Guest Report post Posted December 12, 2011 Hi its me again and i have a problem and a question :P I use leons menu script but i cannot get it to work =/ I created a new quest and then set the comment in an event: $game_party.mission["0"] = 2 but nothing happens in the menu. ill paste the script down here... btw please scroll down after this there is another question xD #=================================== # 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 => "To Breanor!", 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 => ["022-Hunter03", 0, "Alexis", "Howling Hills", "None"], 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 => "You have met with Alexis. She asked to travel", 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 => "with you to Breanor", 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 = { 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] == 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] > 1 @data.push($game_party.mission.keys) 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 #-------------------------------------------------------------------- I also got a question/request. Does anyone know a book script? Just like in oblivion that you can pick up a random book and start reading it! So a script that would be called if you use an item and that will show a txt thank you for reading :) Share this post Link to post Share on other sites
0 Leon 55 Report post Posted December 13, 2011 remove the quotes around the 0. It should read: $game_party.mission[0] = 2 Share this post Link to post Share on other sites
0 Guest Report post Posted December 13, 2011 I tried it but it still doesn't work. =/ Any ideas? Share this post Link to post Share on other sites
0 Dragon324 16 Report post Posted December 13, 2011 (edited) First of all you said you used "comment" in an event. You have to use Script it's the very last option on the 3rd page. Also below is how I have mine set up seeing as I'm using the exact same script. Part 1: Which is the common event linked with the item Part 2: Is an example in an event Hope that helps. Edited December 13, 2011 by Dragon324 Share this post Link to post Share on other sites
0 Guest Report post Posted December 13, 2011 Wow that helped! I feel like a complete noob xD But thanks for helping me :) Uhm... I have 1 more question. Does anyone know a book script? Like in Oblivion you can grab a random book and you can start reading it? Well what i need is that if you use a book you start reading it like a txt with multiple pages. Sorry if im asking to much questions but im really really new to this program :) Share this post Link to post Share on other sites
0 Dragon324 16 Report post Posted December 13, 2011 Np about helping and it's ok we were all new at one point. As far as your second question I sent you a message with the answer but I can post it here to. "It's far easier to do this in events and depending on how fancy you want to get with I'll explain 2 ways. 1st. Have a book event sprite set to when the player pushes the action key a SE plays (they are titled book I believe) then just do show text commands ending with the other book SE. 2nd. This way is more fancy but would look nicer. Same as before with the action command except this time you are going to use the show picture command (This requires you to find a photo of a opened book or something). To make it different you can write the text in Photoshop or something if you have that available to you. Then just play the SE's like before and wahla. Then whether the player keeps the books in items or not is up to you if so you would have to make each separate book either a switch with 1 or 2 common events or make each book their own common event. P.S to make it more fancy you can even get 1~3 pictures of a page turning and then use those with the appropriate SE. ~ Hope that helps." Share this post Link to post Share on other sites
Hi its me again and i have a problem and a question :P
I use leons menu script but i cannot get it to work =/
I created a new quest and then set the comment in an event: $game_party.mission["0"] = 2 but nothing happens in the menu.
ill paste the script down here...
btw please scroll down after this there is another question xD
#===================================
# 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 => "To Breanor!",
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 => ["022-Hunter03", 0, "Alexis", "Howling Hills", "None"],
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 => "You have met with Alexis. She asked to travel",
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 => "with you to Breanor",
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 = {
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] == 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] > 1
@data.push($game_party.mission.keys)
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
#--------------------------------------------------------------------
I also got a question/request.
Does anyone know a book script?
Just like in oblivion that you can pick up a random book and start reading it!
So a script that would be called if you use an item and that will show a txt
thank you for reading :)
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