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zahra

;) one more Q about script

Question

i used this script (this is about quest book):

 

 

 

 

#===================================

# 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] == 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

#--------------------------------------------------------------------

 

 

 

 

 

and there was no error but i don't know how to make a new quest in quest book when you talk to someone and how to remove it when complete it :)

thanks for reading and answering!

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6 answers to this question

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  • 0

its a scene that shows the missions that you have enabled/disabled, to call the scene use this script call:

$scene = Scene_MissionMenu.new

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use this script call when setting the status of missions:

$game_party.mission[mission_id] = x

 

MISSION_ID = the id of the mission that your wanting to

enable/disable/complete, you set your missions up in the config

 

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.

 

so lets say i want to enable mission 1 to show in the menu, i would use this call:

$game_party.mission[1] = 2

to complete it:

$game_party.mission[1] = 3

to remove it from the menu:

$game_party.mission[1] = 1

 

edit: when setting a mission to complete you dont get the reward you will have to setup the event that completes the mission to give you said item/s

 

also for easy access to the mission page, i would put the script call that calls the scene inside a common event, then get an item like a journal or something to call that comon event

Edited by diagostimo

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