Okay so a few things: It only works if added to the bottom of the list and if at the bottom of the list and the sample quest is complete the game and then the ESC button is pressed this appears:
View attachment 186728
View attachment 186729
If placed at the top of the plugin list it works as intended except for the UI:
View attachment 186733
So yeah it works but not at 100%
View attachment 186728
View attachment 186729
If placed at the top of the plugin list it works as intended except for the UI:
View attachment 186733
So yeah it works but not at 100%
I'm not able to replicate the quest complete crash, but I had to make my own demo project and it's possible I did something differently.

I think the problem with the text formatting is because
Code:
should be var textW = this.contents.measureTextWidth(current_text + " " + word);Code:
It's measuring the wrong box, so it word wraps at half the screen size instead of full screen size. var textW = this.questBitmap.measureTextWidth(current_text + " " + word);Since this a free-to edit plugin that's a lot easier to fix as just an edit within the plugin itself (along with increasing the font size). Since I'm not including any plugin code in the main branch FOSSIL, just use this as a little nonfossil add-on if you want.
Code:
if(GameusScripts && GameusScripts["QuestSystem"])
{
//update this to use an edited version of MZ's script
fixWindowQuestInfoTinyTextInitialize= Window_QuestInfo.prototype.initialize
Window_QuestInfo.prototype.initialize = function() {
fixWindowQuestInfoTinyTextInitialize.apply(this,arguments)
this.questBitmap.fontSize=28;
}
Window_Base.prototype.sliceText = function(text, width) {
var words = text.split(" ");
if (words.length === 1)
return words;
var result = [];
var current_text = words.shift();
for (var i = 0; i < words.length; i += 1) {
var word = words[i];
var textW = this.questBitmap.measureTextWidth(current_text + " " + word);
if (textW > width) {
result.push(current_text);
current_text = word;
} else {
current_text += " " + word;
}
if (i >= words.length - 1)
result.push(current_text)
}
return result
}
}If other people are interested in using this plugin I can come up with some workaround to have it as a nonmodified fossil plugin (probably inject something into measuretextwidth to check who's calling it, and adjust params appropriately). As is I don't want to list something as supported if it has some lurking crash bugs.
