Quest Journal Question

Matsoman

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So I got the Quest Journal from modern algebra and made sure it was VX Ace. I put it in the script editor where it told me to but I don't actually know how to use it. If someone could tell me that would be great. 

(I'm a GIANT N00B)

This problem has been solved but I have another question. How do I change the objective, location, and the person you get it from of a quest? And how do I make it so you have to kill a certain amount of slimes.
 
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Zalerinian

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Can we get a link to the script please?
 

RachelSaurusRex

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T.Bit

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The script in question is amazingly well-documented. It has examples in the script of how to add quests and make rewards. Starting on line 17, there should be instructions on how to use and edit the script.
 

Matsoman

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Irili gave the only good response. And thank you for that. Rachel suggested me programs that were all for VX. Not VX Ace.
 

RachelSaurusRex

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Oh I didn't realize that they were for VX ace sorry that is just what popped up when I searched for the script you needed help on
 

Matsoman

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I got the script to work but there is another problem now. I initiate a quest but it showed up as "The Kidnapped Bride". I changed the name of the quest to make it "The First Quest" but I don't know how to change the objectives.
 

Celianna

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I've moved this thread to script support. Please be sure to post your threads in the correct forum next time. Thank you.
 

Kes

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Assuming you changed the title from "The Kidnapped Bride" to "The First Quest" by deleting the original words between the " " and typing in your own, that is exactly what you do for the objectives.

However, it's important to note this.  You can do what you like to add, subtract, change any data of a quest before you initiate it.  But once you've initiated it, any changes you make, even though they work fine and are implemented properly when you play through, will not show up in the in-game Quest Journal until you start a new game.  So you, as dev, will know exactly what's going on, but you as player will not until, as I said, you start a new game.
 

Matsoman

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OK but I can't find the code in the script instructions to actually change the objectives. And how do I make it so that the objective is to kill a certain entity?
 

Andar

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OK but I can't find the code in the script instructions to actually change the objectives. And how do I make it so that the objective is to kill a certain entity?
Line 389 of the script is the beginning of the documentation on how to change the quests, and the quest data itself follows after that.

Please be more specific when you need more help: what part of that documentation do you have problems with?

The examples alone should be enough to tell you what to change when implementing your own quests...

The quest book just lists instructions for the player. Activating or completing a quest is done by script calls in the quest's events.

If the quest is to kill something, then you'll write that as objective description into the quest journal, and in the battle event of the entity to be killed you place the script call that tells the journal than an objective has been completed. The quest journal doesn't check that automatically, you have to tell the results to the journal by script commands in events.
 

Kes

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Here is a very simple example based on what you have said so far:  Go down the script to about line 778 where the examples are and change it to something like this.

when 1

       q[:name]              = "The First Quest"

       q[:icon_index]        = 0

       q[:level]             = 0

       q[:description]       = "Slimes are overrunning the farm. I must eliminate them"

       q[:objectives][0]     = "Kill 15 slimes.  That is enough to stop them returning"

       q[:objectives][1]     = "Report back to Peter"

       q[:prime_objectives]  = [0, 1]

       q[:client]            = "Peter"

       q[:location]          = "Muswell Farm"

       q[:rewards]           = [

         [:item, 1]

        ]

Presumably you have set up a variable to count the slimes being killed.

So, it would go something like this.  When your hero speaks to Peter and gets the quest, you do a script call in that event to :

reveal_objective(1, 0)

When the 15 slimes are dead, your next script call is :

complete_objective(1,0)

reveal_objective(1, 1)

When s/he speaks to Peter you have

complete_objective(1, 1)

distribute_quest_rewards(1)

And that's it.
 
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