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Author Topic: Quest book  (Read 4830 times)

Offline razzy

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Quest book
« on: December 20, 2009, 06:58:27 PM »
Is there anyway to have a sort of "quest book" in rpg maker 2003 be able to show you all the quests you have done ? *plus providing a small description of the quest that was done*
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Offline SaiKar

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Re: Quest book
« Reply #1 on: December 20, 2009, 09:59:01 PM »
Sure, I guess. Have an item activate a switch and then have an auto-start common event display the quest book event script if the switch is on.
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Offline Bluhman

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Re: Quest book
« Reply #2 on: December 20, 2009, 10:08:36 PM »
I was able to do this by using a crapload of fork conditions all stacked upon one another. However, that's really tedious to program; the code gets annoyingly wide, and eventually, you'll need to scroll quite a distance right to update your journal code for new entries.

An easier way would be to have a numeric system of journal entries: you ask for the player to input a number from 1 to 1000; what number they insert will result in a different journal entry. With each new quest update you get, a message should pop up, telling the player which journal entry was implemented.

The most user-friendly way to implement a journal, though, would most certainly be done by making a whole new submenu designed specifically as your journal, and have the switch item teleport you to the journal.
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Offline Prpl_Mage

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Re: Quest book
« Reply #3 on: December 21, 2009, 03:38:35 AM »
There is a way.

But it's not going to be easy.

Okay. I lied. It's pretty easy but it takes some job.

The basic thought in theory.

You have an item(or skill) or a map object(like the save point or such) it teleports the hero to a different map.
There hero graphic is changed to a cursor.
The background of this map looks like a menu.
You walk ontop of the event and click. the Status of the quest as well as the description shows up.

What you'll need:
Tons of switches or variables. Whatever fits you the best.
A map.
An item/skill or a map object.


Sooooooooooooooo.
Here we go.

THE item. In other words. What makes you get to the quest book(calling it an item assuming it's a book):
Make it a switch thingy.
Create a common event.

The common event:
Triggered by THE item.(the switch in the item)
Memorize hero position. Store the ID, X and Y in three different and unchanging variables. Otherwise the hero might get to the wrong map or the wrong location afterwards.
Fade screen.
Change hero sprite association.(to a cursor)
teleport to the map "Guest book".
Un-fade screen.
turn switch OFF.

Now. The map itself:

Basically. you move around here and there. Add some kind of icon for quests.
I'm going to base this of switches since it's more newbie friendly.
You block of parts of the screen so that it actually feels like a menu. Add some kind of walk sound that sounds like the cursor sound for added effect.
When you move the cursor to an icon that resembles a quest and click : the event underneath you play and you can find all the info.

So basically the events looks something like this:
activated by action key. below hero.
you have one empty page. no graphics or anything.
Then you have another page with a precondition for when the quest is accepted.
Then you have a third page for when the quest is complete.
The same basic thing.
You click, you get a message box with the description.

And lastly.

You add an event so you can get back into the game and stuff.

Fade screen
change sprite accosiation(to the hero sprite again)
recall to memorized position(the variables you used to store it)
un-fade screen.

It should work like a charm.
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Offline razzy

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Re: Quest book
« Reply #4 on: December 21, 2009, 07:13:33 AM »
I'm sort of confused on the actual map itself. And am not sure how it's supposed tolook like. Do I just use images for quests? Or can I use some sort of text for it.
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Offline Prpl_Mage

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Re: Quest book
« Reply #5 on: December 21, 2009, 11:20:35 AM »
Using a map as the quest book will be easier than using pictures and will probably save you some time.

Either find a chipset that you can use so it looks like a menu or make a Panorama(parallax background). I included one so you get the hint.
On the map you can either place objects(chipset second layer) or add events with graphic.
If you want - you can add text into a chipset. Like open a chipset and add the quest names. That way you can put it right into the map without using events for it. But you can do the same but with events as well. problem is that the events are smaller in size.(16x16)

But the more text you have - the less space you'll get.

I hope that made any sense.
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Sprite till you die

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Offline SaiKar

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Re: Quest book
« Reply #6 on: December 21, 2009, 11:04:19 PM »
Quote from: razzy on December 21, 2009, 07:13:33 AM
I'm sort of confused on the actual map itself. And am not sure how it's supposed tolook like. Do I just use images for quests? Or can I use some sort of text for it.
"What it's supposed to look like" is a difficult question to answer since it's a custom-made thing of your own design. The snarky answer is that it's supposed to look like whatever you want it to look like, since it's your custom system. You can use pictures, you can use text, you can use whatever you want.
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