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Mission/Quest Menu script.


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#1 Lizzie S

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Posted 29 June 2007 - 06:52 PM

Ok, here is a revamp of my first script. I went out strong, and kept pumping out new scripts, but this has been my most used script. It still suprises me that people request it, even though it has been created. The instructions are in the header:

#===================================
#  Leon's Mission Script v2.0
#----------------------------------------------------------------------
#  2006-09-22
#===================================
=begin
Description:
I did a drastic overhaul on this Mission/Quest script to make it much better and user friendly.

Features:
There is 2 new features:  
1.  If the user doesn't know of the mission, it doesn't appear in the list, nor does a slot for it.
2.  Completed missions are in green.
3.  Number of missions.  (X/Y)  X is completed missions, Y can be either known missions, 
	 or your game's total missions.  Set Mission_Setup to 'true' if you want known missions,
	 false for total.

Instructions:
Put it above main.

The instructions have changed alot more than the features.  Just go through
the short list below, and you'll know.  Just remember, go in order, and if you have 10
different missions in 1 spot, you must have the same number in each other segment
of the module, with the exception of the lines of text.  (Yes, i made that one all the easier.)

Changing the status of the missions is different than before as well.

$game_party.mission[mission_id] = x

Mission ID:  The ID of the mission, as defined in the module.  In this example, 
"Lost Cat" would be 0

X:
1 = they do not know the mission exists.  This is optional, unless they forget a mission.
2 = they know the mission, but it is incomplete
3 = the mission is complete.

BY DEFAULT, ALL MISSIONS ARE UNKNOWN unless specified in the script before the game begins.

Do NOT post my work in any other forums without my permission, and NEVER take credit
for my work. 
=end

#==================================
#  ** Mission_Menu
#==================================
module Mission_Menu
  #--------------------------------------------------------------------
  #  * Mission Name-  Write the mission number, and the name you want to appear.
  #  ~ mission_id => "mission name"
  #--------------------------------------------------------------------
  Mission_Name = {
  0 => "Lost Cat",
  1 => "Old Blade",
  2 => "Seize Sentries",
  3 => "Hidden Heirloom",
  4 => "A Gooey Mess.",
  5 => "Hidden Horror"
  }
  #--------------------------------------------------------------------
  #   * Mission_Sprite.  holds data on the name of the sprite, it's hue, name, locale, and 
  #   * reward all in one.
  #   ~ mission_id => ["sprite name", hue, name, location, Reward]
  #--------------------------------------------------------------------
  Mission_Sprite = {
  0 => ["113-Civilian13", 330, "Amy", "Logres", "Potion x 3"],
  1 => ["005-Fighter05", 0, "L'eric", "Logres", "Rusty Sword"],
  2 => ["002-Fighter02", 0, "Wallace", "Resistance H.Q.", "500 Gold"],
  3 => ["122-Civilian22", 30, "Old Woman", "Cyris Home", "Sound Effect"],
  4 => ["011-Lancer03", 0, "Soldier", "Cyris Barracks", "Kite Shield"],
  5 => ["006-Fighter06", 0, "Lady", "Cyris", "Lion's Head Earring"]
  }
  #--------------------------------------------------------------------
  #   * Defines the mission.  Remember, if it is too long for 1 line, you can drop it
  #   * down to line 2.
  #   ~ mission_id => "Line One"
  #--------------------------------------------------------------------
  Mission_L1 = {
  0 => "Amy has lost her cat and needs help",
  1 => "Somebody said they saw L'eric's blade",
  2 => "Head north toward enemy territory, and",
  3 => "Seek out the caverns south of Cyris.  There",
  4 => "A monster to the west of the town every",
  5 => "Somewhere in the Belin Caverns, there is a"
  }
  #--------------------------------------------------------------------
  #   * Same as the above one.
  #   ~ mission_id => "Line Two"
  #--------------------------------------------------------------------
  Mission_L2 = {
  0 => "finding him.  He likes to play in the",
  1 => "just south of here by the river.  He ",
  2 => "capture two sentry towers.  Be careful ",
  3 => "you will find a blue chest.  Retrieve its",
  4 => "now and then terrorizes the caravans.",
  5 => "creature holding an item the lady in"
  }
  #--------------------------------------------------------------------
  #   * Same as the above one.
  #   ~ mission_id => "Line Three"
  #--------------------------------------------------------------------
  Mission_L3 = {
  0 => " North East side of Tiberian Plains.",
  1 => "wants Will to confirm the story, and",
  2 => "and don't get caught.  Return to Wallace",
  3 => "contents and bring it back to the old",
  4 => "A soldier in the barracks has asked you",
  5 => "Cyris is looking for.  She said the monster"
  }
  #--------------------------------------------------------------------
  #   * Same as the above one.
  #   ~ mission_id => "Line Four"
  #--------------------------------------------------------------------
  Mission_L4 = {
  1 => "if it is true, bring back the sword.",
  2 => "once this job is complete.",
  3 => "woman.",
  4 => "to exterminate it.",
  5 => "would be hiding."
  }
  #--------------------------------------------------------------------
  #   * Same as the above one.
  #   ~ mission_id => "Line Five"
  #--------------------------------------------------------------------
  Mission_L5 = {
  }
  #--------------------------------------------------------------------
  #   * Same as the above one.
  #   ~ mission_id => "Line Six"
  #--------------------------------------------------------------------
  Mission_L6 = {
  }
  #--------------------------------------------------------------------
  #   * Same as the above one.
  #   ~ mission_id => "Line Seven"
  #--------------------------------------------------------------------
  Mission_L7 = {
  }
  #--------------------------------------------------------------------
  #   * Same as the above one.
  #   ~ mission_id => "Line Eight"
  #--------------------------------------------------------------------
  Mission_L8 = {
  }
  #--------------------------------------------------------------------
  #   * Mission Set-up
  #--------------------------------------------------------------------
  Mission_Setup = true
end

#----------------------------------------------------------------------
#  * Game_Party
#----------------------------------------------------------------------
class Game_Party
  #--------------------------------------------------------------------
  #  * Attributes
  #--------------------------------------------------------------------
  attr_accessor	:mission
  #--------------------------------------------------------------------
  #  * Alias Listings
  #--------------------------------------------------------------------
  alias leon_gp_mission_initialize initialize
  #--------------------------------------------------------------------
  #  * Object initialization
  #--------------------------------------------------------------------
  #  Leon_Edit  add an array for each mission in @mission.
  #  [mission_id, 1]
  #--------------------------------------------------------------------
  def initialize
	leon_gp_mission_initialize
	@mission = {
	0 => 1,
	1 => 2,
	2 => 3,
	3 => 2
	}
  end
end
#--------------------------------------------------------------------
#  * Ends Game_Party
#--------------------------------------------------------------------

#----------------------------------------------------------------------
#  * Window_Missionhelp
#----------------------------------------------------------------------
class Window_Missionhelp < Window_Base
  #--------------------------------------------------------------------
  #  * Object Initialization
  #--------------------------------------------------------------------
  def initialize
	super(0, 0, 400, 60)
	self.contents = Bitmap.new(width - 32, height - 32)
  end
  #--------------------------------------------------------------------
  #  * Update
  #--------------------------------------------------------------------
  def update(help_text)
	self.contents.clear
	self.contents.draw_text(0, 0, 440, 32, help_text)
  end
  
end
#----------------------------------------------------------------------
#  * End Window_Missionhelp
#----------------------------------------------------------------------

#----------------------------------------------------------------------
#  Window_MissionNum
#----------------------------------------------------------------------
class Window_MissionNum < Window_Base
  #--------------------------------------------------------------------
  #  * Object Initialization
  #--------------------------------------------------------------------
  def initialize
	super(400, 0, 240, 64)
	self.contents = Bitmap.new(width - 32, height - 32)
	refresh
  end
  
  #--------------------------------------------------------------------
  #  * Refresh
  #--------------------------------------------------------------------
  def refresh
	self.contents.clear
	mis = Mission_Menu
	self.contents.font.color = system_color
	self.contents.draw_text(0, 0, 120, 32, "Missions:")
	self.contents.font.color = normal_color
	@mission_comp = []
	@mission_know = []
	#Calls Mission number of completed missions
	for i in 0...$game_party.mission.keys.size
	  if $game_party.mission[$game_party.mission.keys[i]] == 3
		@mission_comp.push(i)
	  end
	end
	#Calls Mission number of missions
	for j in 0...$game_party.mission.keys.size
	  if $game_party.mission[$game_party.mission.keys[j]] > 1
		@mission_know.push(j)
	  end
	end
	#if Mission_Setup is false...
	if mis::Mission_Setup == false
	  if @mission_comp.size == $game_party.mission.size
		self.contents.font.color = Color.new(40, 250, 40, 255)
		self.contents.draw_text(0, 0, 208, 32, @mission_comp.size.to_s + 
		"/" + $game_party.mission.size.to_s, 2)
		self.contents.font.color = normal_color
	  else
		self.contents.draw_text(0, 0, 208, 32, @mission_comp.size.to_s + 
		"/" + $game_party.mission.size.to_s, 2)
	  end
	  #if Mission_Setup is true...
	elsif mis::Mission_Setup == true
	  if @mission_comp.size == @mission_know.size
		self.contents.font.color = Color.new(40, 250, 40, 255)
		self.contents.draw_text(0, 0, 208, 32, @mission_comp.size.to_s + 
		"/" + @mission_know.size.to_s, 2)
		self.contents.font.color = normal_color
	  else
		self.contents.draw_text(0, 0, 208, 32, @mission_comp.size.to_s + 
		"/" + @mission_know.size.to_s, 2)
	  end
	end
  end
end
#----------------------------------------------------------------------
#  * End Window_Missionnum
#----------------------------------------------------------------------


#----------------------------------------------------------------------
#  Window_Missionlist
#----------------------------------------------------------------------
class Window_Missionlist < Window_Selectable
  #--------------------------------------------------------------------
  #  * Attribute listings
  #--------------------------------------------------------------------
  attr_accessor	:mission
  #--------------------------------------------------------------------
  #  * Object Initialization
  #--------------------------------------------------------------------
  def initialize
	super(0, 60, 260, 420)
	self.contents = Bitmap.new(width - 32, height - 32)
	self.index = 0
	refresh
  end
  #--------------------------------------------------------------------
  #  * Mission
  #--------------------------------------------------------------------
  def mission
	return @data[self.index]
  end
  #--------------------------------------------------------------------
  #  * Refresh
  #--------------------------------------------------------------------
  def refresh
	if self.contents != nil
	  self.contents.dispose
	  self.contents = nil
	end
	mis = Mission_Menu
	@data = []
	for i in 0...$game_party.mission.keys.size
	  if $game_party.mission[$game_party.mission.keys[i]] > 1
		@data.push($game_party.mission.keys[i])
	  end
	end
	@item_max = @data.size
	if @item_max > 0
	  self.contents = Bitmap.new(width - 32, row_max * 32)
	  for i in 0...@item_max
		draw_item(i)
	  end
	end
  end
  #--------------------------------------------------------------------
  #  * Draw_Item
  #--------------------------------------------------------------------
  def draw_item(index)
	mis = Mission_Menu
	mission_name = @data[index]
	x = 4
	y = index * 32
	rect = Rect.new(x, y, self.width - 32, 32)
	self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
	if $game_party.mission[mission_name] == 3
	  self.contents.font.color = Color.new(40, 250, 40, 255)
	  self.contents.draw_text(x, y, 228, 32, mis::Mission_Name[mission_name])
	else
	  self.contents.font.color = normal_color
	  self.contents.draw_text(x, y, 228, 32, mis::Mission_Name[mission_name])
	end
  end
  
end
#----------------------------------------------------------------------
#  * End Window_Missionlist
#----------------------------------------------------------------------

#----------------------------------------------------------------------
#  Window_Missioncomp
#----------------------------------------------------------------------
class  Window_Missioncomp < Window_Base
  #--------------------------------------------------------------------
  #  * Object Initialization
  #--------------------------------------------------------------------
  def initialize(mission)
	super(260, 365, 380, 115)
	self.contents = Bitmap.new(width - 32, height - 32)
	refresh(mission)
  end
  #--------------------------------------------------------------------
  #  * Refresh
  #--------------------------------------------------------------------
  def refresh(mission)
	self.contents.clear
	self.contents.font.color = system_color
	self.contents.draw_text(0, 52, 440, 32, "Status:")
	self.contents.draw_text(170, 52, 440, 32, "Reward:")
	self.contents.font.color = normal_color
	#person place status reward
	mis = Mission_Menu
	if mis::Mission_Sprite.has_key?(mission)
	  if $game_party.mission[mission] > 1
		self.contents.draw_text(36, 6, 440, 32, 
		mis::Mission_Sprite[mission][2] + ", " + mis::Mission_Sprite[mission][3])
		case $game_party.mission[mission]
		when 1
		  self.contents.draw_text(62, 52, 400, 32, "")
		when 2
		  self.contents.draw_text(62, 52, 400, 32, "Incomplete")
		  self.contents.draw_text(242, 52, 138, 32, "Unknown")
		when 3
		  self.contents.font.color = Color.new(40, 250, 40, 255)
		  self.contents.draw_text(62, 52, 400, 32, "Complete")
		  self.contents.draw_text(242, 52, 138, 32, mis::Mission_Sprite[mission][4])
		end
		bitmap = RPG::Cache.character(mis::Mission_Sprite[mission][0], 
		mis::Mission_Sprite[mission][1])
		cw = bitmap.width / 4
		ch = bitmap.height / 4
		facing = 0
		src_rect = Rect.new(0, facing * ch, cw, ch)
		self.contents.blt(0, 0, bitmap, src_rect)
	  end
	end
  end
  
  def clear
	self.contents.clear
  end
  
end
#--------------------------------------------------------------------
#  * Ends Window_Missioncomp
#--------------------------------------------------------------------

  
#----------------------------------------------------------------------
#  Window_Missiondesc
#----------------------------------------------------------------------
class Window_Missiondesc < Window_Base
  #--------------------------------------------------------------------
  #  * Object Initialization
  #--------------------------------------------------------------------
  def initialize(mission)
	super(260, 60, 380, 305)
	self.contents = Bitmap.new(width - 32, height - 32)
  end
  #--------------------------------------------------------------------
  #  * Refresh
  #--------------------------------------------------------------------
  def refresh(mission)
	self.contents.clear
	mis = Mission_Menu
	self.contents.draw_text(0, 0, 348, 32, mis::Mission_L1[mission].to_s)
	self.contents.draw_text(0, 32, 348, 32, mis::Mission_L2[mission].to_s)
	self.contents.draw_text(0, 64, 348, 32, mis::Mission_L3[mission].to_s)
	self.contents.draw_text(0, 96, 348, 32, mis::Mission_L4[mission].to_s)
	self.contents.draw_text(0, 128, 348, 32, mis::Mission_L5[mission].to_s)
	self.contents.draw_text(0, 160, 348, 32, mis::Mission_L6[mission].to_s)
	self.contents.draw_text(0, 192, 348, 32, mis::Mission_L7[mission].to_s)
	self.contents.draw_text(0, 224, 348, 32, mis::Mission_L8[mission].to_s)
	end
end
#--------------------------------------------------------------------
#  * Ends Window_Missiondesc
#--------------------------------------------------------------------


#====================================
#  Scene_MissionMenu
#====================================
class Scene_MissionMenu
  #--------------------------------------------------------------------
  #  * Object Initialization
  #--------------------------------------------------------------------
  def initialize(menu_index = 0)
	@menu_index = menu_index
  end
  #--------------------------------------------------------------------
  #  * Main
  #--------------------------------------------------------------------
  def main
	
	@missionhelp_window = Window_Missionhelp.new
	@missionlist_window = Window_Missionlist.new
	@missionnum_window = Window_MissionNum.new
	@missioncomp_window = Window_Missioncomp.new(@missionlist_window.mission)
	@missiondesc_window = Window_Missiondesc.new(@missionlist_window.mission)
	@mission = @missionlist_window.mission
	
	@missiondesc_window.refresh(@missionlist_window.mission)
	@missioncomp_window.refresh(@missionlist_window.mission)
	
	Graphics.transition
	loop do
	  Graphics.update
	  Input.update
	  update
	  if $scene != self
		break
	  end
	end
	Graphics.freeze
	@missionhelp_window.dispose
	@missiondesc_window.dispose
	@missioncomp_window.dispose
	@missionlist_window.dispose
	@missionnum_window.dispose
  end
  #--------------------------------------------------------------------
  #  * Update
  #--------------------------------------------------------------------
  def update
	mis = Mission_Menu
	@missionlist_window.update
	@missionnum_window.update
	@missionhelp_window.update("Select a mission to see details.")
	if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN) or Input.repeat?(Input::DOWN) or Input.repeat?(Input::UP)
	@missiondesc_window.refresh(@missionlist_window.mission)
	@missioncomp_window.refresh(@missionlist_window.mission)
	end
	if Input.trigger?(Input::B)
	  $game_system.se_play($data_system.cancel_se)
	  $scene = Scene_Map.new
	end
  end
	
end
#--------------------------------------------------------------------
#  * Ends Scene_Missionmenu
#--------------------------------------------------------------------


#2 Dark Dragon

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Posted 01 July 2007 - 11:26 AM

Cool, remindes me of mine ;-;
But why didnt you use sephy's paragraph method ? I found it very helpful..

#3 Lizzie S

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Posted 01 July 2007 - 04:45 PM

The paragraphed method has problems with certain fonts and will squish the lettering of them. I found that aspect of the script quite... unappealing.

#4 RMXPirate

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Posted 14 July 2007 - 02:57 PM

This is awesome, i can use it when i make a mmorpg. I think you should add a feature to have to do more then 1 thing to finish quest. So in quest 1, if u did this switch 1 will be put on which mean part 1 of quest one is over then part 2 is activated. You know what i'm saying?

#5 Lizzie S

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Posted 17 July 2007 - 04:28 PM

I know what you are saying, but it wouldn't be easy to code, because you can't just change teh module's settings, I would have to rewrite almost all of the core of the script. Something I am not about to do. Maybe for version 3.0, but not any time REAL soon... Sorry, mate.

#6 Sicmonkey7

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Posted 27 January 2008 - 09:12 PM

I put your scipt in an everything worked... but how do I make missions.... do I have to script them in...

#7 Lizzie S

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Posted 28 January 2008 - 03:39 PM

In the instructions, it says:

Changing the status of the missions is different than before as well.

$game_party.mission[mission_id] = x

Mission ID: The ID of the mission, as defined in the module. In this example,
"Lost Cat" would be 0

X:
1 = they do not know the mission exists. This is optional, unless they forget a mission.
2 = they know the mission, but it is incomplete
3 = the mission is complete.

BY DEFAULT, ALL MISSIONS ARE UNKNOWN unless specified in the script before the game begins.

#8 Moogleking

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Posted 01 September 2008 - 12:33 PM

How do you call the quest menu?

#9 Lizzie S

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Posted 01 September 2008 - 01:21 PM

$scene = Scene_MissionMenu.new

#10 bigace

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Posted 19 June 2009 - 05:06 AM

How do you call this in the menu, since I'm not using save in the menu how do you put it there.

#11 Lizzie S

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Posted 19 July 2009 - 11:18 PM

Read some of the other posts.. like hte one above yours.

#12 j4kl1ng3r

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Posted 30 July 2009 - 12:23 AM

I'm baffled at how to use scripts overall, so excuse me for being n00bish, but for some of us your instructions are very vague.

Quote

In the instructions, it says:

Changing the status of the missions is different than before as well.

$game_party.mission[mission_id] = x

Mission ID: The ID of the mission, as defined in the module. In this example,
"Lost Cat" would be 0

X:
1 = they do not know the mission exists. This is optional, unless they forget a mission.
2 = they know the mission, but it is incomplete
3 = the mission is complete.

BY DEFAULT, ALL MISSIONS ARE UNKNOWN unless specified in the script before the game begins.

1) Where do I put "$game_party.mission[mission_id] = x"?

2) In regards to the menu: where do I put "$scene = Scene_MissionMenu.new"? Does it appear in the main menu?

I have been trying to figure this out for a long time and am very annoyed.

#13 Lizzie S

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Posted 30 July 2009 - 12:32 AM

I refuse to help anyone who refers to themselves as a 'noob', 'noobish', or any variant thereof. If they haven't enough self respect and self dignity to call themselves anything more than a horrible 'l33t' term, they can figure it out themselves.

@ the staff: I apologize for the flaming here, i am just sick of this term.

#14 j4kl1ng3r

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Posted 30 July 2009 - 12:43 AM

Ok, well I will not use your scripts anymore. Not only did you not answer a single question fully that you've been asked, but your also an elitist asshole.

I hope you understand that you just refused to help someone who was brand new to this board because of some personal agenda you have against "l33t" terms, and are therefore giving a bad first impression of the "staff" on rmxpu.

#15 Lizzie S

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Posted 30 July 2009 - 12:50 AM

Hey, if you notice, i am NOT affiliated with the staff here, I am merely a teacher. Further, try reading the help file in RmXP. might help you.

#16 Arkbennett

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Posted 30 July 2009 - 01:04 AM

He's not being some elitist asshole, he's just simple refusing service from someone who can slander himself. Your just blowing this out of proportion and you need to calm down.

#17 CrimsonInferno

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Posted 30 July 2009 - 01:34 AM

Arkbennett is right, you just need to calm down. You're spinning this out of proportion. We just don't like it when people call themselves "noob" so people can help them.
This forum isn't anything like rmrk.net, there aren't jerks here. I can honestly say every single person here (I don't know Arkbennett and I'm sure he is just as nice, but I know Leon is nice enough to help people. He was helping me.) is very sweet and always willing to help. He just thinks you shouldn't disrespect yourself for help...
Right, Leon? Was I close? That's what I'm seeing (reading)....

#18 Lizzie S

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Posted 30 July 2009 - 01:39 AM

That is exactly it, Crimson. You see, people tend to give themselves an inferiority complex in hopes people assist, and this is old.

#19 CrimsonInferno

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Posted 30 July 2009 - 02:26 AM

View PostLeon, on Jul 30 2009, 01:39 AM, said:

That is exactly it, Crimson. You see, people tend to give themselves an inferiority complex in hopes people assist, and this is old.

You would have helped if never said the word, right?
That's how I feel when people request my help on game information or any kind of help at all -I hate helping when people think they aren't good enough to even be able to do it, so they degrade themselves. Of course, I always help though and I don't even know why. They don't even post a "Thank you for the help. It worked" They leave the site and never, ever come back T.T

#20 Marked

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Posted 30 July 2009 - 03:27 AM

View Postj4kl1ng3r, on Jul 30 2009, 12:23 PM, said:

I'm baffled at how to use scripts overall, so excuse me for being n00bish, but for some of us your instructions are very vague.

1) Where do I put "$game_party.mission[mission_id] = x"?

2) In regards to the menu: where do I put "$scene = Scene_MissionMenu.new"? Does it appear in the main menu?

I have been trying to figure this out for a long time and am very annoyed.

Perhaps post the link to a certain topic will help clear things up, if j4kl1ng3r decides to return here:
http://www.rmxpunlim...?showtopic=3065

I think it's still appropriate to answer the post(whether he is serious about not using the script or not).

I believe for both lines you use the "call script" command on the 3rd page of your event commands(in the event editor). Just paste in those lines into the text area.
$game_party.mission[mission_id] = x
x can be 1, 2 or 3. As said in the instructions, 1 = they do not know the mission exists, 2 = they know the mission, but it is incomplete, 3 = the mission is complete. So you can change the status of the mission by using call script and the above line of code. mission_id is the id of the mission you're changing the status of.

$scene = Scene_MissionMenu.new
Again use this in the call script command. This will bring up the Mission menu.

#21 j4kl1ng3r

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Posted 04 August 2009 - 02:20 AM

Quote

He's not being some elitist asshole, he's just simple refusing service from someone who can slander himself. Your just blowing this out of proportion and you need to calm down.
I don't think "refusing service" because someone uses a word you disagree with is a proper course of action. That, to me, is more offensive than calling yourself a n00b. Maybe, for instance, if he would have just suggested that I not use that word when referring to myself...or something along those lines...seeing as how I had only 1 post on this forum at the time...I would understand.

Maybe if someone knew that this board had just been having a huge conversation in the Symposium about using the word n00b it wold be appropriate to not help them if they used it. But when someone comes into the site and asks for help, I think refusing to help them because they use an internet slang term is a bit elitist.

#22 j4kl1ng3r

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Posted 04 August 2009 - 02:33 AM

But, in reference to my original questions. Is there any way to get this into the main menu? Or do I simply have to call it from events on the screen?

#23 Lizzie S

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Posted 04 August 2009 - 03:32 AM

I wasn't being an elitist. I was refusing service because I felt if someone didn't care enough about themselves to give themself even a touch of credit, why should I? I try to steer from quoting scripture, becuase it is a heated debate, but if someone won't help themself (even by believing in themself) then why should I?

As to answer your question, try this tread.

Furthermore, I feel we are getting off on the wrong foot here. Not even a few days before your first post here, we had a heated discussion here on this word. And to add to the situation and reaction, I was having a very bad day.

#24 j4kl1ng3r

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Posted 04 August 2009 - 03:46 AM

It's all good. I'm not upset about it (though my reaction was a little over-dramatic), and I hope you aren't either.

I will try that tutorial, though.

And thanks, Leon.

#25 Lizzie S

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Posted 04 August 2009 - 03:50 AM

You are welcome, and I hold no ill will either

#26 Maulth

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Posted 04 September 2009 - 09:07 AM

View PostLeon, on 04 August 2009 - 03:50 AM, said:

You are welcome, and I hold no ill will either

This is a very good script, I'm glad I've found it. I'm trying to see if I can get it to work with the ringmenu by dubleax, so you should keep your fingers crossed =)
Anyway, very good work. I like this script alot. Thanks!

#27 j4kl1ng3r

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Posted 04 September 2009 - 06:13 PM

View PostMaulth, on 04 September 2009 - 09:07 AM, said:

This is a very good script, I'm glad I've found it. I'm trying to see if I can get it to work with the ringmenu by dubleax, so you should keep your fingers crossed =)
Anyway, very good work. I like this script alot. Thanks!

If you find a way to make that work can you post your code in this thread or PM it to me?

That'd be suuuuuuuuper

#28 Maulth

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Posted 04 September 2009 - 09:19 PM

View Postj4kl1ng3r, on 04 September 2009 - 06:13 PM, said:

If you find a way to make that work can you post your code in this thread or PM it to me?

That'd be suuuuuuuuper

Most definitely. I'm not amazing with Ruby, but I've been working C++ for a long time so I can kind of figure out what's going on. May take me a bit though.

#29 Maulth

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Posted 05 September 2009 - 05:30 PM

View PostMaulth, on 04 September 2009 - 09:19 PM, said:

Most definitely. I'm not amazing with Ruby, but I've been working C++ for a long time so I can kind of figure out what's going on. May take me a bit though.

Sorry to double post, but rather than go through and edit the ring menu for compatibility, I just created a "journal" type item and gave it to my main character, and created a common event that did this:
 
$scene = Scene_MissionMenu.new
Erase event
and call the event when the item is used. I know it's not the way you wanted it done, but I am not good enough to edit the menu myself, and it will suffice for me. Hope this helps.

#30 Thubanus

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Posted 08 September 2009 - 03:21 PM

I just figured out how to use this script. It is really awesome, thank you.


I was wondering if there was a way to separate quests into chapters of the story, or if that would make it too complicated? (If not, then maybe set the numbers back to "1" after each chapter is completed?)





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