Modern Algebra Quest Journal "Bug"

BCj

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Hi!
I noticed hat when you fail a qust, the icon in front of a quest does not change, it still looks like my main/side quest icon,
I'd like it to be a different icon.

How would I do that?

The script can be found here:
http://pastebin.com/4pAz9KG5

Thanks in advance :)

bug.png
 

Dark_Metamorphosis

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Use this script call to delete it from that part and add it in on failed quest after.


quest(x).custom_categories.delete:)name of category of quest)


Edit: I realized you didnt want to move it to the failed quest category, but change the icon of the failed quest to another one. Its surely possible but, just one question why not using one Icon for main quest, and one for side mission or whatever. Then just delete the quest from all entries and move the failed quest to the failed category to determine that the quest is a side mission and failed? :p


Fiddled some with the script and figured it out, use this script call to change the icon when Its revealed as failed:


quest(x).icon_index = Icon ID
 
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Anomaly

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I tested this out, and it works without having to put it in the "fail" category. I'm not sure if this is what you're looking for though.

Code:
# KAZAMA
# Version 1.0
# Fail Quest Icon
# Add-on for ModernAlgebra's Quest Log
# Requested by BCj

module QuestData

	FailIcon = 124 # Some random Icon Index Number?

end

class Window_QuestList < Window_Selectable
  include MAQJ_Window_QuestBase

  def force_fail_icon(data, rect, index)
  	icon = data.status?(:failed) ? QuestData::FailIcon : data.icon_index
  	draw_icon(icon, rect.x, rect.y, enable?(data))
  end

  def draw_item(index)
    quest = @data[index]
    if quest
      rect = item_rect_for_text(index)
      if QuestData::SHOW_QUEST_ICONS
        force_fail_icon(quest, rect, index)
        rect.x += 24
        rect.width -= 24
      end
      change_color(quest_name_colour(quest), enable?(quest))
      draw_text(rect, quest.name)
    end
  end
end
 

Dark_Metamorphosis

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Kazamas scriplet works better if you have many quests that you are not manually revealing :D


I reveal all my quests manually in my game, that's why I used the script call only :)
 

Anomaly

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Kazamas scriplet works better if you have many quests that you are not manually revealing :D


I reveal all my quests manually in my game, that's why I used the script call only :)
Funny thing, I used the script call to manually fail it. When testing. ;)  But glad you both like it!
 

Dark_Metamorphosis

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Funny thing, I used the script call to manually fail it. When testing. ;)  But glad you both like it!


Ye, just that the script call I used must be triggered from something, Im pretty sure your scriplet will work even when the quest is not manually revealed, like in the case of the script call I used :)  
 

Anomaly

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Ye, just that the script call I used must be triggered from something, Im pretty sure your scriplet will work even when the quest is not manually revealed, like in the case of the script call I used :)  
The script itself uses's modern's check for any failed states. ".status?:)failed)" is determined by both factors. When called from an event, or when objective's have not been met. It just took so long because I was searching for the trigger itself. (Thankful for Sublime Text) lol So it should work for all "failed" conditions.
 

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