept_Info.prototype.initialize = function(){
    var x = 0+$gameVariables.value(1)/2;
    var y = 0+$gameVariables.value(2)/2;
    $ultrapruebax = x;
    $ultrapruebay = y;
    var width = this.windowWidth();
    var height = this.windowHeight();
    Window_QuestInfo.prototype.initialize.call(this, x, y, width, height);
};


Window_Accept_Info.prototype.windowWidth = function(){
    return Graphics.boxWidth-$gameVariables.value(1); 
};


Window_Accept_Info.prototype.windowHeight = function(){
    return Graphics.boxHeight - this.fittingHeight(1)-$gameVariables.value(2);
};
 
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cropots

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How to control the line-height? Font size 20, is an unnecessary space.

Capturar.PNG
 
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