Journal system for mv

pincaviglia86

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I was wondering if anyone has used a journal system in mv. I used one in ace and it worked well. However, I am not sure how well it would work in mv. It should work as is, since I used no actual scripting. I am going to try it out and see. I don't know if there ever was one made with ruby script, and I have not seen a plugin so far for a journal system in mv. I suppose it may be a complex plugin to make. Just wondering if anyone thought about using a journal system. Most games I play use one and it is quite handy.
 
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firelad

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The journal can be evented. I'll explain on how to event journal later because I haven't evented one yet, but it should be quite simple.
 

pincaviglia86

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The journal can be evented. I'll explain on how to event journal later because I haven't evented one yet, but it should be quite simple.
The way I did it in Vx Ace was this way: I added items called Journal entry 1, Journal entry 2, etc. in the items database as key items. When you received these items/journal entries into your inventory, and used them...they triggered a common event that was a message. To keep the inventory from becoming cluttered with these journal entries...when they became no longer relevant...I removed them from the inventory as part of some event. I suppose the same thing will work with MV, unless some parameters have changed. It would be nice, though if someone were to make a plug in that actually made a journal book, that could hold all the entries, and add them as you go along. I don't know if such a thing is possible with the limitations on this engine. Just wondering. Anyway....thanks for your response.
 
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Eisenwain

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Exists a JS quest script that can achieve what you are trying to do, however i dont remember the name
 

DavidFoxfire

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I'm also in need of a journal or notebook engine for my own games.  EST had a Notebook Script for VXA, and from what I heard, a Javascript version of this is a bit far down the timeline at this point.  What I'd like to have is a catch-all notebook that I can divide into different categories and then have pages added and removed by script calls-slash-plugin commands.  I'd do it myself but Object Oriented Computing keeps giving me a headache.  I consider it an act of God that I was able to create a simple "Load an two-dimensional array into GameVariables" plug-in for my game.
 

Shaz

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There were several journal system scripts for Ace. I think there is one for MV already.


If you had something working with events in Ace, you can pretty much use exactly the same in MV. The event commands are all still there and do the same thing.
 

DavidFoxfire

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There were several journal system scripts for Ace. I think there is one for MV already.

If you had something working with events in Ace, you can pretty much use exactly the same in MV. The event commands are all still there and do the same thing.
If you remember that MV Journal Plugin, let me know about it.  :)
 

pincaviglia86

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There were several journal system scripts for Ace. I think there is one for MV already.

If you had something working with events in Ace, you can pretty much use exactly the same in MV. The event commands are all still there and do the same thing.
I realize that the event commands look the same. However, when working with variables (especially map ID and X and Y Locations of the player) the maps are not numbered. This creates a problem when you are trying to recall a stored map Id and player x-y position. In VX Ace, the maps were numbered, so setting the variable  of the map ID (for instance) was easy. if it was greater than "0"...(which it would be)....no sweat. I did the exact same thing in MV....but how can the program retrieve a map id greater than "0" when the maps have no "NUMBER" value?? The choices for the operand are basically the same, and deal with "greater than", "equal to" etc. followed by a "NUMBER". My question is: "if recalling a Map ID requires inputting a "NUMBER" and the maps have no "ID NUMBERS"....how, then, do you make this work without using a script?....and if you have to use a script to make variables work...then are "ALL" of the event commands just like they were in VX ACE?  This does not make any sense to me. How can you recall a map with a number, when the map has no number?By the way, I tried numbering my maps,and it still would not work. What was the purpose of leaving the variables stuff the same, but removing the ID numbers of the map?
 
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pincaviglia86

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There were several journal system scripts for Ace. I think there is one for MV already.

If you had something working with events in Ace, you can pretty much use exactly the same in MV. The event commands are all still there and do the same thing.
I solved my own problem. I had accidentally selected "Multi" instead of one. I guess I was trying so hard to make the event work, that I overlooked a simple thing. I had not noticed the change of position of the map id number, though. Thanks for pointing that out. I am sorry about the fiasco with the generator thing. I withdrew those posts, and I am sorry about getting folks upset. Feel free to close that discussion and clear up room for more posts. Sorry about all of that mess. I am learning a lot about this new MV, and I already have built a pretty expansive database of items, weapons, battlers, etc. It seems to be a lot faster than VX Ave was...especially in map making. It is showing a lot of potential. By the way, I sure wouldn't want your job. I see  your posts a lot here. Anyway, as busy as you must be, thanks for the reply. I want to contribute when I can, and so far...a couple of my posts have helped people. Again....sorry for any trouble I caused in the past, and I look forward to learning from these forums going forward. Not everything can be gleamed from reading instructions, and forums help a lot.
 

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