Indie Dev

Hello Guest!. Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, sell your games, upload content, as well as connect with other members through your own private inbox!

Resource icon

Quest Log 1.0a

No permission to download

Mr. Trivel

Praised Adventurer
Xy$
0.00
Mr. Trivel submitted a new resource:

Quest Log - Tracks quests, awards players for completing them.

Name: Quest Log
Version: 1.0
Author: Mr. Trivel
Created: 2016-05-03

What does it do?
Tracks quests, awards players for completing them.

Video:

How to use?

To manage quests ingame use script calls or plugin commands.

Plugin Commands:
QuestLog Start ID - Starts quest
QuestLog Advance ID - Advances quest by a single step
QuestLog SetStep ID STEP - Sets quest to a specific step
QuestLog Finish ID - Finishes...
Read more about this resource...
 

Sinnistar

Praised Adventurer
Awesome work yet again! This may be just what I need to create a solid Guild with a bunch of quests lol. I'll have to play around with this xP

Btw, Glasses is now fully incorporated into Tales of the Lumminai! You can encounter them in Chapter 3 (which will be available in my next demo).
 

Axel

Villager
Xy$
0.00
HEy man how could I do if I want a quest to have a description different depending of a switch without creating other quest???

Example: I want a quest to say "Hello guys" if the switch 003:English is active or say "Hola amigos" if the switch 002:Español is active
 

Dad3353

Praised Adventurer
@Axel ...

Have yo thought of using a Variable, rather than a Switch..? Call Language, for instance; set Language to '1', or '2', or whatever, then test...

If Language = 1 then
(Text in English...)
If Language = 2 then
(Text in French...)
If Language = 3 then
(Text in Spanish...)
If Language = 4 then
(Text in German...)

... or similar..?
 

Axel

Villager
Xy$
0.00
@Dad3353 Yeah, same situation. Here Switches and variables do more or less the same work. What I need is, How do i tell the plugin to change the description of the quest itself to the one needed by the switch or variable???
 

Sinnistar

Praised Adventurer
@Dad3353 Yeah, same situation. Here Switches and variables do more or less the same work. What I need is, How do i tell the plugin to change the description of the quest itself to the one needed by the switch or variable???
You'd have to make another event page for each language I believe. Aside from that no clue what you're trying to do heh...not awake so that's prolly why xP
 

Axel

Villager
Xy$
0.00
You'd have to make another event page for each language I believe. Aside from that no clue what you're trying to do heh...not awake so that's prolly why xP
jajajajaja yeah I've already done that, my lady, I have all the events ready. My game has 4 switches for languages (Spanish, German, English and French), and when you start a new game you choos the language, so the missions should be also in the language the player chooses, but I dont want to re-create the quests in each language. I want to change the quest's information (description and steps) with each switch
 

Sinnistar

Praised Adventurer
jajajajaja yeah I've already done that, my lady, I have all the events ready. My game has 4 switches for languages (Spanish, German, English and French), and when you start a new game you choos the language, so the missions should be also in the language the player chooses, but I dont want to re-create the quests in each language. I want to change the quest's information (description and steps) with each switch
Heh, yeah that's the basic start to it. If you're using that plugin for the quest log, can't you just make # copies of the same quest with different language descriptions? For example, if one chooses English they get Story mission 1 in English. If another chooses Spanish, they'll have the same mission, but it's actually a copy so entirely different one with a Spanish description. Is that the sort of thing you're trying to figure out? If so, that plugin's help file actually tells you how to make a description for it in the notes of (whatever it has you put em in lol) and you can just do that but make separate missions for each language that do the exact same thing but only if Switch (language name) is on, so they don't all go at once type of thing. If that's now what you're trying to do...lol I have no idea since I've not gotten around to actually making a quest log yet. (not sure my game needs one since it's pretty clear on what to do next (or what you can do next anyway) and if you forget there's always a party member NPC who will refresh your memory on it lol)
 

Axel

Villager
Xy$
0.00
jajajajja yeah that was what I did in first place but is just tedious to repeat # times all the quests so I asked if there was anothar way
 

Sinnistar

Praised Adventurer
Yeah it would be very tedious. I don't know of any other ways personally though lol. Good luck with the crazy journey of figuring that out.
 

Linard

Villager
Xy$
0.00
Hello. How i can fix the position of this window and Change the font size because when i change the whole Screen size all of the position of the window is not fit? Thanks. I can't get right value :( help me with this one thank you :)
 

Dad3353

Praised Adventurer
@Mr. Trivel ...

Interested in having a simple, efficient Quest Log functionality, I was delighted when I tried this out, starting, of course, with your excellent Demo Project, which goes very simply through the essentials. In doing so (and, of course, playing around with it a bit...), I came across what I consider to be an anomaly (I may be wrong; it has once happened before, in 1972, if I remember correctly...). Here's what I found...
The Quest starts, so the Guards can reply. Good. All works well in its standard form. Then I added the 'Quest Fail' command if the Actor returns too early to the Ghoul. This should (and does...) end the Quest if he's only spoken to one Guard. The Quest Log indicates this with an entry in the correct place. Good. Now for the Bad Bit. If I return to speak to the second Guard, he still thinks that the Quest has started, and replies..! His reply depends on 'is Started' being On, which it apparently still is.
Similarly, if I add a third Guard (copy of the others...), once the Quest is finished, successfully, the third Guard can still answer..!
The issue, I would suggest, is that the command 'Quest Finished' and Quest Failed' do not reset 'Quest Started'. Once a Quest is started, it remains started forever, it would seem.
Sorry for the verbosity; is there something I've missed, or is there any way to rectify, so that a Quest, Finished or Failed, is no longer considered Started..? Thanks in advance for any light you can shed on this. I've held off giving any rating for now, and am looking forward to be able to include this Quest Log in my current Projects; meanwhile...
Have a nice day
Douglas
 

jaye

Villager
Xy$
0.00
I keep getting an error too when adding multiple quests. Syntax error "{"
How do I create multiple quests? The correct format.
 
Top