Modern Algebra's Quest Journal -Quests not completing

GreyStone84

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Link here: http://rmrk.net/index.php/topic,45127.0/topicseen.html/


I've got one of my own quests set up and the script clearly says it will automatically complete any quests if the prime objectives are completed, but for some reason my quest won't auto complete. I've triple checked the quest in the script, the prime objectives are set (there are only two objectives and they are both prime), when in gameplay, I've checked the quest scene and it marks both objectives as completed, but the quest still sits under the "Active" header and doesn't switch to "Complete" header.


Anyone have the same problem or know the fix? I can use his manually_complete_quest (I think, I haven't actually tested it yet) so it's not a big deal, but if it can auto complete based off prime objectives, that would be safer and a more sure way that the objectives were completed. Thanks for any help in advance!
 
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Andar

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Please post your configurations and the events with the quest commands - the quest journal has worked correctly for hundreds of people in the last years, which means it has to be something in your specific project that causes this - either you misinterpreted some description, and incompatibility with a different script or simply a typo error where you have mistyped a command or a line.
 

GreyStone84

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Here is the quest: 


when 5 # Lily's Quest - Main Quest
      q[:name]                          = "Lily's Quest"
      q[:icon_index]                  = 0
      q[:level]                            = 0
      q[:description]                  = "Lily has asked you to bring her 12 Animal Hides"
      # REMINDER: You can make as many objectives as you like, but each must 
      # have a unique ID.
      q[:objectives][0]               = "Collect 12 Animal Hides" 
      q[:objectives][1]               = "Bring the hides to Lily"
      q[:prime_objectives]        = [0,1]
      q[:custom_categories]     = []
      q[:banner]                       = ""
      q[:banner_hue]               = 0
      q[:client]                          = ""
      q[:location]                      = "Alaruun"
      q[:rewards]                      = []
      q[:common_event_id]     = 0 


I just discovered something else too while trying to figure this out. These are Modern Algebra's script call instructions:


 You can activate and access a quest with this code in the Script event 
#   command:
#
#        quest(quest_id)
#          quest_id : the integer ID of the quest you want to access
#
#   From that, you can access or alter any relevant data stored in the quest, 
#   like name, description, objectives, etc... Example:
#         quest(1).name = "Rest in Pieces"
#
#    More relevantly, when it comes to controlling the progress of quests the
#   following codes can be used in a Script event command. The arguments are 
#   the same for each command so I only explain them once. All of them are 
#   pretty self-explanatory and using any of them will activate the quest 
#   (unless you are using the MANUAL REVEAL setting at line 267). 
#    
#        reveal_objective(quest_id, objective_id_1, ..., objective_id_n)
#            quest_id : the integer ID of the quest you want to access.
#            objective_id_1, ..., objective_id_n : a list of the IDs of the 
#              objectives you want to operate on. It can be as few as one or as 
#              many as all of them.
#          Will show the listed objectives in the Quest's information


So in my game I have an event that has:


Script: quest(5)


           reveal_objective(5, 0, 1)


The same event has:


Script: complete_objective(5, 1) <---this is later in the event because you come back to talk to the person. Different page.


Another event has:


Script: complete_objective(5, 0)


Now this is what I just discovered, so it may have something to do with my issue. When I make an event just say "Script: quest(5)" and then I use an event to say "Script: complete_objective(5, 0, 1)" then it does automatically finish the quest for me and puts it in the Completed header. The problem comes when I use "Script: reveal_objective(5, 0, 1). Now I don't see any other way to show the objectives in the Quest screen except "reveal_objective" and they don't automatically show up when I activate the quest.
 

GreyStone84

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Okay, it's all fixed! In my haste of copying and pasting, I missed one quest line:


q[:layout]     = false


After reading the in-script description about this line, I'm not too sure why if it is missing, it still isn't default, but whatever. Added that line back in and its working properly now. You can go ahead and close this/mark it solved.
 

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