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- Aug 10, 2014
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Hello, everyone.
I've finally finished my Quest Log v 1.2 script. I would like to share it with whomever is interested. It is simple to use, and looks nice, in my opinion.
Here are some screen shots:
I'm using a custom Window Skin that I made here, but it will work just fine without it.
If you're interested in this script or the Window Skin you can go to the link below.
http://drs-scripts-resources.webs.com/scripts
Just copy the script and paste it into the Materials section of your script editor. You can also download with right+click.
Notes:
The background image will default to "qlog_bg_v1_2" in your project's picture folder. You can either change the title in the editable region of the script (QLOG_IMAGE), turn the background image off in the editable region(QLOG_IMAGE_BOOL), or add a picture with the title "qlog_bg_v1_2".
The same goes for the background overlay image. It defaults to "qlog_ol", but for you can change this the same way by either change the title in the editable region of the script (QLOG_OL_IMAGE), turning the overlay image off (QLOG_OL_BOOL), or adding a picture with the title "qlog_ol".
The instructions within the script explain how to manage quests, but I figured I'd explain it here in case someone who doesn't script would like to use it.
- All you need to do to to add an active quest is make a script call in an event.
$game_system::add_active_quest("Quest Title", "Quest Description", "Rewards List")
Ex. $game_system::add_active_quest("Slay The Dragon", "A dragon has been terrorizing the civilians of a nearby town. Slay it with your mighty sword and save the townsfolk.", "Experience: +354, Gold: +296, Item: +Dragon Fang")
The objective and description is fairly straight forward, but the rewards list only looks for commas. It will cycle through the list displaying the current element before each comma. Each element is displayed for 60 frames. So, "Experience: +354" would be displayed for 60 frames, followed by "Gold: +296", and then "Item: +Dragon Fang" for 60 frames. I hope this makes sense to everyone. Also, it's important to note that the quest log doesn't make any actual changes to the actors. All of this must be done through eventing.
- Adding an inactive quest works exactly the same as above
$game_system::add_inactive_quest("Quest Title", "Quest Description", "Rewards List")
Ex. $game_system::add_inactive_quest("Slay The Dragon", "A dragon has been terrorizing the civilians of a nearby town. Slay it with your mighty sword and save the townsfolk.", "Experience: +354, Gold: +296, Item: +Dragon Fang")
- To edit a quest just make a script call in an event. It will work no matter which list the quest is in.
$game_system::edit_quest("Current Title", "New Title", "New Description", "New Rewards List")
- Removing a quest sends it to the completed quests list.
$game_system::remove_quest("Quest Title", failure=false)
It is not necessary to enter a value for failure as it defaults to false, but if you insert true for failure it will give the quest a FAILURE message rather than a SUCCESS.
Thanks for checking it out. If you like it let me know, and if you don't let me know. If there are any suggestions or changes you'd like to see I'd be more than happy to try them out. Within reason of course. Enjoy!
I've finally finished my Quest Log v 1.2 script. I would like to share it with whomever is interested. It is simple to use, and looks nice, in my opinion.
Here are some screen shots:
I'm using a custom Window Skin that I made here, but it will work just fine without it.
If you're interested in this script or the Window Skin you can go to the link below.
http://drs-scripts-resources.webs.com/scripts
Just copy the script and paste it into the Materials section of your script editor. You can also download with right+click.
Notes:
The background image will default to "qlog_bg_v1_2" in your project's picture folder. You can either change the title in the editable region of the script (QLOG_IMAGE), turn the background image off in the editable region(QLOG_IMAGE_BOOL), or add a picture with the title "qlog_bg_v1_2".
The same goes for the background overlay image. It defaults to "qlog_ol", but for you can change this the same way by either change the title in the editable region of the script (QLOG_OL_IMAGE), turning the overlay image off (QLOG_OL_BOOL), or adding a picture with the title "qlog_ol".
The instructions within the script explain how to manage quests, but I figured I'd explain it here in case someone who doesn't script would like to use it.
- All you need to do to to add an active quest is make a script call in an event.
$game_system::add_active_quest("Quest Title", "Quest Description", "Rewards List")
Ex. $game_system::add_active_quest("Slay The Dragon", "A dragon has been terrorizing the civilians of a nearby town. Slay it with your mighty sword and save the townsfolk.", "Experience: +354, Gold: +296, Item: +Dragon Fang")
The objective and description is fairly straight forward, but the rewards list only looks for commas. It will cycle through the list displaying the current element before each comma. Each element is displayed for 60 frames. So, "Experience: +354" would be displayed for 60 frames, followed by "Gold: +296", and then "Item: +Dragon Fang" for 60 frames. I hope this makes sense to everyone. Also, it's important to note that the quest log doesn't make any actual changes to the actors. All of this must be done through eventing.
- Adding an inactive quest works exactly the same as above
$game_system::add_inactive_quest("Quest Title", "Quest Description", "Rewards List")
Ex. $game_system::add_inactive_quest("Slay The Dragon", "A dragon has been terrorizing the civilians of a nearby town. Slay it with your mighty sword and save the townsfolk.", "Experience: +354, Gold: +296, Item: +Dragon Fang")
- To edit a quest just make a script call in an event. It will work no matter which list the quest is in.
$game_system::edit_quest("Current Title", "New Title", "New Description", "New Rewards List")
- Removing a quest sends it to the completed quests list.
$game_system::remove_quest("Quest Title", failure=false)
It is not necessary to enter a value for failure as it defaults to false, but if you insert true for failure it will give the quest a FAILURE message rather than a SUCCESS.
Thanks for checking it out. If you like it let me know, and if you don't let me know. If there are any suggestions or changes you'd like to see I'd be more than happy to try them out. Within reason of course. Enjoy!
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