Chaos Project

RPG Maker => RPG Maker Scripts => Script Requests => Topic started by: wauwie1 on November 11, 2010, 01:02:21 pm

Title: [XP] Quest log with Shortcut
Post by: wauwie1 on November 11, 2010, 01:02:21 pm
Hello.

I need a quest log script. And if I press the Q button the quest log wil open. And its need to be easy to add quests.

Sorry for my bad english :shy: im dutch.

Title: Re: [RPGXP] Quest log with Shortcut
Post by: Holyrapid on November 11, 2010, 01:15:54 pm
Have you checked game_guy's quest log? I think that with a little script call, or some sort of sniplett, it would be easy to have it open when Q is pressed, especially if custom controls is used.
Title: Re: [RPGXP] Quest log with Shortcut
Post by: wauwie1 on November 11, 2010, 01:17:17 pm
Quote from: DesPKP on November 11, 2010, 01:15:54 pm
Have you checked game_guy's quest log? I think that with a little script call, or some sort of sniplett, it would be easy to have it open when Q is pressed, especially if custom controls is used.


Yep i saw it but its without a Q shortcut. And the demo works fine. But when i inport it tom my game it gives this error:

Script 'Quest log' line 112: TypeError occurred.

Quest is not a module
Title: Re: [RPGXP] Quest log with Shortcut
Post by: SBR* on November 13, 2010, 07:33:00 am
Quote from: wauwie1 on November 11, 2010, 01:17:17 pm
Quote from: DesPKP on November 11, 2010, 01:15:54 pm
Have you checked game_guy's quest log? I think that with a little script call, or some sort of sniplett, it would be easy to have it open when Q is pressed, especially if custom controls is used.


Yep i saw it but its without a Q shortcut. And the demo works fine. But when i inport it tom my game it gives this error:

Script 'Quest log' line 112: TypeError occurred.

Quest is not a module


For your shortcut question, use Blizz's Tons of Add-ons and either make a Common Event like this:

Common Event: ShowHide

Quote from: Common Event
COMMON EVENT: Quest               Parallel Process (Switch: [a switch that's always set to true])
@if SCRIPT: Input.trigger?(Input::Key['Q'])
 @SCRIPT CALL: $scene = Scene_Quest.new
 :
: end



or add this script:

Spoiler: ShowHide


class Scene_Map
 alias sbrs_G_G_quest_update update
 def update
   if Input.trigger?(Input::Key['Q'])
     $scene = Scene_Quest.new
   end
   sbrs_G_G_quest_update update
 end
end



I hope this helps :D.

And about the error: could you please post the line? And you're not using the SDK, right?

Cya :urgh:!

EDIT: I haven't tested the script, so it might not work.