12-29-2006, 01:00 PM
Quest Script V 2.1
Quest Script by SAMO, THE THIEF
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
My First Script!
SDK:
----
Don't need it. This script is for all the people without any crazy script (for example, a
pac-man system that modifies window_base, what crazy idea).
Possible troubles:
------------------
I don't think that this script may cause your game to crash (only if you don't create the quests XD). The demo is with the japanese dll. There won't be any problem with the fonts. I replaced them but you can change them if you want.
Demo:
-----
Play it. Only four quests to do really simple.
Quest_Script_Project.rar (Size: 248.47 KB / Downloads: 4)
Changes:
-------
If you're going to post this script with some changes, please tell me, because i did
the script myself, and i won't want that credit isn't given to me.
If you want to update the version, just tell me to approve and i will post it like a
new version.
Updates:
-------
Updates Date
------- ----
V 1.0 29/12/06
V 1.1 4/1/07
V 2.0 5/1/07
V 2.1 17/1/07
V 1.1
- Added Map Background and smaller windows at request of Chronic NG.
- Added Dificulties and the script is now more clean, Nice and organized for lag
reduction.
V 2.0
- All the script remodified. Map Background removed because bugs. NEW SCROLLING SYSTEM
Quest class added for the quest diary engine. Makes things more easy.
V 2.1
- Window_command_quest created for complete text color feature
- More commands to set the quest parameters.
Thanks to ánemus, dubealex and some other guys for doing the tutorials that introduced
me to scripting.
The CODE:
--------
It is best to download the demo. The code can be bugged by the HTML. However, i will put it here.
Instructions:
------------
They are in the code, but i will put them here.
Place this script above main to work. Then, read this important data:
HOW TO CREATE A NEW QUEST:
Very easy, but great results
1- Put this command in a new call script.
Name, image, lines must be string (between "" (quotes)). Image must be
480 x 80.
Difficulty ranges from 0 (nothing) , 1(EX.EASY) to 5 (EX.HARD)
Status is 0 (nothing), 1(not started), 2(looking for), 3(just finished),
4 (Complete).
$VAR must be a global variable, like $quest1, or $mission1.
2- Then put this in a new call script too:
$VAR must be the global variables you defined.
EXAMPLE OF FIVE QUESTS
Then go to class Quest and find the line:
and do the same as above with the $VAR.push (or $quest.push like example).
Example is the same as above.
3- The most easy step. Go to Scene_Title (the default one) and find this lines
and add the line between comments ADDED:
WORK FINISHED
EASY? YES!
If you have a good enchancement, PM me in DUBEALEX forum, and i will approve the
next version.
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
Features:
-Call it from wherever you want with $scene = Scene.Quest.new
-It has big name, 5 lines of quest, and a feature to put a image that you
want. Difficulty and status.
-If you don't want a picture, just create one that is called empty, and call it
in the script
-You can put just finished quests
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
Updating Quests:
These commands will be useful for updating the quests:
EXPLICATION:
$VAR is the quest variable. PARAMETER is the aspect of the quest you want to change
name, image, lines, state, difficulty. These commands only in downcase will work.
NEW VALUE is obviously the value of the parameter , string, number, etc.
EXAMPLE:
THis last is used to update for example, when the quest is given.
Replies please! I will like to know what do you think guys!
Feel free to use and enjoy!
Thanks and good luck!
Bye for now!
Quest Script by SAMO, THE THIEF
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This is a locked, single-post thread from Creation Asylum. Archived here to prevent its loss.
No support is given. If you are the owner of the thread, please contact administration.
No support is given. If you are the owner of the thread, please contact administration.
My First Script!
SDK:
----
Don't need it. This script is for all the people without any crazy script (for example, a
pac-man system that modifies window_base, what crazy idea).
Possible troubles:
------------------
I don't think that this script may cause your game to crash (only if you don't create the quests XD). The demo is with the japanese dll. There won't be any problem with the fonts. I replaced them but you can change them if you want.
Demo:
-----
Play it. Only four quests to do really simple.
Quest_Script_Project.rar (Size: 248.47 KB / Downloads: 4)
Changes:
-------
If you're going to post this script with some changes, please tell me, because i did
the script myself, and i won't want that credit isn't given to me.
If you want to update the version, just tell me to approve and i will post it like a
new version.
Updates:
-------
Updates Date
------- ----
V 1.0 29/12/06
V 1.1 4/1/07
V 2.0 5/1/07
V 2.1 17/1/07
V 1.1
- Added Map Background and smaller windows at request of Chronic NG.
- Added Dificulties and the script is now more clean, Nice and organized for lag
reduction.
V 2.0
- All the script remodified. Map Background removed because bugs. NEW SCROLLING SYSTEM
Quest class added for the quest diary engine. Makes things more easy.
V 2.1
- Window_command_quest created for complete text color feature
- More commands to set the quest parameters.
Thanks to ánemus, dubealex and some other guys for doing the tutorials that introduced
me to scripting.
The CODE:
--------
It is best to download the demo. The code can be bugged by the HTML. However, i will put it here.
Code:
#-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
#-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# Quest Script
# V 2.1
# By Samo, The thief
# My First SCRIPT! :)
# Is the ASCII art ugly? Who cares!
# ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Updates Date
# ------- ----
# V 1.0 29/12/06
# V 1.1 4/1/07
# V 2.0 5/1/07
# V 2.1 13/1/07
#
#
# V 1.1
# - Added Map Background and smaller windows at request of Chronic NG.
# - Added Dificulties and the script is now more clean, Nice and organized for lag
# reduction.
# V 2.0
# - All the script remodified. NEW SCROLLING SYSTEM
# - Quest class added
# V 2.1
# - Window_command_quest created for complete text color feature
# - More commands to set the quest parameters.
# - Ultra Easy form to create quests
# ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Place this script above main to work. Then, read this important data:
#
#
#
#
#
# HOW TO CREATE A NEW QUEST:
#
#
#
#
# Very easy, but great results
#
#
#
#
#
# 1- Put this command in a new call script.
# $VAR = Quest.new("Name of Quest", "Image" , "Line1", "Line2", "Line3",
# "Line4","Line5", difficulty, status)
#
# Name, image, lines must be string (between "" (quotes)). Image must be
# 480 x 80.
# Difficulty ranges from 0 (nothing) , 1(EX.EASY) to 5 (EX.HARD)
#
# Status is 0 (nothing), 1(not started), 2(looking for), 3(just finished),
# 4 (Complete).
#
# $VAR must be a global variable, like $quest1, or $mission1.
#
#
#
#
# 2- Then put this:
#
# $quest.push ($VAR)
#
#
#
# $VAR must be the global variables you defined.
# EXAMPLE OF FIVE QUESTS
#
# $quest.push ($quest1)
# $quest.push ($quest2)
# $quest.push ($quest3)
# $quest.push ($quest4)
# $quest.push ($quest5)
#
#
# Then go to class Quest and fine the line:
#
# def update_global
# and do the same as above with the $VAR.push (or $quest.push like example).
# Example is the same as above.
#
# 3- The most easy step. Go to Scene_Title (the default one) and find this lines
# and add the line between comments ADDED:
# $game_player = Game_Player.new
#-------ADDED-------
# $quest = []
#-----ADDED--------------------------------
# $game_party.setup_starting_members
#WORK FINISHED
#
# Easy? Yes!
# If you have a good enchancement, PM me in DUBEALEX forum, and i will approve the
# next version.
#
#
#<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
#
# Features:
# -Call it from wherever you want with $scene = Scene.Quest.new
# -It has big name, 5 lines of quest, and a feature to put a image that you
# want. Difficulty and status.
# -If you don't want a picture, just create one that is called empty, and call it
# in the script
# -You can put just finished quests
#
#<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
#
# Updating Quests:
# These commands will be useful for updating the quests:
# - $VAR.set_PARAMETER (NEW VALUE)
#EXPLICATION:
# $VAR is the quest variable. PARAMETER is the aspect of the quest you want to change
# name, image, lines, state, difficulty. These commands only in downcase will work.
# NEW VALUE is obviously the value of the parameter , string, number, etc.
# EXAMPLE:
# $quest1.set_name ("The New quest")
# $quest1.set_state (2)
# THis last is used to update for example, when the quest is given.
# I think this is a short, but great script.
# Ok, now i finally did the scrolling system. A big enchancement. Enjoy it!
#
#
#
# Samo, The thief
#
#-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
#-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
#8 and 9 colors were done by me, and i replaced the def in window_base.
# if you want a new color, just add another when statement and copy the line.
#the color can be created more easily whith the script generator of Dubealex.
#Samo's Quest script begins
class Window_Base
#--------------ADDED---------------------
def text_color(n)
case n
when 0
return Color.new(255, 255, 255, 255)
when 1
return Color.new(128, 128, 255, 255)
when 2
return Color.new(255, 128, 128, 255)
when 3
return Color.new(128, 255, 128, 255)
when 4
return Color.new(128, 255, 255, 255)
when 5
return Color.new(255, 128, 255, 255)
when 6
return Color.new(255, 255, 128, 255)
when 7
return Color.new(192, 192, 192, 255)
when 8 # Celeste EXTRA EASY
return Color.new(0,255,255,255)
when 9 #rojo EXTRA HARD
return Color.new(155,0,80,255)
when 10 #complete
return Color.new(62,55,0,235)
else
normal_color
end
end
#--------------ADDED---------------------
end
#==============================================================================
# ■ Window_Command_Quest
# created for complete color feature
#------------------------------------------------------------------------------
class Window_Command_Quest < Window_Selectable
#--------------------------------------------------------------------------
def initialize(width, commands)
super(0, 0, width, commands.size * 32 + 32)
@item_max = commands.size
@commands = commands
self.contents = Bitmap.new(width - 32, @item_max * 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
refresh
self.index = 0
end
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
end
end
#--------------------------------------------------------------------------
def draw_item(index, color)
self.contents.font.color = color
rect = Rect.new(4, 32 * index, self.contents.width - 8, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index])
end
#--------------------------------------------------------------------------
def disable_item(index)
draw_item(index, disabled_color)
end
#-----------------ADDED-----------------------------------------------
def complete_item(index)
draw_item(index, text_color(10))
end
#---------------------------------------------------------------------
def just_finish_item(index)
draw_item(index, text_color(6))
end
end
#Command_Quest ends here, it doesn't replace the original window_command.
#---------------------------------------------------
#===================================================
# - CLASS Scene_Quest Begins
#===================================================
#---------------------------------------------------
class Scene_Quest
#---------------------------------------------------------------------------------
#---------------------------------------------------------------------------------
def initialize(quest_index = 0)
@quest_index = quest_index
$MAP_BACKGROUND = true #Map Background. True or false? set it as you wish.
$quest_options = []
end
#------------------------------------------------
def main
if $MAP_BACKGROUND
@spriteset = Spriteset_Map.new
end
@window5 = Window_Quest_Diary.new
@window5.z= 300
for i in 0..$quest.size - 1
name = $quest[i].quest_option
$quest_options.push(name)
end
@command_window = Window_Command_Quest.new(160, $quest_options)
@command_window.index = @quest_index
@command_window.z = 250
@command_window.height = 150
for i in 0..$quest.size - 1
if $quest[i].not_started?
@command_window.disable_item(i)
elsif $quest[i].complete?
@command_window.complete_item(i)
elsif $quest[i].just_finished?
@command_window.just_finish_item(i)
end
end
Graphics.transition (20)
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.transition
Graphics.freeze
@command_window.dispose
$quest_options.clear
@window5.dispose
if $MAP_BACKGROUND
@spriteset.dispose
end
$quest_seen = false
end
#---------------------------------------------------------------------------------
#---------------------------------------------------------------------------------
def update
@command_window.update
if @command_window.active
update_command
return
end
if Input.trigger?(Input::B)
if @command_window.active == false
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@window1.dispose
@window2.dispose
@window3.dispose
@window4.dispose
else
$game_system.se_play($data_system.cancel_se)
#if you want that when you exit it calls the menu, just put a # before
# $scene = Scene_Map.new and delete the # in $scene = Scene_Menu.new
#$scene = Scene_Menu.new
$scene = Scene_Map.new
end
return
end
end
#---------------------------------------------------------------------------------
def update_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end
if Input.trigger?(Input::C)
for i in 0..$quest.size - 1
case @command_window.index
when i
if $quest[i].not_started?
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$ACTUAL_QUEST = $quest[i]
update_quest
end
end
end
end
def update_quest
@command_window.active = false
@window1 = Window1.new
@window2 = Window2.new
@window3 = Window_Difficulty.new
@window4 = Window_Status_Quest.new
@window1.z= 220
@window2.z= 200
@window3.z= 230
@window4.z= 230
end
end
#---------------------------------------------------
#===================================================
# - CLASS Scene_Quest Ends
#===================================================
#---------------------------------------------------
#---------------------------------------------------
#===================================================
# - CLASS Window1 Begins
#===================================================
#---------------------------------------------------
class Window1 < Window_Base
#---------------------------------------------------------------------------------
def initialize
super(120, 10, 520,100)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Comic Sans MS"
self.contents.font.size = 40
self.contents.font.color = text_color(3) #color of name
self.contents.draw_text(50, 20, 400, 40, $ACTUAL_QUEST.name)
end
#--------------------------------
#--------------------------------
end
#--------------------------------
#---------------------------------------------------
#===================================================
# - CLASS Window2 Begins
#===================================================
#---------------------------------------------------
class Window2 < Window_Base
#---------------------------------------------------------------------------------
def initialize
super(80, 110, 540,340)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Comic Sans MS"
self.contents.font.size = 26
self.contents.font.color = text_color(0) # color of quest lines
src_rect = Rect.new(0, 0, 500, 100) # pictures can be 480x80
image = RPG::Cache.picture($ACTUAL_QUEST.image)
self.contents.blt(10, 10, image, src_rect, 255)
self.contents.draw_text(20, 100, 500, 33, $ACTUAL_QUEST.line1)
self.contents.draw_text(20, 130, 500, 33, $ACTUAL_QUEST.line2)
self.contents.draw_text(20, 160, 500, 33, $ACTUAL_QUEST.line3)
self.contents.draw_text(20, 190, 500, 33, $ACTUAL_QUEST.line4)
self.contents.draw_text(20, 220, 500, 33, $ACTUAL_QUEST.line5)
end
end
#---------------------------------------------------------------------------------
# this window puts the difficulty.
class Window_Difficulty < Window_Base
def initialize
super(50, 400, 300, 80)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Comic Sans MS"
self.contents.font.size = 26
self.opacity = 225
self.contents.font.color = system_color
self.contents.draw_text(10, 2, 80, 33, "Difficulty: ")
self.contents.font.color = text_color($ACTUAL_QUEST.difficulty[0])
self.contents.draw_text(100, 2, 100, 33, $ACTUAL_QUEST.difficulty[1])
end
end
#---------------------------------------------------
class Window_Status_Quest < Window_Base
def initialize
super(400, 400, 240, 80)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Comic Sans MS"
self.contents.font.size = 26
self.opacity = 225
self.contents.font.color = system_color
self.contents.draw_text(10, 2, 80, 33, "Status: ")
self.contents.font.color = text_color(0)
self.contents.draw_text(100, 2, 100, 33, $ACTUAL_QUEST.state)
end
end
#---------------------------------------------------
class Window_Quest_Diary < Window_Base
def initialize
super(490, 5, 150, 60)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Comic Sans MS"
self.contents.font.size = 26
self.opacity = 225
self.contents.font.color = text_color(4)
self.contents.draw_text(0, 0, 100, 33, "Quest Diary")
end
end
#______________________________________________________________________________
#______________________________________________________________________________
#================================================================
#================================================================
#================================================================
#QUEST CLASS BY SAMO
#The main proccess. This creates the quests and returns their name, lines, etc.
#Only the #EDITABLE can be modified. Don't touch something else.
#================================================================
#================================================================
#================================================================
#______________________________________________________________________________
#______________________________________________________________________________
class Quest
attr_accessor :name
attr_accessor :image
attr_accessor :line1
attr_accessor :line2
attr_accessor :line3
attr_accessor :line4
attr_accessor :line5
#attr_accessor :difficulty_level
attr_accessor :state_number
#-----------------------------------------------------
def initialize(name, image, line1, line2, line3, line4, line5, difficulty_level, state_number) @difficulty = [0, ""]
@name = name
@image = image
@line1 = line1
@line2 = line2
@line3 = line3
@line4 = line4
@line5 = line5
@difficulty_level = difficulty_level
set_difficulty_name
@state_number = state_number
set_state_name
end
#-----------------------------------------------------
def set_state_name#EDITABLE change the strings and if you want add another
#when statement
case @state_number
when 0
@state = "------"
when 1
@state = "Not Started"
when 2
@state = "Looking for"
when 3
@state = "Just finished"
when 4
@state = "Complete"
end
end
#-----------------------------------------------------
def set_difficulty_name
case @difficulty_level#EDITABLE#case of the level of difficulty. To add another difficulty
#just put another when statement and copy the line. the values are
# [color, "name of difficulty"]
when 0 #Nothing
@difficulty = [0, " "]
when 1 #EXTRA EASY
@difficulty = [8, "EXTRA EASY"]
when 2 #EASY
@difficulty = [4, "EASY"]
when 3 #NORMAL
@difficulty = [3, "NORMAL"]
when 4 #HARD
@difficulty = [2, "HARD"]
when 5 #EXTRA HARD
@difficulty = [9, "EXTRA HARD"]
end
end
#-----------------------------------------------------
def quest_option
if @state_number == 1
return "----"
else
return @name
end
end
#-----------------------------------------------------
def not_started?
if @state_number == 1
return true
else
return false
end
end
#---------------------------------------------------
def complete?
if @state_number == 4
return true
else
return false
end
end
#-----------------------------------------------------
def just_finished?
if @state_number == 3
return true
else
return false
end
end
#-----------------------------------------------------
def name
if @name !=nil
return @name
else
return false
end
end
#-----------------------------------------------------
def image
if @image !=nil
return @image
else
return false
end
end
#-----------------------------------------------------
def line1
if @line1 !=nil
return @line1
else
return false
end
end
#-----------------------------------------------------
def line2
if @line2 !=nil
return @line2
else
return false
end
end
#-----------------------------------------------------
def line3
if @line3 !=nil
return @line3
else
return false
end
end
#-----------------------------------------------------
def line4
if @line4 !=nil
return @line4
else
return false
end
end
#-----------------------------------------------------
def line5
if @line5 !=nil
return @line5
else
return false
end
end
#-----------------------------------------------------
def difficulty
if @difficulty !=nil
return @difficulty
else
return false
end
end
#-----------------------------------------------------
def state
if @state !=nil
return @state
else
return false
end
end
#-----------------------------------------------------
def set_state (index)
@state_number = index
set_state_name
update_global
end
#-----------------------------------------------------
def set_difficulty (index)
@difficulty_level = index
set_difficulty_name
update_global
end
#-----------------------------------------------------
def set_lines (line1, line2, line3, line4, line5)
@line1 = line1
@line2 = line2
@line3 = line3
@line4 = line4
@line5 = line5
update_global
end
#-----------------------------------------------------
def set_image (index)
@image = index
update_global
end
#-----------------------------------------------------
def set_name (index)
@name = index
update_global
end
#--------------------------------------------------
def update_global #ULTRA EDITABLE
#DON"T FORGET TO CHANGE THIS LIKE YOU PUT AT THE START
#OF YOUR GAME
#ONLY CHANGE THE $quest.push($VAR)
$quest = []
$quest.push($quest1)
$quest.push($quest2)
$quest.push($quest3)
$quest.push($quest4)
end
end
#-----THE FINAL END-------------
# Sorry seph for copying this part of save and load from your difficulty options script
#, this is
#really useful for me.
#==============================================================================
# Scene_Save
#==============================================================================
class Scene_Save < Scene_File
#--------------------------------------------------------------------------
# * Alias Save Data
#--------------------------------------------------------------------------
alias new_save write_save_data
#--------------------------------------------------------------------------
# * Write Save Data
#--------------------------------------------------------------------------
def write_save_data(file)
new_save(file)
Marshal.dump($quest, file)
for i in 0..$quest.size - 1
Marshal.dump($quest[i], file)
end
end
end
#==============================================================================
# Scene_Load
#==============================================================================
class Scene_Load < Scene_File
#--------------------------------------------------------------------------
# * Alias Read Save Data
#--------------------------------------------------------------------------
alias new_load read_save_data
#--------------------------------------------------------------------------
# * Read Save Data
#--------------------------------------------------------------------------
def read_save_data(file)
new_load(file)
$quest = Marshal.load(file)
for i in 0..$quest.size - 1
$quest[i] = Marshal.load(file)
end
end
end
#---------------
#Samo's Quest script finishes. V2.1
Instructions:
------------
They are in the code, but i will put them here.
Place this script above main to work. Then, read this important data:
HOW TO CREATE A NEW QUEST:
Very easy, but great results
1- Put this command in a new call script.
Code:
$VAR = Quest.new("Name of Quest", "Image" , "Line1", "Line2", "Line3",
"Line4","Line5", difficulty, status)
Name, image, lines must be string (between "" (quotes)). Image must be
480 x 80.
Difficulty ranges from 0 (nothing) , 1(EX.EASY) to 5 (EX.HARD)
Status is 0 (nothing), 1(not started), 2(looking for), 3(just finished),
4 (Complete).
$VAR must be a global variable, like $quest1, or $mission1.
2- Then put this in a new call script too:
Code:
$quest.push ($VAR)
$VAR must be the global variables you defined.
EXAMPLE OF FIVE QUESTS
Code:
$quest.push ($quest1)
$quest.push ($quest2)
$quest.push ($quest3)
$quest.push ($quest4)
$quest.push ($quest5
Then go to class Quest and find the line:
Code:
def update_global
and do the same as above with the $VAR.push (or $quest.push like example).
Example is the same as above.
3- The most easy step. Go to Scene_Title (the default one) and find this lines
and add the line between comments ADDED:
Code:
$game_player = Game_Player.new
#-------ADDED-------
$quest = []
#-----ADDED--------------------------------
$game_party.setup_starting_members
WORK FINISHED
EASY? YES!
If you have a good enchancement, PM me in DUBEALEX forum, and i will approve the
next version.
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
Features:
-Call it from wherever you want with $scene = Scene.Quest.new
-It has big name, 5 lines of quest, and a feature to put a image that you
want. Difficulty and status.
-If you don't want a picture, just create one that is called empty, and call it
in the script
-You can put just finished quests
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
Updating Quests:
These commands will be useful for updating the quests:
Code:
- $VAR.set_PARAMETER (NEW VALUE)
EXPLICATION:
$VAR is the quest variable. PARAMETER is the aspect of the quest you want to change
name, image, lines, state, difficulty. These commands only in downcase will work.
NEW VALUE is obviously the value of the parameter , string, number, etc.
EXAMPLE:
Code:
$quest1.set_name ("The New quest")
$quest1.set_state (2)
THis last is used to update for example, when the quest is given.
Replies please! I will like to know what do you think guys!
Feel free to use and enjoy!
Thanks and good luck!
Bye for now!