Vlue's Plugin's (Crafting,Quests,Inventory,Time,Steal)

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Started by Screech1989 283 posts Page 10 of 15 View original ↗
  1. GameFire said:
    Thank you so much, it's working now.
    Glad to have helped
  2. The number values run partially over the objective descriptions

    bug.jpg
  3. And now I'm having an issue with the Quests plugin. It's called QuestSystem.js, but whenever I try to use one of the plugin commands to call up the quest log or ask the player to accept/decline a quest, nothing happens. I created a quest following the format given in the plugin's help text and put it as Quests.txt under the data folder. So what am I doing wrong?

    Edit: I feel so incredibly stupid. I had the plugin turned off in the plugin manager.

    Now it's throwing the error "uncaught error: quest list: could not get data for quest ID# 1. check your setup"

    Does that mean that quest setup doesn't have optional settings for each quest and I neglected to fill one of the areas?
  4. I didn't notice this sooner, because I normally don't allow test battles to complete through to the loot and exit themselves. I just quit then at the end of the battle.

    However, recently when checking loot chances and things, I let a test battle complete and got this error. (verified that it happens every time)

    TypeError: Cannot read property '1' of undefined at Quest.accepted (file:///X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/plugins/QuestSystem.js:410:66) at Quest.active (file:///X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/plugins/QuestSystem.js:477:15) at Game_Quests.monsterDeath (file:///X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/plugins/QuestSystem.js:302:22) at Game_Enemy.onBattleEnd (file:///X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/plugins/QuestSystem.js:361:50) at file:///X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/rpg_objects.js:4677:16 at Array.forEach (native) at Game_Troop.Game_Unit.onBattleEnd (file:///X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/rpg_objects.js:4676:20) at Game_Troop.Game_Unit.onBattleEnd (file:///X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/plugins/YEP_PartySystem.js:1322:40) at Scene_Battle.terminate (file:///X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/rpg_scenes.js:2091:16) at Function.SceneManager.changeScene (file:///X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/rpg_managers.js:1651:25)I am guessing it has to do with the auto updating of the monster kill counts...

    Just to note. I have no current kill quests. So that must not be a prerequisite for the error. ;)

    edit:

    Of course. This isn't an emergency. It only happens when testing troops in test battles.
  5. GameFire said:
    And now I'm having an issue with the Quests plugin. It's called QuestSystem.js, but whenever I try to use one of the plugin commands to call up the quest log or ask the player to accept/decline a quest, nothing happens. I created a quest following the format given in the plugin's help text and put it as Quests.txt under the data folder. So what am I doing wrong?

    Edit: I feel so incredibly stupid. I had the plugin turned off in the plugin manager.

    Now it's throwing the error "uncaught error: quest list: could not get data for quest ID# 1. check your setup"

    Does that mean that quest setup doesn't have optional settings for each quest and I neglected to fill one of the area
    can you please post your Quests.txt so i can check it for you
  6.  <quest0>

      name:She Sells Seashells

      category:Minor

      difficulty:Easy

      autoComplete:true

      canAbandon:true

      forceAccept:false

      forceTurnin:true

      qgiverName:Meriel

      location:The Shore

      <description>   

    Pick up some seashells for Meriel

    so she can make jewelry out of it.

      <description>

      <objectives>

       {name:"Pick up seashells",

      max:10,

      hidden:false,}

       {name:"Turn in the seashells",

      max:10,

      hidden:false,}

      <objectives>

      gold:0

      exp:#

      <rewards>

       {type:"item", id:29, amount:5}

      <rewards>

     <quest0>
  7. GameFire said:
     <quest0>

      name:She Sells Seashells

      category:Minor

      difficulty:Easy

      autoComplete:true

      canAbandon:true

      forceAccept:false

      forceTurnin:true

      qgiverName:Meriel

      location:The Shore

      <description>   

    Pick up some seashells for Meriel

    so she can make jewelry out of it.

      <description>

      <objectives>

       {name:"Pick up seashells",

      max:10,

      hidden:false,}

       {name:"Turn in the seashells",

      max:10,

      hidden:false,}

      <objectives>

      gold:0

      exp:#

      <rewards>

       {type:"item", id:29, amount:5}

      <rewards>

     <quest0>
    quests always start at 1, not 0 so your quest is never being read
  8. Is that the only problem, or was that the only issue?

    Edit: Ok good that was the only problem.

    Thank you!
  9. GameFire said:
    Is that the only problem, or was that the only issue?

    Edit: Ok good that was the only problem.

    Thank you!
    your welcome 
  10. Is there a way to disable the quest system from showing up at all until a switch is enabled? You're supposed to get the quest log with your first quest. Right now, it starts from the beginning of the game.
  11. GameFire said:
     <quest0>

      name:She Sells Seashells

      category:Minor

      difficulty:Easy

      autoComplete:true

      canAbandon:true

      forceAccept:false

      forceTurnin:true

      qgiverName:Meriel

      location:The Shore

      <description>   

    Pick up some seashells for Meriel

    so she can make jewelry out of it.

      <description>

      <objectives>

       {name:"Pick up seashells",

      max:10,

      hidden:false,}

       {name:"Turn in the seashells",

      max:10,

      hidden:false,}

      <objectives>

      gold:0

      exp:#

      <rewards>

       {type:"item", id:29, amount:5}

      <rewards>

     <quest0>

     
    {name:"Turn in the seashells",

      max:10,

      hidden:false,}

    should be

    {name:"Turn in the seashells",

      max:10,

      hidden:false}


    thats why it is erroring, sorry it missed it the first time
  12. The Riddler On The Roof said:
    Is there a way to disable the quest system from showing up at all until a switch is enabled? You're supposed to get the quest log with your first quest. Right now, it starts from the beginning of the game.
    I do not belive so, but it shouldnt pop up a quest log unless you have an active quest, if no active quests it shouldnt show
  13. MuteDay said:
    I do not belive so, but it shouldnt pop up a quest log unless you have an active quest, if no active quests it shouldnt show
    Right on. It's not that big of a deal. I'll just have to move the order of some things around a bit.
  14. IT doesn't seem that the 'full' and 'expanded' options for the Game Time plugin works.
  15. Thanks for the help a while ago.


    I had another question about the crafting plugin. Is there a way that I could make it add recipes to the recipe book through events?


    So let me explain.


    Let's say they bring an apple to a chef npc. --> The chef then has a random chance to give them a recipe for apple pie. --> There is a switch that happens that adds apple pie recipe to the crafting menu.


    Would there be a way to do this?
  16. in the craft system is there away to make it where the player can only craft a specific item only once? (IE:for a quest or something)
  17. Excuse Me ,i have a Recipe Crafting question?


    My English is a little weak, please don't mind.
    i make a item recipe books.
    when player buy this recipe books , crafting menu can added new recipe .
    But i test htis Program.
    add new recipe is only one , cont added a lots of recipes.


    My target be like My image last image have 3 test item.

    未命名.png
  18. PTS said:
    Add please tutorial (video or txt)

    this tool help you create and manage your quest for Vlue's QuestSystem


    install Vlue's Quest System and place it at your folder project


    i will give you tutorial late


    ^^