module QuestData #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ # BEGIN Editable Region A #|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| # MENU_ACCESS - If true, you can access the quest journal through a command # in the menu. If false, there will be no such command. MENU_ACCESS = true # MENU_INDEX - If MENU_ACCESS is true, this determines where it appears MENU_INDEX = 10 # MAP_ACCESS - If true, this allows you to access the quest journal by # pressing a key on the map. MAP_ACCESS = true # MAP_BUTTON - If MAP_ACCESS is true, this determines which button calls the # Quest Journal MAP_BUTTON = :kL # OPEN_TO_LAST_REVEALED_QUEST - If true, then the first time you open the # quest journal after revealing a new quest, it will open to the new quest. OPEN_TO_LAST_REVEALED_QUEST = true # OPEN_TO_LAST_CHANGED_QUEST - If true, then the Quest Journal will open to # the last quest whose objective status has changed. OPEN_TO_LAST_CHANGED_QUEST = false # LIST_WINDOW_WIDTH - The width, in pixels, of the List Window LIST_WINDOW_WIDTH = 292 # BASIC_DATA_TYPES - This lets you set up additional types of data. Just # include an identifying signal in the Array. Then, you will need to give # each signal an icon (in the ICONS hash at line 322) and a signal text (in # the VOCAB array at line 333, though it can be an empty string). Then, you # can set the data itself when setting up quests by simply adding a: # q[:symbol] = "" # line to the quest. You will also need to include the data type somewhere in # the DATA_LAYOUT at line 306. As an example of this, I have included :client # and :location by default. You can CTRL+F for anything in this section with # one of those symbols (excluding and you will there need to add something # for any new data types you add. BASIC_DATA_TYPES = [:client, :location] # BASIC_DATA_WIDTH - This determines how much room, in pixels, is given to # any basic data types you set up in the data window. BASIC_DATA_WIDTH = 240 # CONCURRENT_ACTIVITY - If true, then when in the Quest Journal scene, you # can switch categories or scroll down the quest list at the same time. If # false, you will first need to select a category before you can start # scrolling through the quest list. CONCURRENT_ACTIVITY = true # HIDE_CATEGORY_CURSOR - If true, then the Category Window will not have a # cursor and will instead just highlight the currently selected category. # This is best when CONCURRENT_ACTIVITY is true. HIDE_CATEGORY_CURSOR = true # SHOW_QUEST_ICONS - If true, then the icon you choose for each quest will # be displayed to the left of its name in the Quest List window SHOW_QUEST_ICONS = true # MANUAL_REVEAL - If false, then quests will be revealed the moment you # first reveal, complete, or fail an objective. If this is true, you will # need to specifically reveal each quest via a separate script call: # reveal_quest(quest_id) MANUAL_REVEAL = false # DATA_LAYOUT - This controls the way that the quest window lays out all of # the relevant data. If you set one of the entries to be an array, then any # of the commands there will be drawn at the same y. With exception to :line, # none of the commands will be drawn if the quest is not set to have that # particular data. The symbols are: # :line - Draws a horizontal line across the window. # :name - Draws the name of the quest # :level - Draws the level of the quest # :banner - Draws the banner for the quest # :client - Draws the client set in the quest (basic data) # :location - Draws the location set in the quest (basic data) # :description - Draws the quest's description #

bjectives - Draws all the quest's objectives that have been revealed # :rewards - Draws whatever rewards have been set # # You will also need to add an entry for any new BASIC_DATA that you place # in BASIC_DATA_TYPES at line 264. # # Remember to place a comma after each entry. Also note that this is only the # default layout. You can set a different layout for any quest, and when # viewing that quest, it will be the custom layout that is shown. DATA_LAYOUT = [ [:line, :name, :level], :banner, :client, :location, :description,

bjectives, [:line, :rewards], :line, ] # <= Do not touch. # ICONS - This is where you setup many of the icons used in the script. The # purpose of each is listed next to it. Also, if you make any custom # categories, you NEED to give them an icon by placing a line like the # others. So, if the new custom category is :romance then you would need to # set it like this: # romance: 107, ICONS = { all: 226, # The icon for the All Quests category active: 236, # The icon for the Active Quests category complete: 238, # The icon for the Complete Quests category failed: 227, # The icon for the Failed Quests category client: 121, # The icon for client data. If none wanted, set to 0 location: 231, # The icon for location data. If none wanted, set to 0 reward_gold: 262, # The icon for gold rewards. If none wanted, set to 0 reward_exp: 117, # The icon for exp rewards. If none wanted, set to 0 } # <= Do not touch. # VOCAB - This lets you choose some of the words used in the quest scene VOCAB = { # menu_label: The command name in the menu if MENU_ACCESS is true menu_label: "Quests", # scene_label: The label at the top of the scene. If empty, no window scene_label: "Quest Journal", # description: The heading to identify the description description: "Description", # objectives: The heading to identify the objectives objectives: "Objectives", # objective_bullet: The bullet which shows up to the left of every # objective. If %d is included, it shows the objective's ID. objective_bullet: "

", # rewards: The heading to identify the rewards. rewards: "Rewards", # reward_amount: For item rewards, this is the text to show the amount. # It should include %d to show the amount. reward_amount: "x%d", # reward_gold: Text to identify gold rewards reward_gold: "", # reward_exp: Text to identify exp rewards reward_exp: "", # level: If LEVEL_ICON is 0, this is the text which precedes the level level: "Rank: ", # location: The text label for quest location location: "", # location: The text label for quest client client: "", } # <= Do not touch. # CATEGORIES - This array allows you to set which categories are available # in the Quest scene. The default categories are :all, :active, :complete, # and :failed, and their names are self-explanatory. You can add custom # categories as well, but note that you will need to make sure that each new # category has an icon set in the ICONS hash, as well as a label set in the # CATEGORY_VOCAB hash (if you are using SHOW_CATEGORY_LABEL). It is also # advisable to give it a sort type, unless you are fine with it being sorted # by ID, as is default. CATEGORIES = [:all, :active, :complete, :failed] # SHOW_CATEGORY_LABEL - This allows you to choose whether to show the name # of the currently selected category. If true, it will choose the name out # of the CATEGORY_VOCAB hash. SHOW_CATEGORY_LABEL = true # CATEGORY_LABEL_IN_SAME_WINDOW - If SHOW_CATEGORY_LABEL is true, then this # options lets you choose whether the label is shown in the same window as # the category icons or in a separate window below. true = same window. CATEGORY_LABEL_IN_SAME_WINDOW = true # CATEGORY_VOCAB - If SHOW_CATEGORY_LABEL is true, this hash lets you set the # label for each category. For any custom categories you create, you will # need to add a line for each below and in the same format: # :category => "Label", # Don't forget to add the comma at the end of each line. CATEGORY_VOCAB = { :all => "All Quests", # The label for the :all category :active => "Active Quests", # The label for the :active category :complete => "Completed Quests", # The label for the :complete category :failed => "Failed Quests", # The label for the :failed category } # <= Do not touch. # SORT_TYPE - This hash allows you to choose how each category is sorted. # For each category, default or custom, you can set a different sort method # There are seven options to choose from: # :id - The quests are sorted from lowest to highest ID # :alphabet - The quests are sorted in alphabetical order # :level - The quests are sorted from the lowest to highest level # :reveal - The quests are sorted from most recently revealed on. # Every time a new quest is revealed, it will be at the top. # :change - The quests are sorted from the one whose status most recently # changed on. So, every time an objective is modified, that quest # will be thrown to the top. # :complete - The quests are sorted from the most recently completed on. # Every time a quest is completed, it will be thrown to the top. # :failed - The quests are sorted from the most recently failed on. # Every time a quest is failed, it will be thrown to the top. # # Additionally, you can put _r at the end of any of the sort options and it # will reverse the order. So, for instance, if the sort method for a category # is :alphabet_r, then the quests will show up from Z-A SORT_TYPE = { :all => :id, # Sort type for the All Quests category :active => :reveal, # Sort type for the Active Quests category :complete => :complete, # Sort type for the Complete Quests category :failed => :failed, # Sort type for the Failed Quests category } # <= Do not touch. # WINDOWSKIN - The windowskin for each window in the Quest scene. It must # refer to a graphic in the System folder of Graphics. If set to false, then # it will use whatever windowskin is default. If you are using a script which # lets the player choose the windowskin, false is the recommended value. WINDOWSKIN = false # WINDOW_TONE - The tone for each window. It must be an array in the form: # WINDOW_TONE = [red, green, blue, gray] # gray can be excluded, but the other three must be present. If you set this # value to false, then the windows will have whatever tone is default. WINDOW_TONE = false # WINDOW_OPACITY - The opacity of the windows in the Quest scene. If set to # false, it will use the default opacity for windows. WINDOW_OPACITY = false # BG_PICTURE - This is a string referring to a picture in the Picture folder # of Graphics. If set to "", then there will be no picture. Otherwise, it # will display the selected picture below the windows but above the map in # the Quest scene. BG_PICTURE = "Heroes" # BG_OPACITY - This allows you to set the opacity of the background picture, # if you have selected one. BG_OPACITY = 200 # BG_BLEND_TYPE - This allows you to set the blend type of the background # picture, if you have selected one. BG_BLEND_TYPE = 0 # DESCRIPTION_IN_BOX - This is a graphical option, and it allows you to # choose whether the description should be shown in a box. DESCRIPTION_IN_BOX = true # LEVEL_ICON - This sets how levels are shown. If set to an integer, then it # will draw the same icon numerous times up to the level of the quest. Ie. If # the level's quest is 1, then the icon will only be drawn once, but if the # level's quest is 4, it will be drawn 4 times. LEVEL_ICONS_SPACE determines # the space between them. If you set LEVEL_ICON to 0, however, then it will # instead draw a signal for the level, corresponding to that index in the # LEVEL_SIGNALS array. If the LEVEL_SIGNALS array is empty, then it will just # draw the integer for the level. Finally, LEVEL_ICON can also be an array of # integers, in which case the level will be represented only by the icon set # which corresponds to it in the array. LEVEL_ICON = 125 # LEVEL_ICONS_SPACE - If LEVEL_ICON is an integer, this is the amount of # space between each time the icon is drawn. LEVEL_ICONS_SPACE = 16 # LEVEL_SIGNALS - If LEVEL_ICON is 0, this allows you to set what string # should be the signal for each level. If this array is empty, then it will # just draw the level integer. Ie. if the Quest is Level 4, it will draw 4. LEVEL_SIGNALS = ["F", "E", "D", "C", "B", "A", "S"] # COLOURS - This lets you change the colour for various aspects of the # quest scene. Each can be set in one of three ways: # :symbol - If you use a symbol, the colour will be the result of calling # the method of the same name. For instance, if you set something to # :system_color, it will set the colour to the result of the Window_Base # system_color method. # Integer - If you set the colour to an integer, then it will take its # colour from the windowskin palette, just like using \c[x] in messages. # Array - You can also set the rgba values directly with an array in the # format: [red, green, blue, alpha]. alpha can be excluded, but you must # have values for red, green, and blue. COLOURS = { # active: This sets the colour for active quests in the list and the name # of the active quest when shown in the data window. active: :normal_color, # complete: This sets the colour for complete quests in the list and the # name of the complete quest when shown in the data window. complete: 3, # failed: This sets the colour for failed quests in the list and the name # of the failed quest when shown in the data window. failed: 10, # line: This sets the colour for lines or boxes drawn in the quest scene line: :system_color, # line_shadow: This sets the colour of the shadow for lines or boxes drawn # in the quest scene line_shadow: [0, 0, 0, 128], # scene_label: This sets the colour for the scene label, if shown scene_label: :system_color, # category_label: This sets the colour for the category label, if shown category_label: :normal_color, # level_signal: This sets the colour for the level signal, if shown level_signal: :normal_color, # objective_bullet: This sets the colour for objectives; if set to # :maqj_objective_color, it will reflect the completion status of the # objective, but you can change it to something else if you prefer objective_bullet: :maqj_objective_color, # reward_amount: The colour of the item amount, when shown reward_amount: :normal_color, # heading: The colour of any headings in the script, like "Description" heading: :system_color, # basic_label: For basic data, like client, the colour of the label basic_label: :system_color, # basic_value: For basic data, like client, the colour of the value basic_value: :normal_color, } # <= Do not touch. # HEADING_ALIGN - This sets the alignment for the aspects listed. 0 is Left; # 1 is Centre; 2 is Right HEADING_ALIGN = { description: 0, # Alignment for the Description heading objectives: 0, # Alignment for the Objectives heading rewards: 1, # Alignment for the Rewards heading level: 2 # Alignment when showing the level } # <= Do not touch. #```````````````````````````````````````````````````````````````````````````` # Font Aspects # # All of the following options (FONTNAMES, FONTSIZES, FONTBOLDS, and # FONTITALICS) allow you to alter the fonts used for various aspects of the # scene. The only one listed there by default is normal:, which is the # font used by default for the entire scene. However, you can change the # fonts for almost any aspect - all you need to do is add a line like so: # # description: value, # # and that will change that font aspect when drawing the description. The # following symbols are available for changing: # # normal: The default font used for every part of the scene # list: The font used in the List Window # scene_label: The font used when drawing the Scene Label, if shown # category_label: The font used when drawing the Category Label, if shown # heading: The font used when drawing any headings, like "Description" # name: The font used when drawing the quest name in data window # description: The font used when drawing the Description # objectives: The font used when drawing the objectives # rewards: The font used when drawing the rewards # client: The font used when drawing the client # location: The font used when drawing the location # # For any of them, you need to set a value. What the value can be depends # on which font aspect you are changing and is described below, but for any # of them setting it to the false will mean it will simply use the default # # For any that you add, remember that you must put a comma after the value. #```````````````````````````````````````````````````````````````````````````` # FONTNAMES - Here you can change the font used for any of the various # options. It can take any of the following types of values: # false - The default font will be used # "String" - The font with the name "String" will be used. # [Array] - The array must be in the form: ["String1", "String2", ...] # The font used will be the first one in the array that the # player has installed. # # EXAMPLES: # # normal: false, # The font used for unaltered aspects of the scene is the default font # scene_label: "Algerian", # The font used for the Scene Label will be Algerian. # description: ["Cambria", "Times New Roman"], # The font used when drawing the description will be Cambria if the # player has Cambria installed. If the player does not have Cambria # installed, then the font used will be Times New Roman FONTNAMES = { normal: false, # normal: the default font name } # <= Do not touch. # FONTSIZES - Here you can change the size of the font. There are two types # of values you can set: # false - The default fontsize will be used # Integer - The fontsize will be equal to the value of the Integer. # # For everything but the label windows, this shouldn't exceed 24, since that # is the line_height. However, for scene_label: and category_label:, the size # of the window will be adjusted to whatever size you set the font. FONTSIZES = { normal: false, # normal: default font size scene_label: 28, # scene_label: fontsize for the Scene Label window category_label: 24, # category_label: fontsize for Category Label window } # <= Do not touch. # FONTBOLDS - Here you can set whether the font will be bolded. You can set # it to either false, in which case it will not be bolded, or true, in which # case it will be bolded. FONTBOLDS = { scene_label: true, # scene_label: whether font is bold for Scene Label heading: true, # heading: whether font is bold for the headings level_signal: true, # level_signal: whether font is bold for level } # <= Do not touch. # FONTITALICS - Here you can set whether the font will be italicized. You # can set it to either false, in which case it will not be italicized, or # true, in which case it will be italicized. FONTITALICS = { } #|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| # END Editable Region A #////////////////////////////////////////////////////////////////////////// CATEGORIES = [:all] if !CATEGORIES || CATEGORIES.empty? VOCAB.default = "" ICONS.default = 0 CATEGORY_VOCAB.default = "" SORT_TYPE.default = :id COLOURS.default = :normal_color HEADING_ALIGN.default = 0 FONTNAMES.default = false FONTSIZES.default = false FONTBOLDS.default = false FONTITALICS.default = false end