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MA|Quest journal 2.1c

Dec 5th, 2012
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  1. #==============================================================================
  2. # Quest Journal
  3. # Version: 2.1c
  4. # Author: modern algebra (rmrk.net)
  5. # Date: February 17, 2012
  6. #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  7. # Description:
  8. #
  9. # This script provides a graphical interface for showing quest progress. It
  10. # is objective based, meaning that you choose when to reveal objectives and
  11. # you can set it so that they show up as complete or failed. That said, this
  12. # script does not build quests for you; it is only a supplementary scene for
  13. # showing them. As such, you need to event all of the quests yourself and
  14. # update quest progress via script call. Therefore, pay close attention to
  15. # the instructions both here and in the EDITABLE REGIONS.
  16. #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  17. # Instructions:
  18. #
  19. # As with the previous version, all of the configuration is done in the
  20. # QuestData module. While it is not necessary, it is recommended that you
  21. # separate the configuration module from the rest of the script by cutting
  22. # and pasting it into its own section (as you will see if you have the demo).
  23. # If you wish to do that, you must cut everything from the first line down to
  24. # the final end of the module. The first lines of the body script should be
  25. # the equals bar right above # ** Game_Quest. Again, that is only to make
  26. # things neater and has no functional relevance; it's up to you.
  27. #
  28. # That said, you can go to EDITABLE REGION A at line 242 to configure the
  29. # default settings for the script. This ranges from the functional settings
  30. # at line 244 (such as whether access is from the menu or the map or which
  31. # categories are shown in the scene) to the graphical settings at line 267
  32. # (such as which icons to use for categories and what names should be given
  33. # to various headings). All of these will work fine without modification, of
  34. # course, but even if do not want to configure now, you should familiarize
  35. # yourself with all the settings so that you can make the best use of your
  36. # script. I have included tons of settings so that you can make the Quest
  37. # Journal unique for your game, even down to the order in which each section
  38. # of the info window is drawn. A brief description of each setting is
  39. # included either to the left or directly above each constant.
  40. #
  41. # EDITABLE REGION B is the real heart of the script however - this is where
  42. # you fill in all of the details for the quests. Read the instructions at
  43. # line 389 very carefully!
  44. #
  45. # You can activate and access a quest with this code in the Script event
  46. # command:
  47. #
  48. # (quest (quest_id))
  49. # quest_id : the integer ID of the quest you want to access
  50. #
  51. # From that, you can access or alter any relevant data stored in the quest,
  52. # like name, description, objectives, etc... Example:
  53. # (quest (1)).name = "Rest in Pieces"
  54. #
  55. # More relevantly, when it comes to controlling the progress of quests the
  56. # following codes can be used in a Script event command. The arguments are
  57. # the same for each command so I only explain them once. All of them are
  58. # pretty self-explanatory and using any of them will activate the quest
  59. # (unless you are using the MANUAL REVEAL setting at line 263).
  60. #
  61. # reveal_objective (quest_id, objective_id_1, ..., objective_id_n)
  62. # quest_id : the integer ID of the quest you want to access.
  63. # objective_id_1, ..., objective_id_n : a list of the IDs of the
  64. # objectives you want to operate on. It can be as few as one or as
  65. # many as all of them.
  66. # Will show the listed objectives in the Quest's information
  67. # conceal_objective (quest_id, objective_id_1, ..., objective_id_n)
  68. # Will hide the listed objectives in the Quest's information
  69. # complete_objective (quest_id, objective_id_1, ..., objective_id_n)
  70. # Changes the colour of the listed objectives to the completed colour.
  71. # The quest is completed once all prime objectives are.
  72. # uncomplete_objective (quest_id, objective_id_1, ..., objective_id_n)
  73. # Changes the status of the listed complete objectives back to active
  74. # fail_objective (quest_id, objective_id_1, ..., objective_id_n)
  75. # Changes the colour of the listed objectives to the failed colour.
  76. # The quest is failed once one prime objective is.
  77. # unfail_objective (quest_id, objective_id_1, ..., objective_id_n)
  78. # Changes the status of the listed failed objectives back to active
  79. # change_reward_status (quest_id, value)
  80. # value : either true or false. If excluded, defaults to true.
  81. # Totally optional, but this is just a personal switch which you can
  82. # turn on when the reward is given. You can then make it a condition
  83. # so you don't reward the players more than once. (see line 146)
  84. #
  85. # EXAMPLES:
  86. # reveal_objective (1, 0)
  87. # This would reveal the first objective of the quest with ID 1
  88. # complete_objective (6, 2, 3)
  89. # This would complete the third & fourth objectives of the quest with ID 6
  90. # change_reward_status (8)
  91. # This would set the reward switch to true for the quest with ID 8.
  92. #
  93. # Another new feature is the ability to set rewards that will show up in the
  94. # menu (see EDITABLE REGION B). In addition to that, you can use the following
  95. # code to automatically distribute the specified rewards for a quest if the
  96. # quest is complete and no reward has yet been given:
  97. #
  98. # give_quest_reward (quest_id)
  99. # quest_id : the ID of the quest whose rewards you want to distribute
  100. #
  101. # Of course, it can only distribute the rewards of type 0-4 (items, weapons,
  102. # armors, gold, or exp). It won't distribute rewards you specify by string.
  103. # To that end though, you can also use this code in a conditional branch and
  104. # it will be satisfied only if it distributes the rewards. Thus, if you
  105. # wanted to add some special rewards or do things like that, you can just put
  106. # that in the branch for when it is true.
  107. #
  108. # Other codes for the Script event command that can be useful are:
  109. #
  110. # reset_quest (quest_id)
  111. # quest_id : the integer ID of the quest you want to access.
  112. # This will re-initialize the quest, meaning all quest progress to
  113. # date will be lost
  114. # remove_quest (quest_id)
  115. # Deactivates the quest and resets it
  116. # conceal_quest (quest_id)
  117. # Deactivates the quest so it won't show up in the scene, but progress
  118. # is saved
  119. # reveal_quest (quest_id)
  120. # Activates or reactivates the quest. This command is NECESSARY if
  121. # MANUAL_REVEAL at line 263 is true or it has previously been
  122. # concealed. Otherwise, it is sufficient just to operate on the quest
  123. # change_quest_access (:symbol)
  124. # :symbol must be one of six options (include the colon!):
  125. # :disable - prevents access to the quest scene (greys out in menu)
  126. # :enable - enables access to the quest scene
  127. # :disable_menu - this removes the quest option from the menu
  128. # :enable_menu - this adds the quest option to the menu
  129. # :disable_map - this prevents access by key from the map
  130. # :enable_map - this allows access by key to the map
  131. # change_quest_background ("bg_filename", bg_opacity)
  132. # bg_filename : the filename of the picture for the background in
  133. # the Pictures folder
  134. # bg_opacity : the opacity of the background graphic. If excluded,
  135. # this defaults to the value of the setting at line 269.
  136. # change_quest_windows ("windowskin_filename", window_opacity)
  137. # windowskin_filename : the name of the Window graphic in System folder
  138. # window_opacity : the opacity of the windows. If excluded, this
  139. # defaults to the value of the setting at line 271.
  140. #
  141. # Also, there are a few codes that can be used in the Script command of a
  142. # conditional branch. I note here that all of these are optional. You could
  143. # use switch and variable checks and monitor quest progress solely through
  144. # events. However, these commands make it a little easier and they are:
  145. #
  146. # quest_revealed? (quest_id)
  147. # quest_id : the integer ID of the quest you want to access.
  148. # This is satisfied if the quest has been activated.
  149. # objective_revealed? (quest_id, objective_id_1, ... objective_id_n)
  150. # objective_id_1, ..., objective_id_n : a list of the IDs of the
  151. # objectives you want to operate on. It can be as few as one or as
  152. # many as all of them.
  153. # This is satisfied if the listed objectives have been revealed
  154. # quest_complete? (quest_id)
  155. # This is satisfied if all prime objectives of the quest are complete
  156. # objective_complete? (quest_id, objective_id_1, ... objective_id_n)
  157. # This is satisfied if all the listed objectives have been completed
  158. # quest_failed? (quest_id)
  159. # This is satisfied if any prime objective of the quest is failed
  160. # objective_failed? (quest_id, objective_id_1, ... objective_id_n)
  161. # This is satisfied if all the listed objectives have been failed
  162. # quest_rewarded? (quest_id)
  163. # This is satisfied if you have changed the reward status to true.
  164. #
  165. # If you want to call the Quest scene from an event, you use the following
  166. # code in a call script:
  167. #
  168. # call_quest
  169. # call_quest (quest_id)
  170. # quest_id : ID of the quest you want to open the scene on
  171. #
  172. # If you do not specify a quest_id (line 168) then it will simply open the
  173. # scene as it would normally. If you do specify a quest_id (line 169) then it
  174. # will open the scene on that quest so long as it has been revealed and it is
  175. # normally accessible through the quest menu.
  176. #
  177. # It will only give the rewards which are specified by the array. It will
  178. # obviously not distribute any rewards you identified by String. It will do
  179. # nothing if the reward_given boolean is true or if the quest is not yet
  180. # complete. As such, you can also use this in a conditional branch and it
  181. # will return true only if it gives the reward.
  182. #
  183. # Finally, a new feature in version 2.0 is the ability to have quest shops
  184. # where the player can pay money to have a quest revealed. Setting it up is a
  185. # little more complicated as it is all done in the script call and so you need
  186. # to be careful not to spill over lines. Essentially, to identify the
  187. # purchable quest you need to create an array like this:
  188. # [quest_ID, cost, [o1, o2, ..., on], switch_ID]
  189. # quest_ID : ID of the quest available for purchase
  190. # cost : the price to buy the quest
  191. # [o1, ..., on] : an array of the objectives revealed when the quest
  192. # is purchased. If you exclude this, all objectives are revealed.
  193. # switch_ID : this is the ID of a switch. When that switch is ON
  194. # the quest will be available for purchase. Otherwise it won't. If
  195. # excluded, the quest will always be available for sale at this shop
  196. # You need one of those for every quest available at the shop and you put
  197. # them all in another array and you pass it to the following code:
  198. #
  199. # call_quest_shop (quest_array, "ShopName")
  200. # quest_array : the array of the above elements
  201. # "ShopName" : the name of the shop. Allows you to differentiate
  202. # quest givers (defaults to the value at line 357 if excluded).
  203. #
  204. # All of that is further complicated by the line length limit in the script
  205. # command. In order to avoid this, it is better to create the array before
  206. # calling the shop. See the example for how this can be done.
  207. #
  208. # EXAMPLE:
  209. # a = []
  210. # a.push ([1, 50, [0]], [4, 80, 1])
  211. # a.push ([3, 100], [5, 75, [0,1], 1])
  212. # call_quest_shop (a, "Fighter's Guild")
  213. #
  214. # The first line creates the array. The second line adds two quests to it: the
  215. # quest with ID 1 will cost 50 Gold and, if purchased, will reveal the first
  216. # objective; the quest with ID 4 will cost 80 Gold but will only show up if
  217. # the switch with ID 1 is ON. It will reveal all objectives when purchased.
  218. # The third line adds two more quests: the quest with ID 3 will cost 100 Gold
  219. # and all objectives will be revealed when it is purchased; the quest with ID
  220. # 5 will cost 75 gold but will only show up when switch 1 is ON. If purchased,
  221. # it will reveal the first two objectives.
  222. #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  223. # Compatibility:
  224. #
  225. # This script automatically adds itself to the default menu if you turn that
  226. # feature on. It will also automatically add itself to the menu if you use
  227. # Dargor's Custom Commands, YEM Main Menu Melody, Full Status Custom Menu
  228. # System, or Phantasia-esque Custom Menu System. It must be below them though!
  229. #==============================================================================
  230.  
  231. $imported = {} unless $imported
  232. $imported["QuestJournal2.1"] = true
  233.  
  234. #==============================================================================
  235. # *** Quest Data
  236. #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  237. # This is the configuration module for the Quest Journal
  238. #==============================================================================
  239.  
  240. module QuestData
  241. #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
  242. # EDITABLE REGION A
  243. #||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
  244. # Functional Configuration
  245. # CATEGORIES - this is an array describing which categories are available for
  246. # the Quest Journal and the order in which they appear. The options are
  247. # :all, :active, :complete, and :failed. You can also create custom
  248. # categories which include only quests that are specifically added. To do
  249. # so, just make up a symbol name (:name, so like :primary or :secondary or
  250. # :companion or etc...) and add it to the array. Then, go to line 273 and
  251. # associate an icon with the SAME symbol. Then, when you are setting up the
  252. # quests at line 388, all you need to do is add that SAME symbol to the
  253. # custom_categories attribute
  254. CATEGORIES = [:all, :active, :complete, :failed]
  255. # SORT_TYPE - This is how the quests are sorted. This value can be :id (sort
  256. # by ID), :revealed (sort by order they were revealed), :alphabet (sort
  257. # alphabetically by name), :level (sort by level) or :none. You can add
  258. SORT_TYPE = :revealed # reverse to any to flip. (IE. :revealedreverse)
  259. MENU_ACCESS = true # Can the script be accessed through the menu?
  260. MENU_INDEX = 4 # If above is true, where in the command window?
  261. KEY_ACCESS = false # Can the quest log be accessed by a key
  262. MAPKEY_BUTTON = Input::L # If above is true, which button?
  263. # MANUAL_REVEAL - whether you need to manually reveal every quest with the
  264. # reveal_quest command or whether they are automatically revealed as soon as
  265. # they are operated on (I.e. when you reveal, complete, etc.. objectives)
  266. MANUAL_REVEAL = false
  267. # Graphical Configuration
  268. BG_PICTURE = "" # The filename of the background picture
  269. BG_OPACITY = 255 # The opacity of the background picture, if used
  270. WINDOWS_SKIN = "Window" # The skin of the windows in the Quest Scene
  271. WINDOWS_OPACITY = 200 # The opacity of the windows in the Quest scene
  272. LIST_WIDTH = 184 # The width, in pixels, of the left-hand windows
  273. # ICONS - here is where you set up what icons are used for various things in
  274. # the script, like categories, gold, exp, or even for the menu option if you
  275. # are using one of the supported CMSes. If you have added custom categories
  276. # at line 245, then you should also add a line for each of the new categories
  277. # under the same format. Don't forget the comma at the end!
  278. ICONS = {
  279. :all => 0, # If 0, combines :active, :complete, and :failed
  280. :active => 149, # Icon representing active quest list
  281. :complete => 150, # Icon representing complete quest list
  282. :failed => 179, # Icon representing failed quest list
  283. :menu => 178, # Quests icon if using one of the supported CMSes
  284. :gold => 147, # Icon for gold if used as a reward
  285. :exp => 133, # Icon for exp if used as a reward
  286. :level => 62, # Icon for level. Simply prints integer out if 0
  287. :client => 0, # Icon for client
  288. :location => 0, # Icon for Location
  289. }
  290. # For the following colours, you can use either an integer, in which case it
  291. # takes its colour from that index of the windowskin palette, or you can use
  292. # an array in the form [Red, Green, Blue, Alpha] (Alpha can be excluded)
  293. COLOURS = {
  294. :active => 0, # The colour of a quest that is active
  295. :complete => 3, # The colour of a quest that is complete
  296. :failed => 10, # The colour of a quest that is failed
  297. :label => 16, # The colour for the label
  298. :content => 0, # The colour for the main content of the window
  299. :subtitle => 16 # The colour for the subtitles
  300. }
  301. VOCAB_QUESTS = "Quests" # What you want Quests to be called (eg. 'Missions')
  302. # LABEL_FONTNAME - The name of the font used for the label window. If "" or
  303. # [], then it just uses the default font.
  304. LABEL_FONTNAME = ""
  305. # LABEL_FONTSIZE - The size of the text in the label window. When 0, it will
  306. # be automatically fitted to the window size (since it is dynamic)
  307. LABEL_FONTSIZE = 0
  308. LABEL_BOLD = false # Whether the label should be bold
  309. # Info Window
  310. # INFO_LAYOUT - this allows you to choose the vertical order in which each
  311. # section of the quest information is drawn. The sections are - :banner,
  312. # :name, :client, :level, :location, :description, :objectives, & :rewards.
  313. # If you put two in an array, then they will be drawn at the same position.
  314. INFO_LAYOUT = [:banner, :name, [:client, :level], :location, :description,
  315. :objectives, :rewards]
  316. # NAME_FONTNAME - The name of the font used for the quest name in the info
  317. # window. If "" or [], then it just uses the default font.
  318. NAME_FONTNAME = ""
  319. NAME_FONTSIZE = 20 # Size of the font used for the name
  320. NAME_BOLD = true # Whether the Name
  321. # CONTENT_FONTNAME - The name of the font used for the actual content of the
  322. # description, objectives. If "" or [], then it just uses the default font.
  323. CONTENT_FONTNAME = ""
  324. # SUBTITLE FONTNAME - The font used for the subtitles in the info window
  325. # (The subtitles are: Description, Objectives, Rewards)
  326. SUBTITLE_FONTNAME = ""
  327. SUBTITLE_FONTSIZE = 20 # Size of the subtitles in quest info window
  328. SUBTITLE_BOLD = true # Whether to embolden the subtitles
  329. VOCAB_CLIENT = "Client:"
  330. # CLIENT_WIDTH - The horizontal space available for client. If 0, it will
  331. # take a little over half of the screen
  332. CLIENT_WIDTH = 0
  333. VOCAB_LOCATION = "Locale:"# The text used to identify the location
  334. # LOCATION_WIDTH - The horizontal space available for location. If 0, it will
  335. # take a little over half of the screen
  336. LOCATION_WIDTH = 0
  337. LEVEL_SPACE = 16 # The spacing between each level icon, if using icon
  338. VOCAB_DESCRIPTION = "Description" # The word to identify the description text
  339. DESC_FONTSIZE = 20 # The size of the font used in the description
  340. VOCAB_OBJECTIVES = "Objectives" # The word to identify the objectives list
  341. OBJECTIVE_BULLET = "●" # The character used for listing objectives
  342. OBJ_FONTSIZE = 20 # The size of the font used for objectives
  343. VOCAB_REWARDS = "Rewards" # The word to identify the Rewards list
  344. REWARD_BULLET = "" # The character used for listing rewards
  345. REWARD_FONTSIZE = 20 # The size of the font for each reward
  346. ITEM_NUMBER_PREFACE = "x" # When reward amount > 1, this prefaces it.
  347. VOCAB_EXP = "EXP" # The word used for experience, if used in rewards
  348. DRAW_VOCAB_GOLD = true # Whether to draw the Gold vocab or only use icon
  349. # VOCAB_HELP_GENERAL - The phrase in the help window when the list is active
  350. VOCAB_HELP_GENERAL = "Use the horizontal directional keys to switch categories"
  351. # VOCAB_HELP_SELECTED - The phrase in the help window when info is active
  352. VOCAB_HELP_SELECTED = "Use the vertical directional keys to scroll up and down"
  353. # Alignment of text in the Help Window - 0 => Left; 1 => Centre; 2 => Right
  354. HELP_ALIGNMENT = 1
  355. JUSTIFY_PARAGRAPHS = false# Whether Description/objectives are justified.
  356. # Quest Shop Configuration
  357. VOCAB_PURCHASE = "Quest Shop" # What you want the shop to be called
  358. PURCHASE_USE_GOLD_ICON = true # Whether to use gold icon in Quest Shop
  359. PURCHASE_INFO_LAYOUT = [:banner, :name, [:client, :level], :location,
  360. :description, :objectives, :rewards] # Same as line 310, but for the Shop
  361. PURCHASE_SE = ["Shop", 80] # The sound played when a quest is bought
  362. PURCHASE_LIST_WIDTH = 224 # The list width for the purchase scene
  363. #||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
  364. # END EDITABLE REGION A
  365. #////////////////////////////////////////////////////////////////////////////
  366. ICONS.default = 0
  367. COLOURS.default = 0
  368. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  369. # * Quest Data
  370. #````````````````````````````````````````````````````````````````````````````
  371. # Returns skeleton data for the quest
  372. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  373. def self.quest_data (id)
  374. # Set class variables to corresponding arguments
  375. banner = ""
  376. name = "??????"
  377. description = "??????????"
  378. client = ""
  379. location = ""
  380. objectives = []
  381. prime = nil
  382. rewards = []
  383. level = 0
  384. common_event = 0
  385. icon_index = 0
  386. custom_categories = []
  387. case id
  388. #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
  389. # EDITABLE REGION B
  390. #````````````````````````````````````````````````````````````````````````
  391. # To set up a quest, first identify it with an ID - this can be anything
  392. # as long as it is not the same as another quest, but it is important to
  393. # remember this ID as it is the only way to access your quest.
  394. # In any case, the format for setting up a quest is:
  395. #
  396. # when <quest_id> # Give the quest an ID number
  397. # banner = "filename"
  398. # name = "quest_name"
  399. # client = "person who gave the quest"
  400. # location = "place to go for the quest"
  401. # description = "quest_description"
  402. # objectives[0] = "first_objective"
  403. # ...
  404. # objectives[n] = "(n - 1)th objective"
  405. # prime = [objective_id, ..., objective_id]
  406. # rewards = [ [type, id, amount], ..., [type, id], "text" ]
  407. # level = integer
  408. # common_event = id
  409. # icon_index = quest_icon_index
  410. # custom_categories.push (:symbol_1, ..., :symbol_n)
  411. #
  412. # Each of these values have an importance.
  413. # banner is the name of a picture that can be shown at the top
  414. # name is the name of the quest
  415. # description is a small blurb explaining the overall goal of the quest
  416. # client is the name of the person who gave the quest
  417. # location is the place to go to to complete the quest
  418. # objective[0..n] are short-term goals that lead to the overall goal
  419. # primes are which objectives need to be complete before the quest is
  420. # considered to be complete
  421. # rewards will list the items you suggest. Note that there is no
  422. # automatic gain - it simply lists them in the scene - you will need
  423. # to give them out. The format is simple, [type, id, amount] where
  424. # type identifies whether it is an item (0), weapon (1), armor (2),
  425. # gold (3), or exp (4). id is the item ID (or the amount of gold or
  426. # exp). amount only applies if it is an item, weapon or armor and it
  427. # is how much of the item is given. If excluded, it won't draw it at
  428. # all but if it is included, it will draw even if only 1. You can
  429. # also just put a string ("text") and it will write that out.
  430. # level is the difficulty of the quest
  431. # common_event is the ID of a common event which is immediately called
  432. # when the quest is first completed.
  433. # icon_index is the icon that represents the quest
  434. # custom_categories is a new feature which allows you to define which
  435. # quests belong in special categories. All you need to do is add the
  436. # appropriate symbol (which corresponds to an included category at
  437. # line 245) and it will be added. Then, when the player scrolls over
  438. # to that category, this quest, if revealed, will be there.
  439. #
  440. # Note that any of the above values can be omitted without throwing an
  441. # error, but for the quest to work properly you should at least set the
  442. # name, description, and objectives. If you do omit these, the default
  443. # values are:
  444. #
  445. # banner = ""
  446. # name = "??????"
  447. # description = "??????????"
  448. # client = ""
  449. # location = ""
  450. # objectives = []
  451. # prime = [all objectives]
  452. # rewards = []
  453. # level = 0
  454. # common_event = 0
  455. # icon_index = 0
  456. # custom_categories = []
  457. #
  458. # If you do want to require that all objectives must be satisfied before
  459. # the quest is complete, then do not bother defining it. Otherwise, be
  460. # sure to set it. If you are using the Special Codes Formatter, recall
  461. # that all codes must be prefaced with \\, not just \.
  462. #||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
  463. when 1 # Quest 1
  464. name = "Quest 1"
  465. banner = "" # If using, must be a file from the Pictures folder
  466. description = "This is the first quest the players receive. It probably involves playing fetch with lazy humans."
  467. client = ""
  468. location = ""
  469. objectives[0] = "The first objective (ID 0)"
  470. objectives[1] = "Do this next (ID 1)"
  471. objectives[2] = "Return to collect your reward"
  472. prime = [0, 1] # You only need to complete the first two objectives.
  473. rewards = [ [0, 1, 3], [3, 100] ] # A potion and 100 Gold
  474. level = 0
  475. common_event = 0
  476. icon_index = 212
  477. custom_categories = []
  478. when 4 # Quest 4 <- Remember: Quest IDs MUST be unique!
  479. name = "Lovely Lucy"
  480. description = "Pursue the affections of \\c[6]Lucy\\c[0]"
  481. objectives[0] = "Buy her a present from the vendor"
  482. objectives[1] = "Take her out to dinner"
  483. objectives[2] = "Walk her back to her home"
  484. rewards = [ [4, 50], "\\icon[137]A kiss from Lucy" ]
  485. icon_index = 77
  486. # Note that anything I don't want, like banner, prime, common_event, and
  487. # custom_categories, I can exclude and it wll resort to default ("",
  488. # [0, 1, 2], 0, and [])
  489. #||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
  490. # END EDITABLE REGION B
  491. #////////////////////////////////////////////////////////////////////////
  492. end
  493. unless prime
  494. prime = []
  495. objectives.each_index { |i| prime.push (i) }
  496. end
  497. return banner, name, description, client, location, objectives, prime,
  498. rewards, level, common_event, icon_index, custom_categories
  499. end
  500. end
  501.  
  502. #==============================================================================
  503. # ** Game_Quest
  504. #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  505. # Holds in-game data for a quest
  506. #==============================================================================
  507.  
  508. class Game_Quest
  509. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  510. # * Public Instance Variables
  511. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  512. attr_reader :revealed_objectives # An array of revealed objectives
  513. attr_reader :complete_objectives # An array of completed objectives
  514. attr_reader :failed_objectives # An array of failed objectives
  515. attr_reader :id # The ID in $game_party.quests
  516. attr_reader :name # The name of the quest
  517. attr_reader :level # The difficulty level of the quest
  518. attr_accessor :banner # Picture shown at top
  519. attr_accessor :description # A blurb explaining the quest
  520. attr_accessor :client # Name of quest-giver
  521. attr_accessor :location # Place to do the quest
  522. attr_accessor :objectives # An array of strings holding objectives
  523. attr_accessor :prime_objectives # An array of crucial objectives
  524. attr_accessor :rewards # An array of reward components
  525. attr_accessor :common_event_id # ID of common event called at completion
  526. attr_accessor :icon_index # The Icon associated with this quest
  527. attr_accessor :custom_categories # An array of category symbols
  528. attr_accessor :reward_given # A switch to ensure only one reward given
  529. attr_accessor :concealed # A switch to show or not show the quest
  530. attr_accessor :cost # The cost (if in a quest shop)
  531. # Rewarded?
  532. alias rewarded? reward_given
  533. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  534. # * Object Initialization
  535. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  536. def initialize (id, cost = -1)
  537. @id = id
  538. @cost = cost
  539. reset
  540. end
  541. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  542. # * Reset
  543. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  544. def reset
  545. # Set variables to corresponding arguments
  546. @banner, @name, @description, @client, @location, @objectives,
  547. @prime_objectives, @rewards, @level, @common_event_id, @icon_index,
  548. @custom_categories = QuestData.quest_data (id)
  549. # Initialize non-public arrays
  550. @revealed_objectives, @complete_objectives, @failed_objectives = [], [], []
  551. @reward_given = false
  552. @concealed = QuestData::MANUAL_REVEAL
  553. end
  554. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  555. # * Reveal Objective
  556. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  557. def reveal_objective (*obj)
  558. for i in obj do obj.delete (i) if i >= @objectives.size end
  559. @revealed_objectives |= obj # Add to revealed objectives
  560. @revealed_objectives.sort! # Sort from lowest index to highest index
  561. end
  562. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  563. # * Complete Objective
  564. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  565. def complete_objective (*obj)
  566. for i in obj
  567. # Can't complete if failed or non-existent
  568. obj.delete (i) if i >= @objectives.size || @failed_objectives.include? (i)
  569. # Reveal the objective if it was not previously revealed
  570. reveal_objective (i) unless @revealed_objectives.include? (i)
  571. end
  572. @complete_objectives |= obj # Add to complete objectives
  573. @complete_objectives.sort! # Sort from lowest index to highest index
  574. if complete?
  575. $game_temp.common_event_id = @common_event_id # Call common event
  576. @common_event_id = 0 # Don't call it again
  577. end
  578. end
  579. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  580. # * Fail Objective
  581. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  582. def fail_objective (*obj)
  583. for i in obj
  584. obj.delete (i) if i >= @objectives.size
  585. # Reveal the objective if it was not previously revealed
  586. reveal_objective (i) unless @revealed_objectives.include? (i)
  587. end
  588. @failed_objectives |= obj # Add to revealed objectives
  589. @failed_objectives.sort! # Sort from lowest index to highest index
  590. end
  591. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  592. # * Undo Objective operations
  593. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  594. def conceal_objective (*obj)
  595. obj.each { |index| @revealed_objectives.delete (index) }
  596. end
  597. def uncomplete_objective (*obj)
  598. for i in obj do @complete_objectives.delete (i) end
  599. end
  600. def unfail_objective (*obj)
  601. for i in obj do @failed_objectives.delete (i) end
  602. end
  603. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  604. # * Objective Status Checks
  605. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  606. def objective_revealed? (*obj)
  607. return (obj - @revealed_objectives).empty?
  608. end
  609. def objective_complete? (*obj)
  610. return (obj - @complete_objectives).empty?
  611. end
  612. def objective_failed? (*obj)
  613. return (obj - @failed_objectives).empty?
  614. end
  615. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  616. # * Complete?
  617. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  618. def complete?
  619. # Check if all prime objectives have been completed
  620. return (@complete_objectives & @prime_objectives) == @prime_objectives
  621. end
  622. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  623. # * Failed?
  624. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  625. def failed?
  626. # Check if any prime objectives have been failed
  627. return !(@failed_objectives & @prime_objectives).empty?
  628. end
  629. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  630. # * Set Sortable values
  631. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  632. def name= (string)
  633. @name = string
  634. $game_party.quests.refresh_sort (:alphabet)
  635. end
  636. def level= (value)
  637. @level = value
  638. $game_party.quests.refresh_sort (:level)
  639. end
  640. def concealed= (value)
  641. @concealed = value
  642. value ? $game_party.quests.conceal_quest (id) : $game_party.quests.reveal_quest (id)
  643. end
  644. end
  645.  
  646. #==============================================================================
  647. # ** Game_Quests
  648. #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  649. # This class handles Quests. It is a wrapper for the built-in class "Hash".
  650. # The instance of this class is accessed by $game_party.quests
  651. #==============================================================================
  652.  
  653. class Game_Quests
  654. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  655. # * Object Initialization
  656. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  657. def initialize
  658. @data = {}
  659. @id_sort = []
  660. @revealed_sort = []
  661. @alphabet_sort = []
  662. @level_sort = []
  663. end
  664. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  665. # * Get Quest
  666. # quest_id : the ID of the quest
  667. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  668. def [] (quest_id)
  669. return Game_Quest.new (0) unless quest_id.is_a? (Integer)
  670. if @data[quest_id] == nil
  671. @data[quest_id] = Game_Quest.new (quest_id)
  672. reveal_quest (quest_id) unless @data[quest_id].concealed
  673. end
  674. return @data[quest_id]
  675. end
  676. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  677. # * Get Quest List
  678. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  679. def list
  680. quest_list = []
  681. type = $game_system.quest_sort_type.to_s
  682. reverse = !(type.sub! (/reverse/i) { "" }).nil?
  683. case type.to_sym
  684. when :id
  685. @id_sort.each { |id| quest_list.push (@data[id]) }
  686. when :revealed
  687. @revealed_sort.each { |id| quest_list.push (@data[id]) }
  688. when :alphabet
  689. @alphabet_sort.each { |id| quest_list.push (@data[id]) }
  690. when :level
  691. @level_sort.each { |id| quest_list.push (@data[id]) }
  692. else
  693. quest_list = @data.values
  694. end
  695. quest_list.each { |i| quest_list.delete (i) if i.concealed }
  696. return reverse ? quest_list.reverse : quest_list
  697. end
  698. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  699. # * Get Completed Quest List
  700. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  701. def completed_list
  702. complete_quests = []
  703. list.each { |i| complete_quests.push (i) if i.complete? }
  704. return complete_quests
  705. end
  706. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  707. # * Get Failed Quest List
  708. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  709. def failed_list
  710. failed_quests = []
  711. list.each { |i| failed_quests.push (i) if i.failed? }
  712. return failed_quests
  713. end
  714. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  715. # * Get Active Quest List
  716. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  717. def active_list
  718. return list - failed_list - completed_list
  719. end
  720. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  721. # * Category List
  722. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  723. def category_list (category)
  724. case category
  725. when :all then return list
  726. when :active then return active_list
  727. when :complete then return completed_list
  728. when :failed then return failed_list
  729. else
  730. quest_list = []
  731. list.each { |quest| quest_list.push (quest) if quest.custom_categories.include? (category) }
  732. return quest_list
  733. end
  734. end
  735. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  736. # * Get Location
  737. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  738. def get_location (quest_id)
  739. return nil, nil unless @data[quest_id]
  740. # Check all categories
  741. for i in 0...QuestData::CATEGORIES.size
  742. index = category_list (QuestData::CATEGORIES[i]).index (@data[quest_id])
  743. return i, index if index != nil
  744. end
  745. return nil, nil
  746. end
  747. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  748. # * Revealed?
  749. # quest_id : the ID of a checked quest
  750. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  751. def revealed? (quest_id)
  752. return !@data[quest_id].nil? && !@data[quest_id].concealed
  753. end
  754. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  755. # * Remove Quest
  756. # quest_id : the ID of the quest to delete
  757. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  758. def remove (quest_id)
  759. conceal_quest (quest_id)
  760. @data.delete (quest_id)
  761. end
  762. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  763. # * Clear
  764. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  765. def clear
  766. @data.clear
  767. end
  768. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  769. # * Reveal Quest
  770. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  771. def reveal_quest (quest_id)
  772. return if !@data[quest_id] ||@id_sort.include? (quest_id)
  773. $game_system.last_quest_id = quest_id # Open to this quest next time
  774. # Save sorting order in separate arrays to avoid resorting every time
  775. @revealed_sort.push (quest_id)
  776. sorted = false
  777. for i in 0...@id_sort.size
  778. if @id_sort[i] > quest_id
  779. @id_sort.insert (i, quest_id)
  780. sorted = true
  781. break
  782. end
  783. end
  784. @id_sort.push (quest_id) unless sorted
  785. sorted = false
  786. for i in 0...@alphabet_sort.size
  787. if @data[@alphabet_sort[i]].name.downcase > @data[quest_id].name.downcase
  788. @alphabet_sort.insert (i, quest_id)
  789. sorted = true
  790. break
  791. end
  792. end
  793. @alphabet_sort.push (quest_id) unless sorted
  794. sorted = false
  795. for i in 0...@level_sort.size
  796. if @data[@level_sort[i]].level > @data[quest_id].level
  797. @level_sort.insert (i, quest_id)
  798. sorted = true
  799. break
  800. end
  801. end
  802. @level_sort.push (quest_id) unless sorted
  803. end
  804. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  805. # * Conceal Quest
  806. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  807. def conceal_quest (quest_id)
  808. [@revealed_sort, @alphabet_sort, @id_sort, @level_sort].each { |ary| ary.delete (quest_id) }
  809. end
  810. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  811. # * Refresh Sort ~ In case the name or level of a quest is changed
  812. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  813. def refresh_sort (sort_type)
  814. case sort_type
  815. when :alphabet
  816. s = @data.values.sort { |a, b| a.name.downcase <=> b.name.downcase }
  817. @alphabet_sort.clear
  818. s.each { |quest| @alphabet_sort.push (quest.id) }
  819. when :level
  820. s = @data.values.sort { |a, b| a.level <=> b.level }
  821. @level_sort.clear
  822. s.each { |quest| @level_sort.push (quest.id) }
  823. end
  824. end
  825. end
  826.  
  827. #==============================================================================
  828. # ** Game_Temp
  829. #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  830. # Summary of Changes:
  831. # new instance variables - quest_shop_array, quest_shop_name
  832. #==============================================================================
  833.  
  834. class Game_Temp
  835. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  836. # * Public Instance Variables
  837. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  838. attr_accessor :quest_shop_array
  839. attr_accessor :quest_shop_name
  840. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  841. # * Object Initialization
  842. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  843. alias maba_qjrnl_iniz_5uv1 initialize
  844. def initialize (*args)
  845. maba_qjrnl_iniz_5uv1 (*args)
  846. @quest_shop_array = []
  847. @quest_shop_name = QuestData::VOCAB_PURCHASE
  848. end
  849. end
  850.  
  851. #==============================================================================
  852. # ** Game_System
  853. #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  854. # Summary of Changes:
  855. # new instance variables - quest_disabled; qj_bg_picture; qj_bg_opacity;
  856. # qj_windowskin; qj_window_opacity; last_quest_id
  857. # aliased method - initialize
  858. #==============================================================================
  859.  
  860. class Game_System
  861. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  862. # * Public Instance Variables
  863. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  864. attr_reader :quest_menuaccess # Is it accessible through the menu
  865. attr_accessor :quest_disabled # Can you access quest journal at this time
  866. attr_accessor :quest_keyaccess # Is it accessible by key?
  867. attr_accessor :quest_sort_type # The type of sorting to use
  868. attr_accessor :qj_bg_picture # The filename of the background graphic
  869. attr_accessor :qj_bg_opacity # The opacity of the background picture
  870. attr_accessor :qj_windowskin # The skin of the windows in the quest scene
  871. attr_accessor :qj_window_opacity # The opacity of windows in the quest scene
  872. attr_accessor :last_quest_cat # The last [category, index] of quest viewed
  873. attr_accessor :last_quest_id # The ID of the last quest viewed
  874. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  875. # * Object Initialization
  876. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  877. alias modlg_qstjrnl_iniz_4rd2 initialize
  878. def initialize (*args)
  879. # Run Original Method
  880. modlg_qstjrnl_iniz_4rd2 (*args)
  881. # Initialize new variables
  882. @quest_menuaccess = QuestData::MENU_ACCESS
  883. @quest_disabled = false
  884. @quest_keyaccess = QuestData::KEY_ACCESS
  885. @quest_sort_type = QuestData::SORT_TYPE
  886. @qj_bg_picture = QuestData::BG_PICTURE
  887. @qj_bg_opacity = QuestData::BG_OPACITY
  888. @qj_windowskin = QuestData::WINDOWS_SKIN
  889. @qj_window_opacity = QuestData::WINDOWS_OPACITY
  890. @last_quest_cat = 0
  891. @last_quest_id = 0
  892. end
  893. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  894. # * Set Quest Access
  895. # Not simply accessor so I could add in compatibility
  896. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  897. def quest_menuaccess= (value)
  898. @quest_menuaccess = value
  899. # Full Status Menu / Phantasia-esque Compatibility
  900. @fscms_command_list ? c = @fscms_command_list : (@tpcms_command_list ? c = @tpcms_command_list : return)
  901. value ? (c.insert (QuestData::MENU_INDEX, :quest2) unless c.include? (:quest2)) :
  902. c.delete (:quest2)
  903. end
  904. end
  905.  
  906. #==============================================================================
  907. # ** Game_Party
  908. #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  909. # Summary of Changes:
  910. # new instance variable - quests
  911. # aliased method - initialize
  912. #==============================================================================
  913.  
  914. class Game_Party
  915. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  916. # * Public Instance Variables
  917. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  918. attr_reader :quests
  919. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  920. # * Object Initialization
  921. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  922. alias modalg_qst_jrnl_party_init_quests initialize
  923. def initialize
  924. # Run Original Method
  925. modalg_qst_jrnl_party_init_quests
  926. # Initialize @quests
  927. @quests = Game_Quests.new
  928. end
  929. end
  930.  
  931. #==============================================================================
  932. # ** Game_Interpreter
  933. #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  934. # Summary of Changes:
  935. # new method - change_quest_access; change_quest_background; remove_quest;
  936. # quest; reveal_objective; conceal_objective; complete_objective;
  937. # uncomplete_objective; fail_objective; unfail_objective; quest_revealed?;
  938. # quest_complete?; quest_failed?; change_reward_status
  939. #==============================================================================
  940.  
  941. class Game_Interpreter
  942. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  943. # * Call Quest Scene
  944. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  945. def call_quest (quest_id = 0)
  946. Sound.play_decision
  947. $game_system.last_quest_id = quest_id if quest_id != 0 && quest_revealed? (quest_id)
  948. $game_temp.next_scene = "quest"
  949. end
  950. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  951. # * Call Quest Shop
  952. # quest_array : a series of arrays in form [a, b, [c1, c2, ..., cn], d]
  953. # a is the Quest ID; b is the Purchase Cost; [c1, ..., cn] is a list
  954. # of which objectives are revealed when the quest is bought (it can be
  955. # excluded and if so, then it will reveal them all); d is the ID of an
  956. # enabling switch, meaning it will only show up if that switch is ON
  957. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  958. def call_quest_shop (quest_array, shop_name = QuestData::VOCAB_PURCHASE)
  959. $game_temp.next_scene = "quest shop"
  960. $game_temp.quest_shop_array = quest_array
  961. $game_temp.quest_shop_name = shop_name
  962. end
  963. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  964. # * Change Quest Access
  965. # sym - :enable, :disable, :enable_menu, :disable_menu, :enable_map, or
  966. # :disable_map
  967. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  968. def change_quest_access (sym)
  969. case sym
  970. when :enable then $game_system.quest_disabled = false
  971. when :disable then $game_system.quest_disabled = true
  972. when :enable_menu then $game_system.quest_menuaccess = true
  973. when :disable_menu then $game_system.quest_menuaccess = false
  974. when :enable_map then $game_system.quest_keyaccess = true
  975. when :disable_map then $game_system.quest_keyaccess = false
  976. end
  977. end
  978. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  979. # * Change Quest Background
  980. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  981. def change_quest_background (picture, opacity = $game_system.qj_bg_opacity)
  982. $game_system.qj_bg_picture = picture
  983. $game_system.qj_bg_opacity = opacity
  984. end
  985. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  986. # * Change Quest Windows
  987. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  988. def change_quest_windows (skin, opacity = $game_system.qj_window_opacity)
  989. $game_system.qj_windowskin = skin
  990. $game_system.qj_window_opacity = opacity
  991. end
  992. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  993. # * Reset Quest
  994. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  995. def reset_quest (id)
  996. quest (id).reset
  997. end
  998. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  999. # * Remove Quest
  1000. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1001. def remove_quest (id)
  1002. $game_party.quests.remove (id)
  1003. end
  1004. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1005. # * Reveal/Conceal Quest
  1006. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1007. def reveal_quest (id)
  1008. $game_party.quests[id].concealed = false
  1009. end
  1010. def conceal_quest (id)
  1011. $game_party.quests[id].concealed = true
  1012. end
  1013. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1014. # * Quest
  1015. # id : Returns the quest object with that ID
  1016. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1017. def quest (id)
  1018. return $game_party.quests[id]
  1019. end
  1020. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1021. # * Quest Revealed?
  1022. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1023. def quest_revealed? (id)
  1024. return $game_party.quests.revealed? (id)
  1025. end
  1026. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1027. # * Facade for Quest methods:
  1028. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1029. [:reveal_objective, :conceal_objective, :complete_objective,
  1030. :uncomplete_objective, :fail_objective, :unfail_objective].each { |method|
  1031. define_method (method) { |id, *obj| quest (id).send (method, *obj) }
  1032. }
  1033. [:objective_revealed?, :objective_complete?, :objective_failed?].each { |method|
  1034. define_method (method) { |id, *obj| quest_revealed? (id) && quest (id).send (method, *obj) }
  1035. }
  1036. [:reset, :complete?, :rewarded?, :failed?].each { |method|
  1037. define_method ("quest_#{method}".to_sym) { |id| quest_revealed? (id) && quest (id).send (method) }
  1038. }
  1039. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1040. # * Give Quest Reward
  1041. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1042. def give_quest_reward (quest_id)
  1043. return false if !quest_complete? (quest_id) || quest_rewarded? (quest_id)
  1044. params = @params.dup
  1045. (quest (quest_id)).rewards.each { |reward|
  1046. next unless reward.is_a? (Array)
  1047. @params = [reward[1], 0, 0, (reward[2] ? reward[2] : 1)]
  1048. case reward[0]
  1049. when 0 then command_126 # Item
  1050. when 1 then command_127 # Weapon
  1051. when 2 then command_128 # Armor
  1052. when 3 # Gold
  1053. @params = [0, 0, reward[1]]
  1054. command_125
  1055. when 4 # Experience
  1056. @params = [0, 0, 0, reward[1], true]
  1057. command_315
  1058. end
  1059. }
  1060. @params = params
  1061. change_reward_status (quest_id, true)
  1062. return true
  1063. end
  1064. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1065. # * Change Reward Status
  1066. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1067. def change_reward_status (id, value = true)
  1068. quest (id).reward_given = value
  1069. end
  1070. end
  1071.  
  1072. #==============================================================================
  1073. # ** Window_Base
  1074. #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  1075. # Summary of Changes:
  1076. # aliased method - text_color
  1077. #==============================================================================
  1078.  
  1079. class Window_Base
  1080. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1081. # * Text Color
  1082. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1083. alias malbr_questj2_txtcol_5rf1 text_color
  1084. def text_color (color, *args)
  1085. return ( color.is_a? (Array) ? Color.new (*color) : malbr_questj2_txtcol_5rf1 (color, *args) )
  1086. end
  1087. end
  1088.  
  1089. #==============================================================================
  1090. # ** Window_Message
  1091. #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  1092. # Summary of Changes:
  1093. # aliased method - convert_special_characters
  1094. #==============================================================================
  1095.  
  1096. class Window_Message
  1097. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1098. # * Convert Special Characters
  1099. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1100. alias ma_qstjrnl_cnvrtspecnq_6yh2 convert_special_characters
  1101. def convert_special_characters (*args)
  1102. # Run Original Method
  1103. ma_qstjrnl_cnvrtspecnq_6yh2 (*args)
  1104. @text.gsub! (/\\NQ\[(\d+)\]/i) { $game_party.quests[$1.to_i].name } # Name Quest
  1105. end
  1106. end
  1107.  
  1108. if Object.const_defined? (:Paragrapher) && Paragrapher.const_defined? (:Formatter_SpecialCodes)
  1109. class Paragrapher::Formatter_SpecialCodes
  1110. alias mlg_qstj_prfrmsub_5th2 perform_substitution
  1111. def perform_substitution (*args)
  1112. text = mlg_qstj_prfrmsub_5th2 (*args)
  1113. text.gsub! (/\\NQ\[(\d+)\]/i) { $game_party.quests[$1.to_i].name } # Monster Name
  1114. return text
  1115. end
  1116. end
  1117. end
  1118.  
  1119. #==============================================================================
  1120. # ** Window_QuestLabel
  1121. #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  1122. # This window shows the quest label at the top of the scene
  1123. #==============================================================================
  1124.  
  1125. class Window_QuestLabel < Window_Base
  1126. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1127. # * Object Initialization
  1128. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1129. def initialize (width = QuestData::LIST_WIDTH, height = 32 + WLH, text = QuestData::VOCAB_QUESTS)
  1130. super (0, 0, width, height)
  1131. self.windowskin = Cache.system ($game_system.qj_windowskin)
  1132. self.opacity = $game_system.qj_window_opacity
  1133. # Draw contents
  1134. self.contents.font.name = QuestData::LABEL_FONTNAME unless QuestData::LABEL_FONTNAME.empty?
  1135. if QuestData::LABEL_FONTSIZE == 0
  1136. self.contents.font.size = [height - 36, 28].min
  1137. # Fit it by width
  1138. while (contents.text_size (text).width > contents.width) && contents.font.size > Font.default_size
  1139. contents.font.size -= 1
  1140. end
  1141. else
  1142. contents.font.size = QuestData::LABEL_FONTSIZE
  1143. end
  1144. self.contents.font.bold = QuestData::LABEL_BOLD
  1145. self.contents.font.color = text_color (QuestData::COLOURS[:label])
  1146. self.contents.draw_text (contents.rect, text, 1)
  1147. end
  1148. end
  1149.  
  1150. #==============================================================================
  1151. # ** Window_QuestPurchaseGold
  1152. #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  1153. # This is the gold window for the Quest Purchase scene
  1154. #==============================================================================
  1155.  
  1156. class Window_QuestPurchaseGold < Window_Base
  1157. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1158. # * Object Initialization
  1159. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1160. def initialize (y, width = QuestData::PURCHASE_LIST_WIDTH)
  1161. super (0, y, width, 32 + WLH)
  1162. self.windowskin = Cache.system ($game_system.qj_windowskin)
  1163. self.opacity = $game_system.qj_window_opacity
  1164. refresh
  1165. end
  1166. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1167. # * Refresh
  1168. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1169. def refresh
  1170. self.contents.clear
  1171. if QuestData::PURCHASE_USE_GOLD_ICON
  1172. draw_icon (QuestData::ICONS[:gold], 0, 0)
  1173. x = 28
  1174. else
  1175. x = 4
  1176. end
  1177. draw_currency_value ($game_party.gold, x, 0, contents.width - x)
  1178. end
  1179. end
  1180.  
  1181. #==============================================================================
  1182. # ** Window_QuestCategory
  1183. #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  1184. # This window allows you to select between which list to show
  1185. #==============================================================================
  1186.  
  1187. class Window_QuestCategory < Window_Base
  1188. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1189. # * Object Initialization
  1190. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1191. def initialize (category_index = 0, width = QuestData::LIST_WIDTH)
  1192. hght = 56
  1193. @all_index = QuestData::CATEGORIES.index (:all)
  1194. hght += 8 if @all_index && QuestData::ICONS[:all] == 0
  1195. super (0, WLH + 32, width, hght)
  1196. self.windowskin = Cache.system ($game_system.qj_windowskin)
  1197. self.opacity = $game_system.qj_window_opacity
  1198. total = 24*QuestData::CATEGORIES.size
  1199. total += 16 if hght == 64
  1200. @spacing = (contents.width - total) / (QuestData::CATEGORIES.size - 1)
  1201. refresh (category_index)
  1202. end
  1203. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1204. # * Refresh
  1205. # category_index : icon to highlight -
  1206. # 0 => All, 1 => Active, 2 => Complete, 3 => Failed
  1207. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1208. def refresh (category_index = 0)
  1209. contents.clear
  1210. for i in 0...QuestData::CATEGORIES.size
  1211. draw_item (i, i == category_index)
  1212. end
  1213. end
  1214. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1215. # * Draw Category
  1216. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1217. def draw_item (index, enabled = false)
  1218. x = index*(24 + @spacing)
  1219. x += 16 if @all_index && index > @all_index && contents.height == 32
  1220. category = QuestData::CATEGORIES[index]
  1221. if @all_index != index || contents.height == 24
  1222. y = (contents.height == 32 ? 4 : 0)
  1223. self.contents.clear_rect (x, y, 24, 24)
  1224. draw_icon (QuestData::ICONS[category], x, y, enabled)
  1225. else
  1226. self.contents.clear_rect (x, 0, 40, 32)
  1227. draw_icon (QuestData::ICONS[:complete], x, 0, enabled)
  1228. draw_icon (QuestData::ICONS[:failed], x + 16, 0, enabled)
  1229. draw_icon (QuestData::ICONS[:active], x + 8, 8, enabled)
  1230. end
  1231. end
  1232. end
  1233.  
  1234. #==============================================================================
  1235. # ** Window_QuestList
  1236. #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  1237. # This window shows a list of quests
  1238. #==============================================================================
  1239.  
  1240. class Window_QuestList < Window_Command
  1241. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1242. # * Object Initialization
  1243. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1244. def initialize (free, width = QuestData::LIST_WIDTH, category = QuestData::CATEGORIES[0], quest_index = 0)
  1245. super (width, [], 1, free / WLH)
  1246. change_list (category)
  1247. self.windowskin = Cache.system ($game_system.qj_windowskin)
  1248. self.opacity = $game_system.qj_window_opacity
  1249. self.index = quest_index
  1250. end
  1251. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1252. # * Change List
  1253. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1254. def change_list (list_type)
  1255. if list_type.is_a? (Array)
  1256. @commands = list_type # List passed directly
  1257. else
  1258. @commands = $game_party.quests.category_list (list_type)
  1259. @commands = [] if @commands.nil?
  1260. end
  1261. @item_max = @commands.size
  1262. self.contents = Bitmap.new (contents.width, [self.height - 32, @item_max*WLH].max)
  1263. self.index = 0
  1264. refresh
  1265. end
  1266. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1267. # * Quest
  1268. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1269. def quest
  1270. return @commands[self.index]
  1271. end
  1272. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1273. # * Draw Item
  1274. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1275. def draw_item(index, enabled = true)
  1276. rect = item_rect(index)
  1277. self.contents.clear_rect(rect)
  1278. self.contents.font.color.alpha = (enabled ? 255 : 128)
  1279. quest = @commands[index]
  1280. draw_icon (quest.icon_index, rect.x, rect.y, enabled)
  1281. rect.x += 28
  1282. rect.width -= 28
  1283. if quest.cost > -1 # Draw the quest's cost if > -1
  1284. self.contents.font.color = text_color (QuestData::COLOURS[:active])
  1285. self.contents.draw_text (rect, quest.cost.to_s, 2)
  1286. rect.width -= (self.contents.text_size (quest.cost.to_s).width + 6)
  1287. else
  1288. self.contents.font.color = text_color (quest.complete? ?
  1289. QuestData::COLOURS[:complete] : (quest.failed? ?
  1290. QuestData::COLOURS[:failed] : QuestData::COLOURS[:active]))
  1291. end
  1292. self.contents.draw_text(rect, quest.name)
  1293. end
  1294. end
  1295.  
  1296. #==============================================================================
  1297. # ** Window QuestInfo
  1298. #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  1299. # This window shows the details of each quest
  1300. #==============================================================================
  1301.  
  1302. class Window_QuestInfo < Window_Base
  1303. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1304. # * Object Initialization
  1305. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1306. def initialize (height = Graphics.height - (32 + WLH), x = QuestData::LIST_WIDTH, layout = QuestData::INFO_LAYOUT)
  1307. super (x, 0, Graphics.width - x, height)
  1308. @layout = layout
  1309. self.windowskin = Cache.system ($game_system.qj_windowskin)
  1310. self.opacity = $game_system.qj_window_opacity
  1311. end
  1312. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1313. # * Refresh
  1314. # quest : the Quest object to show
  1315. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1316. def refresh (quest)
  1317. contents.clear
  1318. if quest.nil?
  1319. create_contents
  1320. return
  1321. end
  1322. @quest = quest
  1323. # Get the Paragrapher
  1324. if !Object.const_defined? (:Paragrapher) || !Paragrapher.const_defined? (:Formatter)
  1325. p "This script requires the Paragraph Formatter 2.0! You can get it at RMRK:",
  1326. " http://rmrk.net/index.php/topic,25129.0.html", "The Special Codes Formatter is supported, but you still need the base script."
  1327. else
  1328. if Paragrapher.const_defined? (:Formatter_SpecialCodes)
  1329. @paragrapher = Paragrapher.new (Paragrapher::Formatter_SpecialCodes.new, Paragrapher::Artist_SpecialCodes.new)
  1330. else
  1331. @paragrapher = Paragrapher.new (contents.paragraph_formatter, contents.paragraph_artist)
  1332. end
  1333. end
  1334. # Calculate the size of the bitmap
  1335. h = 0
  1336. set_font (0)
  1337. for subtitle in @layout do h += calculate_height_req (subtitle) end
  1338. self.contents = Bitmap.new (contents.width, [h, self.height - 32].max)
  1339. # Draw everything in the specified order
  1340. y = 0
  1341. for subtitle in @layout
  1342. if subtitle.is_a? (Array)
  1343. max_y = y
  1344. # Draw on same line if an array
  1345. for i in subtitle
  1346. y_plus = draw_section (i, y) # Don't track since on same line
  1347. max_y = y_plus if y_plus > max_y
  1348. end
  1349. y = max_y
  1350. else
  1351. y = draw_section (subtitle, y)
  1352. end
  1353. end
  1354. end
  1355. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1356. # * Calculate Height Requirement
  1357. # section : a symbol for the heading it is asking about
  1358. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1359. def calculate_height_req (section)
  1360. # Calculate the amount of vertical space needed for each section
  1361. case section
  1362. when Array then calculate_height_req(section.max { |a, b|
  1363. calculate_height_req(a) <=> calculate_height_req(b) })
  1364. when :banner then return Cache.picture (@quest.banner).height unless @quest.banner.empty?
  1365. when :name then return WLH unless @quest.name.empty?
  1366. when :level then return WLH unless @quest.level <= 0
  1367. when :client then return WLH unless @quest.client.empty?
  1368. when :location then return WLH unless @quest.location.empty?
  1369. when :description
  1370. if @paragrapher && [email protected]?
  1371. # Create formatted text object for the description & check total size
  1372. bmp = Bitmap.new (contents.width - 16, WLH)
  1373. bmp.font = contents.font.dup
  1374. bmp.font.size = QuestData::DESC_FONTSIZE
  1375. @desc_ft = @paragrapher.formatter.format (@quest.description, bmp)
  1376. return (@desc_ft.lines.size*bmp.font.size) + ((3*WLH) / 2) + 4
  1377. end
  1378. when :objectives
  1379. if @paragrapher && [email protected]_objectives.empty?
  1380. # Create formatted text objects for the objectives & check total size
  1381. tw = self.contents.text_size (QuestData::OBJECTIVE_BULLET).width
  1382. bmp = Bitmap.new (contents.width - 12 - tw, WLH)
  1383. bmp.font = contents.font.dup
  1384. bmp.font.size = QuestData::OBJ_FONTSIZE
  1385. h = WLH
  1386. @objs_ft = []
  1387. for i in @quest.revealed_objectives
  1388. ft = @paragrapher.formatter.format (@quest.objectives[i], bmp)
  1389. h += (ft.lines.size * bmp.font.size) + 2
  1390. @objs_ft.push (ft)
  1391. end
  1392. return h + 2
  1393. end
  1394. when :rewards then return WLH*(@quest.rewards.size + 1) unless @quest.rewards.empty?
  1395. end
  1396. return 0
  1397. end
  1398. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1399. # * Draw Section
  1400. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1401. def draw_section (section, y)
  1402. set_font (0)
  1403. case section
  1404. when :banner then y = draw_banner (y)
  1405. when :name then y = draw_name (y)
  1406. when :level then y = draw_level (y)
  1407. when :client then y = draw_client (y)
  1408. when :location then y = draw_location (y)
  1409. when :description then y = draw_description (y)
  1410. when :objectives then y = draw_objectives (y)
  1411. when :rewards then y = draw_rewards (y)
  1412. end
  1413. return y
  1414. end
  1415. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1416. # * Draw Banner
  1417. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1418. def draw_banner (y)
  1419. return y if @quest.banner.empty?
  1420. banner = Cache.picture (@quest.banner)
  1421. self.contents.blt ((contents.width - banner.width) / 2, y, banner, banner.rect)
  1422. return y + banner.height
  1423. end
  1424. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1425. # * Draw Name
  1426. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1427. def draw_name (y)
  1428. return y if @quest.name.empty?
  1429. self.contents.font.name = QuestData::NAME_FONTNAME.empty? ? Font.default_name : QuestData::NAME_FONTNAME
  1430. self.contents.font.size = QuestData::NAME_FONTSIZE == 0 ? Font.default_size : QuestData::NAME_FONTSIZE
  1431. self.contents.font.bold = QuestData::NAME_BOLD
  1432. self.contents.font.color = text_color (@quest.complete? ?
  1433. QuestData::COLOURS[:complete] : (@quest.failed? ?
  1434. QuestData::COLOURS[:failed] : QuestData::COLOURS[:active]))
  1435. self.contents.draw_text (0, y, self.contents.width, WLH, @quest.name, 1)
  1436. return y + WLH
  1437. end
  1438. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1439. # * Draw Level
  1440. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1441. def draw_level (y)
  1442. return y if @quest.level < 1
  1443. if QuestData::ICONS[:level] != 0
  1444. x = self.contents.width - 24
  1445. @quest.level.times do
  1446. draw_icon (QuestData::ICONS[:level], x, y)
  1447. x -= QuestData::LEVEL_SPACE
  1448. end
  1449. else
  1450. set_font (1)
  1451. self.contents.draw_text (0, y, contents.width, WLH, @quest.level.to_s, 2)
  1452. end
  1453. return y + WLH
  1454. end
  1455. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1456. # * Draw Client
  1457. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1458. def draw_client (y)
  1459. return y if @quest.client.empty?
  1460. x = 0
  1461. if QuestData::ICONS[:client] != 0
  1462. draw_icon (QuestData::ICONS[:client], x, y)
  1463. x += 28
  1464. end
  1465. if !QuestData::VOCAB_CLIENT.empty?
  1466. set_font (1)
  1467. self.contents.draw_text (x, y, 80, WLH, QuestData::VOCAB_CLIENT)
  1468. x += 80
  1469. end
  1470. set_font (0)
  1471. wdth = QuestData::CLIENT_WIDTH == 0 ? (contents.width - ((5*QuestData::LEVEL_SPACE) + 8)) : QuestData::CLIENT_WIDTH
  1472. self.contents.draw_text (x, y, wdth - x, WLH, @quest.client, 2)
  1473. return y + WLH
  1474. end
  1475. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1476. # * Draw Location
  1477. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1478. def draw_location (y)
  1479. return y if @quest.location.empty?
  1480. x = 0
  1481. if QuestData::ICONS[:location] != 0
  1482. draw_icon (QuestData::ICONS[:location], x, y)
  1483. x += 28
  1484. end
  1485. if !QuestData::VOCAB_LOCATION.empty?
  1486. set_font (1)
  1487. self.contents.draw_text (x, y, 80, WLH, QuestData::VOCAB_LOCATION)
  1488. x += 80
  1489. end
  1490. set_font (0)
  1491. wdth = QuestData::LOCATION_WIDTH == 0 ? (contents.width - ((5*QuestData::LEVEL_SPACE) + 8)) : QuestData::LOCATION_WIDTH
  1492. self.contents.draw_text (x, y, wdth - x, WLH, @quest.location, 2)
  1493. return y + WLH
  1494. end
  1495. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1496. # * Draw Description
  1497. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1498. def draw_description (y)
  1499. return y if !@paragrapher || @quest.description.empty?
  1500. # Setup the bitmap of appropriate size for drawing the description
  1501. hght = @desc_ft.lines.size * @desc_ft.bitmap.font.size
  1502. font = @desc_ft.bitmap.font.dup
  1503. @desc_ft.bitmap.dispose
  1504. @desc_ft.bitmap = Bitmap.new (self.contents.width, hght)
  1505. @desc_ft.bitmap.font = font
  1506. set_font (1)
  1507. rect = Rect.new (2, y + (WLH / 2), self.contents.width - 4, hght + WLH)
  1508. rect2 = Rect.new (4, y + (WLH / 2) + 2, self.contents.width - 8, hght + WLH - 4)
  1509. # Make Box
  1510. if Bitmap.method_defined? (:fill_rounded_rect) # Bitmap Addons
  1511. self.contents.fill_rounded_rect (rect, self.contents.font.color)
  1512. self.contents.fill_rounded_rect (rect2, Color.new (0, 0, 0, 0))
  1513. else
  1514. self.contents.fill_rect (rect, self.contents.font.color)
  1515. self.contents.clear_rect (rect2)
  1516. end
  1517. # Clear rect for the Description Label
  1518. tw = self.contents.text_size (QuestData::VOCAB_DESCRIPTION).width
  1519. self.contents.clear_rect (32, y, tw + 4, WLH)
  1520. # Draw Description Label
  1521. self.contents.draw_text (34, y, tw + 2, WLH, QuestData::VOCAB_DESCRIPTION)
  1522. set_font (0)
  1523. # Draw Description paragraph
  1524. @paragrapher.artist.draw (@desc_ft, QuestData::JUSTIFY_PARAGRAPHS)
  1525. self.contents.blt (8, y + WLH, @desc_ft.bitmap, @desc_ft.bitmap.rect)
  1526. @desc_ft.bitmap.dispose
  1527. @desc_ft = nil
  1528. return rect.y + rect.height + 4
  1529. end
  1530. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1531. # * Draw Objectives
  1532. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1533. def draw_objectives (y)
  1534. return y if !@paragrapher || @quest.revealed_objectives.empty?
  1535. set_font (1)
  1536. self.contents.draw_text (32, y, contents.width - 32, WLH, QuestData::VOCAB_OBJECTIVES)
  1537. tw = self.contents.text_size (QuestData::OBJECTIVE_BULLET).width
  1538. y += WLH
  1539. bmp = @objs_ft[0].bitmap
  1540. for i in [email protected]_objectives.size
  1541. # Draw Bullet
  1542. set_font (1)
  1543. self.contents.draw_text (8, y, tw, WLH, QuestData::OBJECTIVE_BULLET)
  1544. set_font (0)
  1545. ft = @objs_ft[i]
  1546. ft.bitmap = Bitmap.new (contents.width, ft.lines.size*bmp.font.size)
  1547. ft.bitmap.font = bmp.font.dup
  1548. obj = @quest.revealed_objectives[i]
  1549. # Get the correct color
  1550. ft.bitmap.font.color = text_color (@quest.objective_complete? (obj) ?
  1551. QuestData::COLOURS[:complete] : (@quest.objective_failed? (obj) ?
  1552. QuestData::COLOURS[:failed] : QuestData::COLOURS[:active]))
  1553. @paragrapher.artist.draw (ft, QuestData::JUSTIFY_PARAGRAPHS)
  1554. self.contents.blt (12 + tw, y + 2, ft.bitmap, ft.bitmap.rect)
  1555. # Modify the Y accordingly
  1556. y += 2 + ((ft.bitmap.font.size)*ft.lines.size)
  1557. ft.bitmap.dispose
  1558. end
  1559. bmp.dispose
  1560. @objs_ft.clear
  1561. return y + 2
  1562. end
  1563. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1564. # * Draw Rewards
  1565. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1566. def draw_rewards (y)
  1567. return y if @quest.rewards.empty?
  1568. set_font (1)
  1569. self.contents.draw_text (32, y, contents.width - 32, WLH, QuestData::VOCAB_REWARDS)
  1570. x = QuestData::REWARD_BULLET.empty? ? 8 : 12 + (contents.text_size (QuestData::REWARD_BULLET).width)
  1571. y += WLH
  1572. for reward in @quest.rewards
  1573. # Draw Bullet
  1574. set_font (1)
  1575. self.contents.draw_text (8, y, 100, WLH, QuestData::REWARD_BULLET)
  1576. set_font (0)
  1577. self.contents.font.size = QuestData::REWARD_FONTSIZE
  1578. if reward.is_a? (Array)
  1579. item = nil
  1580. case reward[0]
  1581. when 0 then item = $data_items[reward[1]]
  1582. when 1 then item = $data_weapons[reward[1]]
  1583. when 2 then item = $data_armors[reward[1]]
  1584. when 3 # Gold
  1585. draw_icon (QuestData::ICONS[:gold], x, y)
  1586. self.contents.font.color = normal_color
  1587. self.contents.draw_text (x + 24, y, contents.width - x - 24, WLH, reward[1].to_s)
  1588. if QuestData::DRAW_VOCAB_GOLD
  1589. tw = self.contents.text_size(reward[1].to_s).width
  1590. self.contents.font.color = system_color
  1591. self.contents.draw_text(x + tw + 28, y, contents.width - x - 28 - tw, WLH, Vocab::gold)
  1592. end
  1593. when 4 # Exp
  1594. draw_icon (QuestData::ICONS[:exp], x, y)
  1595. self.contents.font.color = normal_color
  1596. self.contents.draw_text (x + 24, y, contents.width - x - 24, WLH, reward[1].to_s)
  1597. tw = self.contents.text_size(reward[1].to_s).width
  1598. self.contents.font.color = system_color
  1599. self.contents.draw_text(x + tw + 28, y, contents.width - x - 28 - tw, WLH, QuestData::VOCAB_EXP)
  1600. end
  1601. # Draw Item
  1602. if item != nil
  1603. draw_item_name (item, x, y)
  1604. unless reward[2].nil? # Draw Number
  1605. contents.font.color = system_color
  1606. tw = contents.text_size (item.name).width + 28
  1607. contents.draw_text (x + tw, y, 100, WLH, "#{QuestData::ITEM_NUMBER_PREFACE}#{reward[2]}")
  1608. end
  1609. end
  1610. else
  1611. set_font (0)
  1612. # Allow use of special codes if Special Codes Formatter available
  1613. if Object.const_defined? (:Paragrapher) && Paragrapher.const_defined? (:Formatter_SpecialCodes)
  1614. bmp = Bitmap.new (contents.width - x, WLH)
  1615. bmp.font = contents.font.dup
  1616. bmp.font.size = QuestData::REWARD_FONTSIZE
  1617. @paragrapher.paragraph (reward, bmp)
  1618. self.contents.blt (x, y, bmp, bmp.rect)
  1619. bmp.dispose
  1620. else
  1621. self.contents.draw_text (x, y, contents.width - x, WLH, reward)
  1622. end
  1623. end
  1624. y += WLH
  1625. end
  1626. return y
  1627. end
  1628. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1629. # * Reset Font
  1630. # 0 => Content Font; 1 => Subtitle Font
  1631. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1632. def set_font (type = 0)
  1633. case type
  1634. when 0 # Content
  1635. self.contents.font.name = QuestData::CONTENT_FONTNAME.empty? ? Font.default_name : QuestData::CONTENT_FONTNAME
  1636. self.contents.font.size = Font.default_size
  1637. self.contents.font.bold = false
  1638. self.contents.font.color = normal_color
  1639. when 1 # Subtitle
  1640. self.contents.font.name = QuestData::SUBTITLE_FONTNAME.empty? ? Font.default_name : QuestData::SUBTITLE_FONTNAME
  1641. self.contents.font.size = QuestData::SUBTITLE_FONTSIZE == 0 ? Font.default_size : QuestData::SUBTITLE_FONTSIZE
  1642. self.contents.font.bold = QuestData::SUBTITLE_BOLD
  1643. self.contents.font.color = system_color
  1644. end
  1645. end
  1646. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1647. # * Colors
  1648. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1649. def normal_color
  1650. return text_color (QuestData::COLOURS[:content])
  1651. end
  1652. def system_color
  1653. return text_color (QuestData::COLOURS[:subtitle])
  1654. end
  1655. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1656. # * Frame Update
  1657. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1658. def update
  1659. if Input.press? (Input::DOWN)
  1660. self.oy = [self.oy + 3, contents.height - self.height + 32].min
  1661. elsif Input.press? (Input::UP)
  1662. self.oy = [self.oy - 3, 0].max
  1663. end
  1664. end
  1665. end
  1666.  
  1667. #==============================================================================
  1668. # ** Scene_Map
  1669. #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  1670. # Summary of Changes:
  1671. # aliased method - update
  1672. #==============================================================================
  1673.  
  1674. class Scene_Map < Scene_Base
  1675. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1676. # * Frame Update
  1677. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1678. alias ma_qj2_keyaces_upd_6yc1 update
  1679. def update (*args)
  1680. ma_qj2_keyaces_upd_6yc1 (*args)
  1681. # If the quest log can be accessed by key and is not empty or disabled
  1682. if $game_system.quest_keyaccess && Input.trigger? (QuestData::MAPKEY_BUTTON)
  1683. if $game_system.quest_disabled || $game_party.quests.list.empty?
  1684. Sound.play_buzzer
  1685. else
  1686. Sound.play_decision
  1687. $game_temp.next_scene = "quest"
  1688. end
  1689. end
  1690. end
  1691. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1692. # * Execute Screen Switch
  1693. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1694. alias malb_questj_updscene_5tg2 update_scene_change
  1695. def update_scene_change (*args)
  1696. scene_call = $game_temp.next_scene
  1697. malb_questj_updscene_5tg2 (*args) # Run Original Method
  1698. # This check first ensures that the scene call was not prevented by external
  1699. # factors, like the player moving, then checks to see if it was quest. I
  1700. # do it like this to ensure that it doesn't open at weird times (like while
  1701. # the message box is open
  1702. if $game_temp.next_scene.nil? && !scene_call.nil?
  1703. case scene_call
  1704. when "quest"
  1705. $scene = Scene_Quest.new
  1706. when "quest shop"
  1707. $scene = Scene_QuestPurchase.new ($game_temp.quest_shop_array, $game_temp.quest_shop_name)
  1708. end
  1709. end
  1710. end
  1711. end
  1712.  
  1713. #==============================================================================
  1714. # ** Scene Quest
  1715. #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  1716. # This class handles the quest scene processing
  1717. #==============================================================================
  1718.  
  1719. class Scene_Quest < Scene_Base
  1720. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1721. # * Object Initialization
  1722. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1723. def initialize (*args)
  1724. if args.size == 0 # Last Quest ID
  1725. cat_ind = $game_system.last_quest_cat
  1726. cat = QuestData::CATEGORIES[cat_ind]
  1727. ind = ($game_party.quests.category_list (cat)).index ($game_party.quests[$game_system.last_quest_id])
  1728. if !ind.nil?
  1729. @category_index, @quest_index = cat_ind, ind
  1730. else
  1731. @category_index, @quest_index = $game_party.quests.get_location ($game_system.last_quest_id)
  1732. end
  1733. else
  1734. @category_index = args[0] < QuestData::CATEGORIES.size ? args[0] : 0
  1735. @quest_index = args[1]
  1736. end
  1737. @category_index = 0 if @category_index.nil?
  1738. @quest_index = 0 if @quest_index.nil?
  1739. @info_window_active = false
  1740. @from_menu = $scene.is_a? (Scene_Menu)
  1741. end
  1742. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1743. # * Start Processing
  1744. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1745. def start
  1746. super
  1747. create_menu_background
  1748. # Create Background picture
  1749. unless $game_system.qj_bg_picture.empty?
  1750. @bg_sprite = Sprite.new
  1751. @bg_sprite.bitmap = Cache.picture ($game_system.qj_bg_picture)
  1752. @bg_sprite.opacity = $game_system.qj_bg_opacity
  1753. end
  1754. free_space = Graphics.height - 96 - 2*Window_Base::WLH
  1755. if QuestData::CATEGORIES.size > 1
  1756. @category_window = Window_QuestCategory.new (@category_index)
  1757. free_space -= @category_window.height
  1758. end
  1759. @label_window = Window_QuestLabel.new (QuestData::LIST_WIDTH, 32 + Window_Base::WLH + (free_space % Window_Base::WLH))
  1760. y = @label_window.height
  1761. if @category_window
  1762. @category_window.y = y
  1763. y += @category_window.height
  1764. end
  1765. @list_window = Window_QuestList.new (free_space, QuestData::LIST_WIDTH, QuestData::CATEGORIES[@category_index], @quest_index)
  1766. @list_window.y = y
  1767. @list_window.active = true
  1768. @info_window = Window_QuestInfo.new
  1769. @info_window.refresh (@list_window.quest)
  1770. # Create Help Window
  1771. @help_window = Window_Help.new
  1772. @help_window.windowskin = Cache.system ($game_system.qj_windowskin)
  1773. @help_window.opacity = $game_system.qj_window_opacity
  1774. @help_window.y = Graphics.height - @help_window.height
  1775. @help_window.width = Graphics.width
  1776. @help_window.create_contents
  1777. @help_window.set_text (QuestData::VOCAB_HELP_GENERAL, QuestData::HELP_ALIGNMENT)
  1778. end
  1779. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1780. # * Terminate Process
  1781. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1782. def terminate
  1783. super
  1784. dispose_menu_background
  1785. if @bg_sprite # Dispose Background Sprite
  1786. @bg_sprite.bitmap.dispose
  1787. @bg_sprite.dispose
  1788. end
  1789. @label_window.dispose
  1790. @category_window.dispose if @category_window
  1791. @list_window.dispose
  1792. @info_window.dispose
  1793. @help_window.dispose
  1794. end
  1795. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1796. # * Frame Update
  1797. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1798. def update
  1799. super
  1800. update_menu_background
  1801. if @list_window.active
  1802. update_list_window
  1803. elsif @info_window_active
  1804. update_info_window
  1805. end
  1806. end
  1807. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1808. # * Update List Window
  1809. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1810. def update_list_window
  1811. @list_window.update
  1812. update_category_window if @category_window
  1813. if Input.trigger?(Input::B) # If Button B is pressed
  1814. Sound.play_cancel
  1815. return_scene
  1816. elsif Input.trigger? (Input::C) # If C button is pressed
  1817. action_pressed_from_list
  1818. # If scrolling through quests
  1819. elsif Input.press? (Input::DOWN) || Input.press? (Input::UP)
  1820. # Refresh Info Window
  1821. @info_window.refresh (@list_window.quest)
  1822. end
  1823. end
  1824. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1825. # * Update Category Window
  1826. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1827. def update_category_window
  1828. # If category window exists and horizontal arrow triggered
  1829. if (Input.trigger? (Input::LEFT) || Input.trigger? (Input::RIGHT))
  1830. add_int = Input.trigger? (Input::LEFT) ? -1 : 1
  1831. @category_index = (@category_index + add_int) % QuestData::CATEGORIES.size
  1832. # Play Cursor SE
  1833. Sound.play_cursor
  1834. # Refresh Windows
  1835. @category_window.refresh (@category_index)
  1836. @list_window.change_list (QuestData::CATEGORIES[@category_index])
  1837. @info_window.refresh (@list_window.quest)
  1838. end
  1839. end
  1840. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1841. # * Update Info Window
  1842. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1843. def update_info_window
  1844. @info_window.update
  1845. if Input.trigger? (Input::B) || Input.trigger? (Input::C)
  1846. Sound.play_cancel
  1847. @info_window_active = false
  1848. @info_window.oy = 0
  1849. @list_window.active = true
  1850. @help_window.set_text (QuestData::VOCAB_HELP_GENERAL, QuestData::HELP_ALIGNMENT)
  1851. end
  1852. end
  1853. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1854. # * C Button Pressed
  1855. # I put this as its own method in case I want to write any patches which
  1856. # modifies what happens when C is pressed
  1857. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1858. def action_pressed_from_list
  1859. if @info_window.contents.height > @info_window.height - 32
  1860. Sound.play_decision
  1861. @info_window_active = true
  1862. @list_window.active = false
  1863. @help_window.set_text (QuestData::VOCAB_HELP_SELECTED, QuestData::HELP_ALIGNMENT)
  1864. else
  1865. Sound.play_buzzer
  1866. end
  1867. end
  1868. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1869. # * Return Scene
  1870. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1871. def return_scene
  1872. unless @list_window.quest.nil? # Save Position
  1873. $game_system.last_quest_id = @list_window.quest.id
  1874. $game_system.last_quest_cat = @category_index
  1875. end
  1876. # Exit Quest Scene
  1877. $scene = @from_menu ? Scene_Menu.new (QuestData::MENU_INDEX) : Scene_Map.new
  1878. end
  1879. end
  1880.  
  1881. #==============================================================================
  1882. # ** Scene_QuestPurchase
  1883. #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  1884. # This class handles processing for purchasing quests
  1885. #==============================================================================
  1886.  
  1887. class Scene_QuestPurchase < Scene_Quest
  1888. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1889. # * Object Initialization
  1890. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1891. def initialize (quest_array = [], shop_name = QuestData::VOCAB_PURCHASE)
  1892. @quest_list, @quest_reveals = [], []
  1893. quest_array.each { |quest_a|
  1894. quest = Game_Quest.new (quest_a[0], (quest_a[1] ? quest_a[1] : -1))
  1895. # Add if no switch condition or condition met and not already revealed
  1896. if quest_a[3]
  1897. reveals = quest_a[2]
  1898. switch = quest_a[3]
  1899. else
  1900. if quest_a[2].is_a? (Array)
  1901. reveals = quest_a[2]
  1902. switch = nil
  1903. else
  1904. reveals = []
  1905. quest.objectives.each_index { |i| reveals.push (i) }
  1906. switch = quest_a[2]
  1907. end
  1908. end
  1909. if (switch.nil? || $game_switches[switch]) && !$game_party.quests.revealed? (quest_a[0])
  1910. # Reveal all objectives if want to show them
  1911. quest.reveal_objective (*reveals)
  1912. @quest_list.push (quest)
  1913. @quest_reveals.push (reveals)
  1914. end
  1915. }
  1916. @shop_name = shop_name
  1917. @info_window_active = false
  1918. end
  1919. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1920. # * Start Processing
  1921. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1922. def start
  1923. create_menu_background
  1924. # Create Background picture
  1925. unless $game_system.qj_bg_picture.empty?
  1926. @bg_sprite = Sprite.new
  1927. @bg_sprite.bitmap = Cache.picture ($game_system.qj_bg_picture)
  1928. @bg_sprite.opacity = $game_system.qj_bg_opacity
  1929. end
  1930. wlh = Window_Base::WLH
  1931. fs = Graphics.height - (96 + 2*wlh)
  1932. @label_window = Window_QuestLabel.new (QuestData::PURCHASE_LIST_WIDTH, 32 + wlh + (fs % 24), @shop_name)
  1933. @list_window = Window_QuestList.new (fs, QuestData::PURCHASE_LIST_WIDTH, @quest_list)
  1934. @list_window.y = @label_window.height
  1935. @list_window.active = true
  1936. for i in 0...@quest_list.size
  1937. @list_window.draw_item (i, false) if $game_party.gold < @quest_list[i].cost
  1938. end
  1939. @info_window = Window_QuestInfo.new (Graphics.height, QuestData::PURCHASE_LIST_WIDTH, QuestData::PURCHASE_INFO_LAYOUT)
  1940. @info_window.refresh (@list_window.quest)
  1941. # Create Gold Window
  1942. @gold_window = Window_QuestPurchaseGold.new (@list_window.y + @list_window.height)
  1943. end
  1944. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1945. # * Terminate Process
  1946. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1947. def terminate
  1948. dispose_menu_background
  1949. if @bg_sprite # Dispose Background Sprite
  1950. @bg_sprite.bitmap.dispose
  1951. @bg_sprite.dispose
  1952. end
  1953. @label_window.dispose
  1954. @list_window.dispose
  1955. @info_window.dispose
  1956. @gold_window.dispose
  1957. end
  1958. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1959. # * Update Info Window
  1960. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1961. def update_info_window
  1962. @info_window.update
  1963. if Input.trigger? (Input::B)
  1964. Sound.play_cancel
  1965. @info_window_active = false
  1966. @info_window.oy = 0
  1967. @list_window.active = true
  1968. elsif Input.trigger? (Input::C)
  1969. purchase_quest
  1970. end
  1971. end
  1972. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1973. # * C Button Pressed
  1974. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1975. def action_pressed_from_list
  1976. if @info_window.contents.height > @info_window.height - 32
  1977. Sound.play_decision
  1978. @info_window_active = true
  1979. @list_window.active = false
  1980. else
  1981. purchase_quest
  1982. end
  1983. end
  1984. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1985. # * Purchase Quest
  1986. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1987. def purchase_quest
  1988. if @list_window.quest.nil? || $game_party.gold < @list_window.quest.cost
  1989. Sound.play_buzzer
  1990. else
  1991. (RPG::SE.new (*QuestData::PURCHASE_SE)).play # Play Purchase SE
  1992. $game_party.lose_gold (@list_window.quest.cost) unless @list_window.quest.cost < 0
  1993. quest = $game_party.quests[@list_window.quest.id] # Create Quest
  1994. $game_party.quests.reveal_quest (@list_window.quest.id) # Reveal Quest
  1995. quest.reveal_objective (*@quest_reveals[@list_window.index])
  1996. quest.concealed = false
  1997. @quest_list.delete_at (@list_window.index)
  1998. @quest_reveals.delete_at (@list_window.index)
  1999. @list_window.change_list (@quest_list)
  2000. for i in 0...@quest_list.size
  2001. @list_window.draw_item (i, false) if $game_party.gold < @quest_list[i].cost
  2002. end
  2003. @info_window.refresh (@list_window.quest)
  2004. @gold_window.refresh
  2005. end
  2006. end
  2007. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2008. # * Return Scene
  2009. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2010. def return_scene
  2011. $scene = Scene_Map.new
  2012. end
  2013. end
  2014.  
  2015. # YEM Main Menu Melody Compatibility
  2016. if $imported && $imported["MainMenuMelody"]
  2017. YEM::MENU::MENU_COMMANDS.insert (QuestData::MENU_INDEX, :quest2)
  2018. YEM::MENU::MENU_ICONS[:quest2] = QuestData::ICONS[:menu]
  2019. YEM::MENU::IMPORTED_COMMANDS[:quest2] = [:quest_access, :quest_disable, false, QuestData::ICONS[:menu], QuestData::VOCAB_QUESTS, "Scene_Quest"]
  2020.  
  2021. class Game_Switches
  2022. alias ma_yemmm_qustjrn_get_6yh1 []
  2023. def [] (id, *args)
  2024. return $game_system.quest_disabled || $game_party.quests.list.empty? if id == :quest_disable
  2025. return !$game_system.quest_menuaccess if id == :quest_access
  2026. return ma_yemmm_qustjrn_get_6yh1 (id, *args)
  2027. end
  2028. end
  2029. # Full Status Menu System Compatibility
  2030. elsif Game_System.method_defined? (:fscms_command_list)
  2031. ModernAlgebra::FSCMS_CUSTOM_COMMANDS[:quest2] = [QuestData::VOCAB_QUESTS,
  2032. QuestData::ICONS[:menu], "$game_system.quest_disabled || $game_party.quests.list.empty?",
  2033. false, Scene_Quest]
  2034. ModernAlgebra::FSCMS_COMMANDLIST.insert (QuestData::MENU_INDEX, :quest2) if QuestData::MENU_ACCESS
  2035. # If Phantasia Esque Menu
  2036. elsif Game_System.method_defined? (:tpcms_command_list)
  2037. Phantasia_CMS::CUSTOM_COMMANDS[:quest2] = [QuestData::VOCAB_QUESTS,
  2038. QuestData::ICONS[:menu], "$game_system.quest_disabled || $game_party.quests.list.empty?",
  2039. false, Scene_Quest]
  2040. Phantasia_CMS::COMMANDLIST.insert (QuestData::MENU_INDEX, :quest2) if QuestData::MENU_ACCESS
  2041. else # Default Menu
  2042. # Dargor's Custom Commands
  2043. if Object.const_defined? (:Custom_Commands)
  2044. Custom_Commands::Icons[QuestData::VOCAB_QUESTS] = QuestData::ICONS[:menu]
  2045. end
  2046. #============================================================================
  2047. # ** Window_Command (unless already done by other script)
  2048. #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  2049. # Summary of Changes:
  2050. # new instance variable - ma_disabled_commands
  2051. # aliased method - initialize, draw_item
  2052. #============================================================================
  2053. unless Window_Command.method_defined? (:ma_disabled_commands)
  2054. class Window_Command
  2055. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2056. # * Public Instance Variable
  2057. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2058. attr_reader :ma_disabled_commands
  2059. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2060. # * Initialize
  2061. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2062. alias malg_quest2_initz_6tg2 initialize
  2063. def initialize (*args)
  2064. @ma_disabled_commands = [] # Initialize new instance variable
  2065. malg_quest2_initz_6tg2 (*args) # Run Original Method
  2066. end
  2067. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2068. # * Draw Item
  2069. # index : item number
  2070. # enabled : enabled flag. When false, draw semi-transparently
  2071. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2072. alias mab_qstj_itmdraw_8ic4 draw_item
  2073. def draw_item (index, enabled = true, *args)
  2074. # Run Original Method
  2075. mab_qstj_itmdraw_8ic4 (index, enabled, *args)
  2076. enabled ? @ma_disabled_commands.delete (index) :
  2077. (@ma_disabled_commands.push (index) if !@ma_disabled_commands.include? (index))
  2078. end
  2079. end
  2080. end
  2081. #============================================================================
  2082. # ** Scene Menu
  2083. #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  2084. # Summary of Changes:
  2085. # aliased methods - initialize; create_command_window;
  2086. # update_command_selection; update_actor_selection
  2087. #============================================================================
  2088.  
  2089. class Scene_Menu
  2090. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2091. # * Object Initialization
  2092. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2093. alias magba_questj_ini_5rc1 initialize
  2094. def initialize (menu_index = 0, *args)
  2095. magba_questj_ini_5rc1 (menu_index, *args) # Run Original Method
  2096. if $game_system.quest_menuaccess
  2097. # Set menu index if coming from the scene; adjust if not (and not using Dargor
  2098. $scene.is_a? (Scene_Quest) ? @menu_index = QuestData::MENU_INDEX : (@menu_index += 1 if @menu_index >= QuestData::MENU_INDEX)
  2099. end
  2100. end
  2101. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2102. # * Create Command Window
  2103. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2104. alias modrn_qusjrnl2_cmmndwin_5th9 create_command_window
  2105. def create_command_window (*args)
  2106. modrn_qusjrnl2_cmmndwin_5th9 (*args) # Run Original Method
  2107. if $game_system.quest_menuaccess
  2108. c = @command_window.commands.dup
  2109. c.insert (QuestData::MENU_INDEX, QuestData::VOCAB_QUESTS)
  2110. width = @command_window.width
  2111. disabled = @command_window.ma_disabled_commands
  2112. @command_window.dispose
  2113. @command_window = @command_window.class.new (width, c)
  2114. @command_window.index = @menu_index
  2115. # Disable all of the old commands as well
  2116. disabled.each { |i|
  2117. i += 1 if i >= QuestData::MENU_INDEX
  2118. @command_window.draw_item (i, false)
  2119. }
  2120. @command_window.draw_item (QuestData::MENU_INDEX, false) if $game_system.quest_disabled || $game_party.quests.list.empty?
  2121. end
  2122. end
  2123. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2124. # * Update Command Selection
  2125. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2126. alias malg_questj_cmmndupd_4rn6 update_command_selection
  2127. def update_command_selection (*args)
  2128. if $game_system.quest_menuaccess
  2129. # If the Quests command selected
  2130. if @command_window.index == QuestData::MENU_INDEX && Input.trigger? (Input::C)
  2131. if $game_system.quest_disabled || $game_party.quests.list.empty?
  2132. Sound.play_buzzer
  2133. else
  2134. Sound.play_decision
  2135. $scene = Scene_Quest.new
  2136. end
  2137. return
  2138. end
  2139. # Reduce command window index if over the states index
  2140. change = @command_window.index > QuestData::MENU_INDEX && !Object.const_defined? (:Custom_Commands)
  2141. @command_window.index -= 1 if change
  2142. end
  2143. malg_questj_cmmndupd_4rn6 (*args) # Run Original Method
  2144. @command_window.index += 1 if $game_system.quest_menuaccess && change
  2145. end
  2146. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2147. # * Update Actor Selection
  2148. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2149. alias ma_journalqst_actorupd_3gb8 update_actor_selection
  2150. def update_actor_selection (*args)
  2151. if $game_system.quest_menuaccess
  2152. # Reduce command window index if over the states index
  2153. change = @command_window.index > QuestData::MENU_INDEX
  2154. @command_window.index -= 1 if change
  2155. end
  2156. ma_journalqst_actorupd_3gb8 (*args) # Run Original Method
  2157. @command_window.index += 1 if $game_system.quest_menuaccess && change
  2158. end
  2159. end
  2160. end
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