Explanation on Quest Journal? :)

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Started by Hekudan 11 posts View original ↗
  1. Does anyone have an explanation of a quest with the Quest Journal script from "modernalgebra"?

    I just can't understand it, for example it says to activate a quest you must do this:

        #        quest(quest_id)
        #          quest_id : the integer ID of the quest you want to access

    my question, what do I type in the script?                                                            [the example quest of mine will be "harvest"]

    "quest(harvest)"?, "quest(quest_harvest)"?, quest(harvest_id)"?, harvest(harvest_id)?, "quest_id: harvest"?, etc, etc.

    Or this one:

        #        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.

    what now?  "reveal_objetive(quest_harvest, objetive_harvest_1, ..., objetive_harvest_n)" ??

    I usually want to understand everything so I can be better at what I'm doing, so, why the  ",... ," and the "_n"?

    :dizzy: :dizzy: :dizzy:

    A screenshot of a quest you made would be good, maybe I could understand a bit of this @$*#$ script ;_;

    :|

    Link to the script: http://rmrk.net/inde...ic,45127.0.html     
  2. I've moved this thread to RGSSx Script Support. Please be sure to post your threads in the correct forum next time. Thank you.


    Please post a link to the script, not just a little snippet.


    "..." is a string. Characters, numbers, symbols, etc.


    For the first one, it clearly says quest_id is an integer. So you would not use a string - you'd use a number.


    quest(1)


    quest(2)


    quest(3)


    For the second one, again the quest id and the objective ids are all integers.


    reveal_objective(1, 1, 2, 3) would reveal the objectives numbered 1, 2 and 3 that are a part of quest 1.


    Is there no demo for this script?
  3. Read the entire script config (lines 0 through 770) very carefully. Here is an example from my project of a quest being configured within the script:

    when 2 # q[:name] = "Culling The Swarm" q[:level] = 1 q[:icon_index] = 32 q[:description] = "Mylla at the Explorer's Guild has a plan to restore safety to the forest's first clearing. Cull the hornets of Whitefang Wood, and then report your success to Mylla." q[:objectives][0] = "Slay Whitefang Hornets (\\v[201]/\\v[202])" q[:objectives][1] = "Report back to Guildmaster Mylla" q[:rewards] = [ [:gold, 250], [:weapon, 3], ] q[:layout] = falseYou can see that this is quest id 2, and it has two objectives, which are 0 and 1, respectively.

    If I wanted to initiate this quest and reveal both objectives, I would use a Script Call with the following text:

    quest(2)reveal_objective(2, 0, 1)Does that help?
  4. Wish there was a demo...

    @Kenen,  so.. do I have to create the quests on the script itself? o.o

    I saw something different about this script on this forum, that you would only use the scripts, but in your example, it looks as if you had the quest on the script.

    For example.. thought I had to put a script of "quest_harvest" or something to activate the quest, then "reveal_xxxxxx" or stuff like that, but I can see you only have "q[:name]" ,etc.

    :dizzy:

    It's been like 5 years since I last used my brain for scripting, so :blush:      :cutesmile:
  5. You can't delete a comment. Just report the post and ask a mod to delete it for you (which I've just done) :)


    Yes, you do have to set up each of your quests and their objectives within the script.
  6. Don't be downcast.  I am a scripting idiot (and that's being kind to myself), but even I can use this script if I am methodical about it.

    Until I got used to using it, I copy/pasted modern algebra's example in the script and then changed the wording and numbers to fit.

    Then all you have to do is put in a script call at the appropriate moment e.g. when the NPC gives you the quest, the script call is the one that Kenen gives.

    As each objective is completed the script call is

    complete_objective(x, y)

    where x is the number of the quest and y is the number of the objective.

    If that leads to another objective e.g. you've killed the ogre (objective 2) and now need to report back to the king (objective 3) the script call is

    reveal_objective(x, y)

    When you reach quest complete, the script call is

    distribute_quest_rewards(x)
  7. That description is much better, I found the editable region and tried the reveal objective with the sample quest, guess It worked:



    As you can see, It says "Boris" and "The Haunted Woods".. but then I say.. so what?, guess It should have had more stuff like "Client:" and "Place:" not just an icon.. well whatever..

    Now I got a question on how to end a quest and begin another one on the script, 'cause I'm sure there must be a symbol to end a quest

    :blush:
  8. #1: yes, you have to count them - the icon ID is the number the icon has when counting through the icon sheet, and it's not defined anywhere in any other form (the game literally counts through the sheet to select which part of the sheet to use as icon).


    #2: "when number" (with a new number as an ID) is the keyword that seperates the different quests - but you need to check that the number of semicolons and arrays is also correct - you'll get an "unexpected $end" or similiar messages when you place a semicolon too many or too few.
  9. #1 No, actually I found that you can see the index on the item tab while searching for an item

    http://i.imgur.com/7EbN6.png [not my pic]

    #2 Just reading the "    #   q[:custom_categories] = []"  and I can't seem to understand it, also I saw Kenen doesn't have that option so, it's not a primordial feature?

    #3 Red part:  Is that the way to separate quests?



    #4 Green part: Something happened with the ID of the item I picked up, double checked and that's the correct ID.. supposed to be a key

    :blush:
  10. Do you really have over 12 thousand items?  Because that's the item ID number you've given. twelve thousand, four hundred and sixty eight.

    On your quest layout - if you check modernalgebra's sample quest, you will see that objectives begin at zero, not one.  This is just the way that the engine works, I think, because some other IDs start at zero (actor IDs if I remember correctly)  So in your test quest your 3 objectives should read 0, 1, 2 and not 1, 2, 3.
  11. #3: yes, but I strongly suggest you order your quests by ID number - it'll be a real problem to find a quest otherwise after you entered a few dozen.


    #4: Did you use a limit breaker script? because by default, the database limit on items is 999 different items, and you can't get an ID above 999 without the use of a database limit breaker script.


    So either you didn't understand where and how to check an item ID, or you might get problems later, because not every script can handle an unlimited database.