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> Simple Journal, Script updated, version 1.0b!
Rating 5 V
Niclas
post Aug 15 2011, 08:18 PM
Post #1


Whats this?
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Type: Designer
Alignment: Lawful Good




Simple Journal

Version: 1.0b.


Introduction
Have you been searching for a quest system that puts the simplicity first? Simple Journal will try to offer you an easy way to add quests to your needs.

Features
  • Plug and play.
  • Add, remove or make a quest complete using the call script function.
  • Every quest stores a variable if it has been completed or failed.
  • Easy to add it to the menu since it uses a own scene.
  • Supports a custom background image.
  • More to come!

Screenshots
Spoiler:





Using a custom background image.



How to Use
Instructions how to use it can be find inside the script.
To install this script, open up your script editor and copy/paste this script to an open slot below Materials but above Main. Remember to save.

Script
Spoiler:

CODE
#==============================================================================
#   Simple Journal
#   Author: Nicke
#   Created: 08/13/2011
#   Edited: 08/16/2011
#   Version: 1.0b
#==============================================================================
# Instructions
# -----------------------------------------------------------------------------
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials but above ▼ Main. Remember to save.
# -----------------------------------------------------------------------------
#
# To open Simple Journal use: $scene = Scene_Simple_Journal.new <- In your menu.
#
# Use the call script function to add, remove or complete a quest.
#   Quick example:
#   add_quest(id,type)
#
#   add_quest(1,:main)
#   add_quest(0,:side)
#   complete_quest(0,:side)
#   fail_quest(1,:main)
#
#   Note:
#   In Main quests you should only add 1 quest each time as it is
#   designed that way. However, to make main quest act like side quest page
#   simply set SCROLL_MAIN_QUESTS to true.
#   Every quest stores a variable if it is being completed or failed which then
#   can be used as you want.
#  
#==============================================================================
($imported ||= {})["NICKE-SIMPLE-JOURNAL"] = true

module NICKE
  module JOURNAL_SYSTEM
    
    # --------------------------------------------------------------------------
    # General settings.
    WIDTH = Graphics.width                # Change the width of the journal window.
    HEIGHT = Graphics.height              # Change the height of the journal window.
    FONT_TYPE = ["Rockwell", "Arial"]     # Font type.
    TITLE = "Journal"                     # Journal title text.
    FOOTER = "Use Left/Right to change page." # Footer text.
    NO_ENTRIES = "No entries added..."    # If no quest added show this text.
    COMPLETE_QUEST_VAR = 1                # Variable to store completed quests
    FAILED_QUEST_VAR = 2                  # Variable to store failed quests.
    SCROLL_MAIN_QUESTS = false            # Scroll at Main Quests too?
    # Note: If true, footer will be hidden.
      
    BUTTON_LEFT_PAGE = Input::LEFT        # Button to change page to the left.
    BUTTON_RIGHT_PAGE =  Input::RIGHT     # Button to change page to the right.
    
    BACKGROUND_IMAGE_ACTIVE = false       # Use a background image?
    BACKGROUND_IMAGE = "journal"          # Background image file name.
    # Note: You might need to tweak the height and the position of the window
    # in order for it to be working smoothly with the slider.
    
    RETURN_TO_MAP = false                 # On terminate, go back to map instead?
    # --------------------------------------------------------------------------
    # Color, size and shadow.
    T_FONT_SIZE = 26                                # Title font size.
    T_FONT_COLOR = Color.new(223,255,80)            # Title font color.
    T_FONT_SHADOW = true                            # Title font shadow.
        
    QUEST_HEADER_SIZE = 20                          # Quest Header font size.
    QUEST_HEADER_COLOR = Color.new(135,206,250)     # Quest Header font color.
    QUEST_HEADER_SHADOW = true                      # Quest Header font shadow.
    
    QUEST_DETAILS_SIZE = 16                         # Quest Details font size.
    QUEST_DETAILS_COLOR = Color.new(245,245,245)    # Quest Details font color.
    QUEST_DETAILS_SHADOW = true                     # Quest Details font shadow.
    
    H_FONT_SIZE = 20                                # Header font size.
    H_FONT_COLOR = Color.new(223,255,80)            # Header font color.
    H_FONT_SHADOW = true                            # Header font shadow.
    
    F_FONT_SIZE = 18                                # Footer font size.
    F_FONT_COLOR = Color.new(223,255,80)            # Footer font color.
    F_FONT_SHADOW = true                            # Footer font shadow.
    
    NO_E_FONT_SIZE = 18                             # No entries font size.
    NO_E_FONT_COLOR = Color.new(235,235,160)        # No entries font color.
    NO_E_FONT_SHADOW = true                         # No entries font shadow.  
    # --------------------------------------------------------------------------
    # MAIN QUESTS.
    # Main Quest[Index] = [Icon, "Title", "Details"]
    MAIN_Q_HEADER = "Main Quests"         # Header text for Main quests.
    MAIN_QUESTS = []                      # Don't touch it!
    MAIN_QUESTS[0] = [15, "The Terror in Townsil", "Travel to Townsil and talk to captain awesome."]
    MAIN_QUESTS[1] = [15, "The Terror in Townsil", "Search the town for clues."]
    MAIN_QUESTS[2] = [15, "The Terror in Townsil", "Go back to captain awesome and explain that the situation is crucial."]
    # --------------------------------------------------------------------------
    # SIDE QUESTS.
    # SIDE Quest[Index] = [Icon, "Title", "Details"]
    SIDE_Q_HEADER = "Side Quests"         # Header text for Side quests.
    SIDE_QUESTS = []                      # Don't touch it!
    SIDE_QUESTS[0] = [12, 'Kill the Orcs.', 'Hunt down ten orcs and kill them.']
    SIDE_QUESTS[1] = [75, 'Aid the doctor.', 'Help the doctor by finding the missing herbs.']
    SIDE_QUESTS[2] = [138, 'Find the forgotten girl.', 'Locate the missing girl in the woods.']
    SIDE_QUESTS[3] = [44, 'Armour Reparing.', 'Talk to the local blacksmith to get the armour fixed.']
    SIDE_QUESTS[4] = [151, 'Special Delivery.', 'Take the box filled with unique materials to the mayor in town.']
    SIDE_QUESTS[5] = [64, 'Brew a potion.', 'Gather the missing ingrediens for the health potion.']
    SIDE_QUESTS[6] = [22, 'Solve the bandit problem.', 'Track down and get rid of the bandits that lurks within the deep forest.']
    # --------------------------------------------------------------------------
  
  end
end
# *** Don't edit below unless you know what you are doing. ***
class Game_System
  
  attr_accessor :main_quests
  attr_accessor :side_quests
  attr_accessor :completed_quests
  attr_accessor :failed_quests
  
  alias nicke_quest_initialize initialize unless $@
  def initialize(*args, &block)
    nicke_quest_initialize(*args, &block)
    @main_quests = []
    @side_quests = []
    @completed_quests = [] # Going to be used later on.
    @failed_quests = [] # Going to be used later on.
  end
  
end
  
class Game_Interpreter
  
  include NICKE::JOURNAL_SYSTEM
  
  def add_quest(id, type)
    # Method to add a quest.  
    case type
    when :main # Main quests.
      unless $game_system.main_quests.include?(MAIN_QUESTS[id])
        $game_system.main_quests.push(MAIN_QUESTS[id])
      end unless MAIN_QUESTS[id].nil?
    when :side # Side quests.
      unless $game_system.side_quests.include?(SIDE_QUESTS[id])
        $game_system.side_quests.push(SIDE_QUESTS[id])
      end unless SIDE_QUESTS[id].nil?
    end
  end
  
  def complete_quest(id, type)
    # Method to complete a quest.
    case type
    when :main # Main quests.
      if $game_system.main_quests.include?(MAIN_QUESTS[id])
        $game_system.main_quests.delete(MAIN_QUESTS[id])
        $game_system.completed_quests.push(MAIN_QUESTS[id])      
        $game_variables[COMPLETE_QUEST_VAR] += 1
      end
    when :side # Side quests.
      if $game_system.side_quests.include?(SIDE_QUESTS[id])
        $game_system.side_quests.delete(SIDE_QUESTS[id])
        $game_system.completed_quests.push(SIDE_QUESTS[id])
        $game_variables[COMPLETE_QUEST_VAR] += 1
      end
    end
  end
  
  def fail_quest(id, type)
    # Method for quest failed.
    case type
    when :main # Main quests.
      unless MAIN_QUESTS[id].nil?
        $game_system.main_quests.delete(MAIN_QUESTS[id])
        $game_system.failed_quests.push(MAIN_QUESTS[id])
        $game_variables[FAILED_QUEST_VAR] += 1
      end
    when :side # Side quests.
      unless SIDE_QUESTS[id].nil?
        $game_system.side_quests.delete(SIDE_QUESTS[id])
        $game_system.failed_quests.push(SIDE_QUESTS[id])
        $game_variables[FAILED_QUEST_VAR] += 1
      end
    end
  end

end

class Scene_Simple_Journal < Scene_Base
  
  include NICKE::JOURNAL_SYSTEM
  
  def start
    # Create the bg if true and make a new instance of Window_Simple_Journal.
    super()
    @journal_window = Window_Simple_Journal.new(true)
    if BACKGROUND_IMAGE_ACTIVE == true
      create_bg
      @journal_window.opacity = 0
    end
  end
  
  def create_bg
    # Merhod for creating the background image.
    @bg = Sprite.new
    @bg.bitmap = Cache.picture(BACKGROUND_IMAGE)
  end
  
  def update
    super
    # Method for checking input triggers.
    if Input.trigger?(Input::B)
      Sound.play_cancel
      if RETURN_TO_MAP == true
        $scene = Scene_Map.new
      else
        $scene = Scene_Menu.new(0)
      end
    elsif Input.trigger?(BUTTON_LEFT_PAGE) || Input.trigger?(BUTTON_RIGHT_PAGE)
      Sound.play_decision
      main = @journal_window.main
      @journal_window.dispose
      @journal_window = Window_Simple_Journal.new(!main)
    elsif Input.trigger?(Input::UP)
      y = @journal_window.oy
      @journal_window.oy = [y - 52, 0].max
    elsif Input.trigger?(Input::DOWN)
      return if @journal_window.contents.height < @journal_window.height
      y = @journal_window.oy
      @journal_window.oy = [y + 52, @journal_window.height - y + 16].min
    end
    @journal_window.opacity = 0 if BACKGROUND_IMAGE_ACTIVE == true
  end

  def terminate
    # Method for disposing the bg and the journal window.
    super
    @journal_window.dispose
    @bg.dispose if BACKGROUND_IMAGE_ACTIVE == true
  end

end

class Window_Simple_Journal < Window_Base
  
  include NICKE::JOURNAL_SYSTEM
  
  attr_reader :main
  
  def initialize(main = true)
    super(0,0,WIDTH, HEIGHT)
    @main = main
    # This will allow scrolling if there are too many quests.
    if !@main
        self.contents = Bitmap.new(self.width - 32, HEIGHT - 56 + ($game_system.side_quests.size - 1) * WLH)
    else
        self.contents = Bitmap.new(self.width - 32, HEIGHT - 56 + ($game_system.main_quests.size - 1) * WLH) unless SCROLL_MAIN_QUESTS != true
    end
    refresh
  end
  
  def refresh
    self.contents.clear
    # Add Graphics.
    addGraphics
    # Add Quests.
    addQuests
  end
  
  def self_rect
    # Return the value of contents rect.
    return self.contents.rect
  end
  
  def draw_text(x, y, text, align)
    # Method for drawing the text.
    title = self_rect
    title.x = x
    title.y = y
    title.height = 28
    self.contents.draw_text(title,text,align)
  end
  
  def draw_line(x, y)
    # Create two lines actually, one is acting like the shadow.
    line = self_rect
    line.height = 1
    line.width -= 10
    line.x = x
    line.y = y
    self.contents.fill_rect(line,normal_color)
    line.y += 1
    color = Color.new(0,0,0,200)
    self.contents.fill_rect(line,color)
  end
  
  def addQuests
    if @main
      # Fill it with the current main quest data.
      quests = $game_system.main_quests
    else
      # Fill it with the current side quest data.
      quests = $game_system.side_quests
    end
    # If no quests have been added show no entries instead.
    if quests.empty?
      contents.font.name = FONT_TYPE
      contents.font.size = NO_E_FONT_SIZE
      contents.font.color = NO_E_FONT_COLOR
      contents.font.shadow = NO_E_FONT_SHADOW
      draw_text(0, 160, NO_ENTRIES, 1)
      return  
    end
    yoff = WLH * 2
    quests.each_with_index { |q, i|
      draw_icon( q[0], 0, i * yoff + 84);
      # Font, size, color & shadow.
      contents.font.name = FONT_TYPE
      contents.font.size = QUEST_HEADER_SIZE
      contents.font.color = QUEST_HEADER_COLOR
      contents.font.shadow = QUEST_HEADER_SHADOW
      self.contents.draw_text(10, 68 + i * yoff, self.contents.width - 16, WLH, q[1], 1)
      contents.font.name = FONT_TYPE
      contents.font.size = QUEST_DETAILS_SIZE
      contents.font.color = QUEST_DETAILS_COLOR
      contents.font.shadow = QUEST_DETAILS_SHADOW
      self.contents.draw_text(27, 60 + (i * yoff)+WLH, self.contents.width - 16, WLH, q[2])
    }
  end
  
  def addGraphics
      # Method for drawing the graphics and some headers.
      self.contents.font.name = FONT_TYPE
      self.contents.font.size = T_FONT_SIZE
      self.contents.font.color = T_FONT_COLOR
      self.contents.font.shadow = T_FONT_SHADOW
      draw_text(0, 0, TITLE, 1) if BACKGROUND_IMAGE_ACTIVE != true
      self.contents.font.name = FONT_TYPE
      self.contents.font.size = H_FONT_SIZE
      self.contents.font.color = H_FONT_COLOR
      self.contents.font.shadow = H_FONT_SHADOW
      if @main
        draw_text(0, 42, MAIN_Q_HEADER, 1)
        self.contents.font.name = FONT_TYPE
        self.contents.font.size = F_FONT_SIZE
        self.contents.font.color = F_FONT_COLOR
        self.contents.font.shadow = F_FONT_SHADOW
        draw_text(0,360, FOOTER, 1) unless SCROLL_MAIN_QUESTS == true
        draw_line(5,356)            unless SCROLL_MAIN_QUESTS == true
      else
        draw_text(0, 42, SIDE_Q_HEADER, 1)
      end
      draw_line(5,36) if BACKGROUND_IMAGE_ACTIVE != true
  end
  
end # END OF FILE

#=*==========================================================================*=#
# ** END OF FILE
#=*==========================================================================*=#



Updates
  • Added support for a custom background image! (See screenshots for further details)
  • You can change the button assignments for left/right in the settings.


Credit
Do credit me, Nicke, if you are planing on using this script. Thanks. (Thanks to Jet for his optimization)

This post has been edited by Niclas: Aug 17 2011, 01:01 PM


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NZ Nathan
post Aug 16 2011, 08:45 AM
Post #2



Group Icon


Type: Spriter
Alignment: True Neutral




This seems great, but I put it in a new project and got a Syntax Error on line 177 sad.gif
So i can't see how good this is.


--------------------
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Spoiler:


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Niclas
post Aug 16 2011, 09:10 AM
Post #3


Whats this?
Group Icon


Type: Designer
Alignment: Lawful Good




@Nathan: Hmm I see, will look into it as soon as i can. Probably a easy fix smile.gif


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Icicle_MX
post Aug 16 2011, 09:37 AM
Post #4



Group Icon


Type: Designer




I think it's because the incomplete syntax:

if Input.trigger?(Input:: <<< This is the error.

I think it's the back/cancel trigger. CMIIW.

Anyway, your script is wonderful.

Simple, easy to use and really functional,

love it!

Don't double post. Thanks.
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Niclas
post Aug 16 2011, 12:36 PM
Post #5


Whats this?
Group Icon


Type: Designer
Alignment: Lawful Good




Yeah the problem is fixed now, I unchecked emotion button which was the problem not the script itself.


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REn™
post Aug 16 2011, 12:44 PM
Post #6


REn
Group Icon


Type: Undisclosed
Alignment: Unaligned




why there is an emoticon on your script???

-if Input.trigger?(Input::cool.gif

Edit: didn't see your reply too busy reading ...

Please do not double post. Edit your first post.

This post has been edited by FenixFyreX: Aug 16 2011, 03:59 PM


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Niclas
post Aug 16 2011, 01:23 PM
Post #7


Whats this?
Group Icon


Type: Designer
Alignment: Lawful Good




@REn™: Yeah I've corrected that and fixed a few spelling errors and whatnot so grab the newer version! smile.gif


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FenixFyreX
post Aug 16 2011, 03:58 PM
Post #8


I'm on fire 24/7 >:3
Group Icon


Type: Coder
Alignment: Lawful Good




Good job, this looks very professional. I like the lines x3

Also, I would recommend wrapping the code in [ code] tags(without the extra space, of course) and then all of that in a spoiler. If your script is to long(I don't think it is) you can upload the script to Pastebin.
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Niclas
post Aug 16 2011, 05:05 PM
Post #9


Whats this?
Group Icon


Type: Designer
Alignment: Lawful Good




@FenixFyreX: Thank you for the feedback!

Okay, I've updated the script a bit now with a few more functions so make sure you grab the latest addition. Sorry if I change this quite a bit but I felt it was a nessicary update.

This post has been edited by Niclas: Aug 16 2011, 05:08 PM


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Neosky
post Aug 16 2011, 06:09 PM
Post #10


Master of the DarkSyde of Cheese!
Group Icon


Type: Undisclosed
Alignment: Lawful Evil




That's pretty awesome! I'll actualy use it as sort of a memories thing, since I'm using Omega's Quest Journal. It will be kool to hold actualy Journal like things. One thing I noticed though is that when you have to scroll, when it scrolls up it over laps the Title Header, Journal. Just looks funny. I'm going to edit it where it stops showing the scrolling up at the bottom of the Title Header bar. Not sure how to explain it, but maybe you get it. Not really all the big of a deal, just cosmetic. My OCD is against it, lol. Great work though!!!!

+KRED!


--------------------


Remember, Remember the 5th of November...
Spoiler:



If you are new, please go through this spoiler for VERY useful links.
Spoiler:





Tarris Thread || User Forum || Tarris Hold Website || Twitch.tv
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Tulin
post Aug 16 2011, 06:29 PM
Post #11


The Unknown.
Group Icon


Type: Designer
Alignment: Chaotic Neutral




Just want to say this journal is very awesome and I'll defiantly be using it in my game.
Thank you for the script!


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Spoiler:
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Niclas
post Aug 16 2011, 06:49 PM
Post #12


Whats this?
Group Icon


Type: Designer
Alignment: Lawful Good




@neosky: Oh, want to share the code of how you fixed that? I was trying to fix it but I couldn't. tongue.gif

@Tulin: Thanks man! smile.gif


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Neosky
post Aug 16 2011, 06:52 PM
Post #13


Master of the DarkSyde of Cheese!
Group Icon


Type: Undisclosed
Alignment: Lawful Evil




yeah sure. I have it where it scrolls, right, I just have to edit the Y placement of the Quest titles and discr. I'll place it here when I'm done. Don't think I've changed anything else but that. I usualy edit the hell out of scripts, lol. i'll make sure to place it on here if before I change it too much, lol.
Spoiler:

CODE
#==============================================================================
#   Simple Journal
#   Author: Nicke
#   Created: 08/13/2011
#   Edited: 08/16/2011
#   Version: 1.0b
#==============================================================================
# Instructions
# -----------------------------------------------------------------------------
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials but above ▼ Main. Remember to save.
# -----------------------------------------------------------------------------
#
# To open Simple Journal use: $scene = Scene_Simple_Journal.new <- In your menu.
#
# Use the call script function to add, remove or complete a quest.
#   Quick example:
#   add_quest(id,type)
#
#   add_quest(1,:main)
#   add_quest(0,:side)
#   complete_quest(0,:side)
#   fail_quest(1,:main)
#
#   Note:
#   In Main quests you should only add 1 quest each time as it is
#   designed that way. However, to make main quest act like side quest page
#   simply set SCROLL_MAIN_QUESTS to true.
#   Every quest stores a variable if it is being completed or failed which then
#   can be used as you want.
#  
#==============================================================================
($imported ||= {})["NICKE-SIMPLE-JOURNAL"] = true

module NICKE
  module JOURNAL_SYSTEM
    
    # --------------------------------------------------------------------------
    # General settings.
    WIDTH = Graphics.width                # Change the width of the journal window.
    HEIGHT = 384              # Change the height of the journal window.
    FONT_TYPE = ["Steinem Unicode"]     # Font type.
    TITLE = "Journal"                     # Journal title text.
    FOOTER = "Use Left/Right to change page." # Footer text.
    NO_ENTRIES = "No entries added..."    # If no quest added show this text.
    COMPLETE_QUEST_VAR = 48                # Variable to store completed quests
    FAILED_QUEST_VAR = 49                  # Variable to store failed quests.
    SCROLL_MAIN_QUESTS = true            # Scroll at Main Quests too?
                                          # Note: If true, footer will be hidden.
      
    BUTTON_LEFT_PAGE = Input::LEFT        # Button to change page to the left.
    BUTTON_RIGHT_PAGE =  Input::RIGHT     # Button to change page to the right.
    
    BACKGROUND_IMAGE_ACTIVE = true        # Use a background image?
    BACKGROUND_IMAGE = "journal"          # Background image file name.
    # --------------------------------------------------------------------------
    # Color, size and shadow.
    T_FONT_SIZE = 25                                # Title font size.
    T_FONT_COLOR = Color.new(223,255,80)            # Title font color.
    T_FONT_SHADOW = true                            # Title font shadow.
        
    QUEST_HEADER_SIZE = 20                          # Quest Header font size.
    QUEST_HEADER_COLOR = Color.new(135,206,250)     # Quest Header font color.
    QUEST_HEADER_SHADOW = true                      # Quest Header font shadow.
    
    QUEST_DETAILS_SIZE = 16                         # Quest Details font size.
    QUEST_DETAILS_COLOR = Color.new(245,245,245)    # Quest Details font color.
    QUEST_DETAILS_SHADOW = true                     # Quest Details font shadow.
    
    H_FONT_SIZE = 20                                # Header font size.
    H_FONT_COLOR = Color.new(223,255,80)            # Header font color.
    H_FONT_SHADOW = true                            # Header font shadow.
    
    F_FONT_SIZE = 18                                # Footer font size.
    F_FONT_COLOR = Color.new(223,255,80)            # Footer font color.
    F_FONT_SHADOW = true                            # Footer font shadow.
    
    NO_E_FONT_SIZE = 18                             # No entries font size.
    NO_E_FONT_COLOR = Color.new(235,235,160)        # No entries font color.
    NO_E_FONT_SHADOW = true                         # No entries font shadow.  
    # --------------------------------------------------------------------------
    # MAIN QUESTS.
    # Main Quest[Index] = [Icon, "Title", "Details"]
    MAIN_Q_HEADER = "Main Story"         # Header text for Main quests.
    MAIN_QUESTS = []                      # Don't touch it!
    MAIN_QUESTS[0] = [15, "The Terror in Townsil", "Travel to Townsil and talk to captain awesome."]
    MAIN_QUESTS[1] = [15, "The Terror in Townsil", "Search the town for clues."]
    MAIN_QUESTS[2] = [15, "The Terror in Townsil", "Go back to captain awesome and explain that the situation is crucial."]
    MAIN_QUESTS[3] = [125, "The Terror in Townsil", "Go back to captain awesome and explain that the situation is crucial."]

    # --------------------------------------------------------------------------
    # SIDE QUESTS.
    # SIDE Quest[Index] = [Icon, "Title", "Details"]
    SIDE_Q_HEADER = "Side Stories"         # Header text for Side quests.
    SIDE_QUESTS = []                      # Don't touch it!
    SIDE_QUESTS[0] = [12, 'Kill the Orcs.', 'Hunt down ten orcs and kill them.']
    SIDE_QUESTS[1] = [75, 'Aid the doctor.', 'Help the doctor by finding the missing herbs.']
    SIDE_QUESTS[2] = [138, 'Find the forgotten girl.', 'Locate the missing girl in the woods.']
    SIDE_QUESTS[3] = [44, 'Armour Reparing.', 'Talk to the local blacksmith to get the armour fixed.']
    SIDE_QUESTS[4] = [151, 'Special Delivery.', 'Take the box filled with unique materials to the mayor in town.']
    SIDE_QUESTS[5] = [64, 'Brew a potion.', 'Gather the missing ingrediens for the health potion.']
    SIDE_QUESTS[6] = [22, 'Solve the bandit problem.', 'Track down and get rid of the bandits that lurks within the deep forest.']
    # --------------------------------------------------------------------------
  
  end
end
# *** Don't edit below unless you know what you are doing. ***
class Game_System
  
  attr_accessor :main_quests
  attr_accessor :side_quests
  attr_accessor :completed_quests
  attr_accessor :failed_quests
  
  alias nicke_quest_initialize initialize unless $@
  def initialize(*args, &block)
    nicke_quest_initialize(*args, &block)
    @main_quests = []
    @side_quests = []
    @completed_quests = [] # Going to be used later on.
    @failed_quests = [] # Going to be used later on.
  end
  
end
  
class Game_Interpreter
  
  include NICKE::JOURNAL_SYSTEM
  
  def add_quest(id, type)
    # Method to add a quest.  
    case type
    when :main # Main quests.
      unless $game_system.main_quests.include?(MAIN_QUESTS[id])
        $game_system.main_quests.push(MAIN_QUESTS[id])
      end unless MAIN_QUESTS[id].nil?
    when :side # Side quests.
      unless $game_system.side_quests.include?(SIDE_QUESTS[id])
        $game_system.side_quests.push(SIDE_QUESTS[id])
      end unless SIDE_QUESTS[id].nil?
    end
  end
  
  def complete_quest(id, type)
    # Method to complete a quest.
    case type
    when :main # Main quests.
      if $game_system.main_quests.include?(MAIN_QUESTS[id])
        $game_system.main_quests.delete(MAIN_QUESTS[id])
        $game_system.completed_quests.push(MAIN_QUESTS[id])      
        $game_variables[COMPLETE_QUEST_VAR] += 1
      end
    when :side # Side quests.
      if $game_system.side_quests.include?(SIDE_QUESTS[id])
        $game_system.side_quests.delete(SIDE_QUESTS[id])
        $game_system.completed_quests.push(SIDE_QUESTS[id])
        $game_variables[COMPLETE_QUEST_VAR] += 1
      end
    end
  end
  
  def fail_quest(id, type)
    # Method for quest failed.
    case type
    when :main # Main quests.
      unless MAIN_QUESTS[id].nil?
        $game_system.main_quests.delete(MAIN_QUESTS[id])
        $game_system.failed_quests.push(MAIN_QUESTS[id])
        $game_variables[FAILED_QUEST_VAR] += 1
      end
    when :side # Side quests.
      unless SIDE_QUESTS[id].nil?
        $game_system.side_quests.delete(SIDE_QUESTS[id])
        $game_system.failed_quests.push(SIDE_QUESTS[id])
        $game_variables[FAILED_QUEST_VAR] += 1
      end
    end
  end

end

class Scene_Simple_Journal < Scene_Base
  
  include NICKE::JOURNAL_SYSTEM
  
  def start
    super()
    @journal_window = Window_Simple_Journal.new(true)
    if BACKGROUND_IMAGE_ACTIVE == true
      create_bg
      @journal_window.opacity = 0
    end
  end
  
  def create_bg
    @bg = Sprite.new
    @bg.bitmap = Cache.picture(BACKGROUND_IMAGE)
  end
  
  def update
    super
    # Method for checking input triggers.
    if Input.trigger?(Input::B)
      Sound.play_cancel
      $scene = Scene_Item.new
    elsif Input.trigger?(BUTTON_LEFT_PAGE) || Input.trigger?(BUTTON_RIGHT_PAGE)
      Sound.play_decision
      main = @journal_window.main
      @journal_window.dispose
      @journal_window = Window_Simple_Journal.new(!main)
    elsif Input.trigger?(Input::UP)
      y = @journal_window.oy
      @journal_window.oy = [y - 52, 0].max
    elsif Input.trigger?(Input::DOWN)
      return if @journal_window.contents.height < @journal_window.height
      y = @journal_window.oy
      @journal_window.oy = [y + 52, @journal_window.height - y + 16].min
    end
    @journal_window.opacity = 0 if BACKGROUND_IMAGE_ACTIVE == true
  end

  def terminate
    super
    @journal_window.dispose
    @bg.dispose
  end

end

class Window_Simple_Journal < Window_Base
  
  include NICKE::JOURNAL_SYSTEM
  
  attr_reader :main
  
  def initialize(main = true)
    super(0,36,WIDTH, HEIGHT)
    @main = main
    # This will allow scrolling if there are too many quests.
    if !@main
        self.contents = Bitmap.new(self.width - 32, HEIGHT  - 56  + ($game_system.side_quests.size - 1)* WLH)
    else
        self.contents = Bitmap.new(self.width - 32, HEIGHT  - 56 + ($game_system.main_quests.size - 1) * WLH) unless SCROLL_MAIN_QUESTS != true
    end
    refresh
  end
  
  def refresh
    self.contents.clear
    # Add Graphics.
    addGraphics
    # Add Quests.
    addQuests
  end
  
  def self_rect
    # Return the value of contents rect.
    return self.contents.rect
  end
  
  def draw_text(x, y, text, align)
    # Method for drawing the text.
    title = self_rect
    title.x = x
    title.y = 0
    title.height = 28
    self.contents.draw_text(title,text,align)
  end
  
  def draw_line(x, y)
    # Create two lines actually, one is acting like the shadow.
    line = self_rect
    line.height = 1
    line.width -= 10
    line.x = x
    line.y = y
    self.contents.fill_rect(line,normal_color)
    line.y += 1
    color = Color.new(0,0,0,200)
    self.contents.fill_rect(line,color)
  end
  
  def addQuests
    if @main
      # Fill it with the current main quest data.
      quests = $game_system.main_quests
    else
      # Fill it with the current side quest data.
      quests = $game_system.side_quests
    end
    # If no main quests have been added.
    if quests.empty?
      contents.font.name = FONT_TYPE
      contents.font.size = NO_E_FONT_SIZE
      contents.font.color = NO_E_FONT_COLOR
      contents.font.shadow = NO_E_FONT_SHADOW
      draw_text(0, 160, NO_ENTRIES, 1)
      return  
    end
    yoff = WLH * 2
    quests.each_with_index { |q, i|
      draw_icon( q[0], 0, i * yoff + 55);
      # Font, size, color & shadow.
      contents.font.name = FONT_TYPE
      contents.font.size = QUEST_HEADER_SIZE
      contents.font.color = QUEST_HEADER_COLOR
      contents.font.shadow = QUEST_HEADER_SHADOW
      self.contents.draw_text(10, 32 + i * yoff, self.contents.width - 16, WLH, q[1], 1)
      contents.font.name = FONT_TYPE
      contents.font.size = QUEST_DETAILS_SIZE
      contents.font.color = QUEST_DETAILS_COLOR
      contents.font.shadow = QUEST_DETAILS_SHADOW
      self.contents.draw_text(27, 35 + (i * yoff)+WLH, self.contents.width - 16, WLH, q[2])
    }
  end
  
  def addGraphics
      # Method for drawing the graphics and some headers.
      self.contents.font.name = FONT_TYPE
      self.contents.font.size = T_FONT_SIZE
      self.contents.font.color = T_FONT_COLOR
      self.contents.font.shadow = T_FONT_SHADOW
      draw_text(0, 0, TITLE, 1) if BACKGROUND_IMAGE_ACTIVE != true
      self.contents.font.name = FONT_TYPE
      self.contents.font.size = H_FONT_SIZE
      self.contents.font.color = H_FONT_COLOR
      self.contents.font.shadow = H_FONT_SHADOW
      if @main
        draw_text(0, 42, MAIN_Q_HEADER, 1)
        self.contents.font.name = FONT_TYPE
        self.contents.font.size = F_FONT_SIZE
        self.contents.font.color = F_FONT_COLOR
        self.contents.font.shadow = F_FONT_SHADOW
        draw_text(0,360, FOOTER, 1) unless SCROLL_MAIN_QUESTS == true
        draw_line(5,356)            unless SCROLL_MAIN_QUESTS == true
      else
        draw_text(0, 42, SIDE_Q_HEADER, 1)
      end
      draw_line(5,36) if BACKGROUND_IMAGE_ACTIVE != true
  end
  
end # END OF FILE

#=*==========================================================================*=#
# ** END OF FILE
#=*==========================================================================*=#




Now what I have edited is the Variable numbers, and the type of Font, other than that I just made it the size of the actual discription window. Using an image.

See video



This will show what it looks like on my end. Now edited to fit the window. I used my own graphic, but it's the same diminsions as your's. Like the Header width and height, so it should be fine.

This post has been edited by neosky: Aug 16 2011, 08:09 PM


--------------------


Remember, Remember the 5th of November...
Spoiler:



If you are new, please go through this spoiler for VERY useful links.
Spoiler:





Tarris Thread || User Forum || Tarris Hold Website || Twitch.tv
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+Quote Post
   
Niclas
post Aug 16 2011, 07:01 PM
Post #14


Whats this?
Group Icon


Type: Designer
Alignment: Lawful Good




@neosky: Hehe yeah go ahead and paste it here once you are done so I can see how you mean. Thanks for the feedback anyways. smile.gif


--------------------
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+Quote Post
   
Zuxeria
post Aug 16 2011, 10:29 PM
Post #15


My Mind my rules
Group Icon


Type: Writer
Alignment: Chaotic Good




Really useful wink.gif
I'm going to use it and of course credit you wink.gif
It looks really nice with my windowskin (like a medieval scroll) smile.gif


--------------------
I support:
Spoiler:










Quotes:
Spoiler:
QUOTE
Let's eat quicker then.....
That was delicious. Now where were we?
*begins 80s high speed montage to speed up travels*
NOW ZUXERIA WE GOT YOU! - CrimsonItsuki

QUOTE
Fenix: HOW DARE YOU DIVIDE BY ZERO!!!! D:<<<
*head asplodes* - Zetu

QUOTE
If history is to change, let it change. If the world is to be destroyed, so be it. If my fate is to die, I must simply laugh.
- Magus; Chrono Trigger

QUOTE
All I want is world peace... or a piece of the world. - Nun ; Chrono Trigger

QUOTE
Run, run, or you'll be well done! - Kefka

QUOTE
You think a minor thing like the end of the world was gonna do me in? - Sabin

QUOTE
"No one touches Oghren's junk and lives!" - Oghren


Currently working at:
Spoiler:

My game
Spriter ;)

My posts:
Spoiler:


Stupid Tests:

NYAN CAT!! Also Slowoke ('cause slowpoke is the greatest pokemon ever):
Spoiler:

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+Quote Post
   
Neosky
post Aug 17 2011, 06:29 AM
Post #16


Master of the DarkSyde of Cheese!
Group Icon


Type: Undisclosed
Alignment: Lawful Evil




hey I just noticed something on my edits. I messed up the if no entries part. It's all compacted up top. I'll fix that and place it here... Oy.... lol The other outcome is still the same though, so no need to update the video.
Spoiler:

CODE
#==============================================================================
#   Simple Journal
#   Author: Nicke
#   Created: 08/13/2011
#   Edited: 08/16/2011
#   Version: 1.0b
#==============================================================================
# Instructions
# -----------------------------------------------------------------------------
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials but above ▼ Main. Remember to save.
# -----------------------------------------------------------------------------
#
# To open Simple Journal use: $scene = Scene_Simple_Journal.new <- In your menu.
#
# Use the call script function to add, remove or complete a quest.
#   Quick example:
#   add_quest(id,type)
#
#   add_quest(1,:main)
#   add_quest(0,:side)
#   complete_quest(0,:side)
#   fail_quest(1,:main)
#
#   Note:
#   In Main quests you should only add 1 quest each time as it is
#   designed that way. However, to make main quest act like side quest page
#   simply set SCROLL_MAIN_QUESTS to true.
#   Every quest stores a variable if it is being completed or failed which then
#   can be used as you want.
#  
#==============================================================================
($imported ||= {})["NICKE-SIMPLE-JOURNAL"] = true

module NICKE
  module JOURNAL_SYSTEM
    
    # --------------------------------------------------------------------------
    # General settings.
    WIDTH = Graphics.width                # Change the width of the journal window.
    HEIGHT = 384              # Change the height of the journal window.
    FONT_TYPE = ["Steinem Unicode"]     # Font type.
    TITLE = "Journal"                     # Journal title text.
    FOOTER = "Use Left/Right to change page." # Footer text.
    NO_ENTRIES = "No entries added..."    # If no quest added show this text.
    COMPLETE_QUEST_VAR = 48                # Variable to store completed quests
    FAILED_QUEST_VAR = 49                  # Variable to store failed quests.
    SCROLL_MAIN_QUESTS = true            # Scroll at Main Quests too?
                                          # Note: If true, footer will be hidden.
      
    BUTTON_LEFT_PAGE = Input::LEFT        # Button to change page to the left.
    BUTTON_RIGHT_PAGE =  Input::RIGHT     # Button to change page to the right.
    
    BACKGROUND_IMAGE_ACTIVE = true        # Use a background image?
    BACKGROUND_IMAGE = "journal"          # Background image file name.
    # --------------------------------------------------------------------------
    # Color, size and shadow.
    T_FONT_SIZE = 25                                # Title font size.
    T_FONT_COLOR = Color.new(223,255,80)            # Title font color.
    T_FONT_SHADOW = true                            # Title font shadow.
        
    QUEST_HEADER_SIZE = 20                          # Quest Header font size.
    QUEST_HEADER_COLOR = Color.new(135,206,250)     # Quest Header font color.
    QUEST_HEADER_SHADOW = true                      # Quest Header font shadow.
    
    QUEST_DETAILS_SIZE = 16                         # Quest Details font size.
    QUEST_DETAILS_COLOR = Color.new(245,245,245)    # Quest Details font color.
    QUEST_DETAILS_SHADOW = true                     # Quest Details font shadow.
    
    H_FONT_SIZE = 20                                # Header font size.
    H_FONT_COLOR = Color.new(223,255,80)            # Header font color.
    H_FONT_SHADOW = true                            # Header font shadow.
    
    F_FONT_SIZE = 18                                # Footer font size.
    F_FONT_COLOR = Color.new(223,255,80)            # Footer font color.
    F_FONT_SHADOW = true                            # Footer font shadow.
    
    NO_E_FONT_SIZE = 18                             # No entries font size.
    NO_E_FONT_COLOR = Color.new(235,235,160)        # No entries font color.
    NO_E_FONT_SHADOW = true                         # No entries font shadow.  
    # --------------------------------------------------------------------------
    # MAIN QUESTS.
    # Main Quest[Index] = [Icon, "Title", "Details"]
    MAIN_Q_HEADER = "Main Story"         # Header text for Main quests.
    MAIN_QUESTS = []                      # Don't touch it!
    MAIN_QUESTS[0] = [15, "The Terror in Townsil", "Travel to Townsil and talk to captain awesome."]
    MAIN_QUESTS[1] = [15, "The Terror in Townsil", "Search the town for clues."]
    MAIN_QUESTS[2] = [15, "The Terror in Townsil", "Go back to captain awesome and explain that the situation is crucial."]
    MAIN_QUESTS[3] = [125, "The Terror in Townsil", "Go back to captain awesome and explain that the situation is crucial."]

    # --------------------------------------------------------------------------
    # SIDE QUESTS.
    # SIDE Quest[Index] = [Icon, "Title", "Details"]
    SIDE_Q_HEADER = "Side Stories"         # Header text for Side quests.
    SIDE_QUESTS = []                      # Don't touch it!
    SIDE_QUESTS[0] = [12, 'Kill the Orcs.', 'Hunt down ten orcs and kill them.']
    SIDE_QUESTS[1] = [75, 'Aid the doctor.', 'Help the doctor by finding the missing herbs.']
    SIDE_QUESTS[2] = [138, 'Find the forgotten girl.', 'Locate the missing girl in the woods.']
    SIDE_QUESTS[3] = [44, 'Armour Reparing.', 'Talk to the local blacksmith to get the armour fixed.']
    SIDE_QUESTS[4] = [151, 'Special Delivery.', 'Take the box filled with unique materials to the mayor in town.']
    SIDE_QUESTS[5] = [64, 'Brew a potion.', 'Gather the missing ingrediens for the health potion.']
    SIDE_QUESTS[6] = [22, 'Solve the bandit problem.', 'Track down and get rid of the bandits that lurks within the deep forest.']
    # --------------------------------------------------------------------------
  
  end
end
# *** Don't edit below unless you know what you are doing. ***
class Game_System
  
  attr_accessor :main_quests
  attr_accessor :side_quests
  attr_accessor :completed_quests
  attr_accessor :failed_quests
  
  alias nicke_quest_initialize initialize unless $@
  def initialize(*args, &block)
    nicke_quest_initialize(*args, &block)
    @main_quests = []
    @side_quests = []
    @completed_quests = [] # Going to be used later on.
    @failed_quests = [] # Going to be used later on.
  end
  
end
  
class Game_Interpreter
  
  include NICKE::JOURNAL_SYSTEM
  
  
  def add_quest(id, type)
    # Method to add a quest.  
    case type
    when :main # Main quests.
      unless $game_system.main_quests.include?(MAIN_QUESTS[id])
        $game_system.main_quests.push(MAIN_QUESTS[id])
      end unless MAIN_QUESTS[id].nil?
    when :side # Side quests.
      unless $game_system.side_quests.include?(SIDE_QUESTS[id])
        $game_system.side_quests.push(SIDE_QUESTS[id])
      end unless SIDE_QUESTS[id].nil?
    end
  end
  
  def complete_quest(id, type)
    # Method to complete a quest.
    case type
    when :main # Main quests.
      if $game_system.main_quests.include?(MAIN_QUESTS[id])
        $game_system.main_quests.delete(MAIN_QUESTS[id])
        $game_system.completed_quests.push(MAIN_QUESTS[id])      
        $game_variables[COMPLETE_QUEST_VAR] += 1
      end
    when :side # Side quests.
      if $game_system.side_quests.include?(SIDE_QUESTS[id])
        $game_system.side_quests.delete(SIDE_QUESTS[id])
        $game_system.completed_quests.push(SIDE_QUESTS[id])
        $game_variables[COMPLETE_QUEST_VAR] += 1
      end
    end
  end
  
  def fail_quest(id, type)
    # Method for quest failed.
    case type
    when :main # Main quests.
      unless MAIN_QUESTS[id].nil?
        $game_system.main_quests.delete(MAIN_QUESTS[id])
        $game_system.failed_quests.push(MAIN_QUESTS[id])
        $game_variables[FAILED_QUEST_VAR] += 1
      end
    when :side # Side quests.
      unless SIDE_QUESTS[id].nil?
        $game_system.side_quests.delete(SIDE_QUESTS[id])
        $game_system.failed_quests.push(SIDE_QUESTS[id])
        $game_variables[FAILED_QUEST_VAR] += 1
      end
    end
  end

end

class Scene_Simple_Journal < Scene_Base
  
  include NICKE::JOURNAL_SYSTEM
  
  def start
    super()
    @journal_window = Window_Simple_Journal.new(true)
    if BACKGROUND_IMAGE_ACTIVE == true
      create_bg
      @journal_window.opacity = 0
    end
  end
  
  def create_bg
    @bg = Sprite.new
    @bg.bitmap = Cache.picture(BACKGROUND_IMAGE)
  end
  
  def update
    super
    # Method for checking input triggers.
    if Input.trigger?(Input::B)
      Sound.play_cancel
    if @from_menu
          $scene = Scene_Item.new
          return
        else
          $scene = Scene_Map.new
          return
          end
  elsif Input.trigger?(BUTTON_LEFT_PAGE) || Input.trigger?(BUTTON_RIGHT_PAGE)
      Sound.play_decision
      main = @journal_window.main
      @journal_window.dispose
      @journal_window = Window_Simple_Journal.new(!main)
    elsif Input.trigger?(Input::UP)
      y = @journal_window.oy
      @journal_window.oy = [y - 52, 0].max
    elsif Input.trigger?(Input::DOWN)
      return if @journal_window.contents.height < @journal_window.height
      y = @journal_window.oy
      @journal_window.oy = [y + 52, @journal_window.height - y + 16].min
    end
    @journal_window.opacity = 0 if BACKGROUND_IMAGE_ACTIVE == true
  end

  def terminate
    super
    @journal_window.dispose
    @bg.dispose
  end

end

class Window_Simple_Journal < Window_Base
  
  include NICKE::JOURNAL_SYSTEM
  
  attr_reader :main
  
  def initialize(main = true)
    super(0,36,WIDTH, HEIGHT)
    @main = main
    # This will allow scrolling if there are too many quests.
    if !@main
        self.contents = Bitmap.new(self.width - 32, HEIGHT  - 56  + ($game_system.side_quests.size - 1)* WLH)
    else
        self.contents = Bitmap.new(self.width - 32, HEIGHT  - 56 + ($game_system.main_quests.size - 1) * WLH) unless SCROLL_MAIN_QUESTS != true
    end
    refresh
  end
  
  def refresh
    self.contents.clear
    # Add Graphics.
    addGraphics
    # Add Quests.
    addQuests
  end
  
  def self_rect
    # Return the value of contents rect.
    return self.contents.rect
  end
  
  def draw_text(x, y, text, align)
    # Method for drawing the text.
    title = self_rect
    title.x = x
    title.y = 0
    title.height = 28
    self.contents.draw_text(title,text,align)
  end
  def draw_texts(x, y, text, align)
    # Method for drawing the text.
    title = self_rect
    title.x = x
    title.y = 160
    title.height = 28
    self.contents.draw_text(title,text,align)
end

  def draw_line(x, y)
    # Create two lines actually, one is acting like the shadow.
    line = self_rect
    line.height = 1
    line.width -= 10
    line.x = x
    line.y = y
    self.contents.fill_rect(line,normal_color)
    line.y += 1
    color = Color.new(0,0,0,200)
    self.contents.fill_rect(line,color)
  end
  
  def addQuests
    if @main
      # Fill it with the current main quest data.
      quests = $game_system.main_quests
    else
      # Fill it with the current side quest data.
      quests = $game_system.side_quests
    end
    # If no main quests have been added.
    if quests.empty?
      contents.font.name = FONT_TYPE
      contents.font.size = NO_E_FONT_SIZE
      contents.font.color = NO_E_FONT_COLOR
      contents.font.shadow = NO_E_FONT_SHADOW
    draw_texts(0, 160,NO_ENTRIES, 1)
      return  
    end
    yoff = WLH * 2
    quests.each_with_index { |q, i|
      draw_icon( q[0], 0, i * yoff + 55);
      # Font, size, color & shadow.
      contents.font.name = FONT_TYPE
      contents.font.size = QUEST_HEADER_SIZE
      contents.font.color = QUEST_HEADER_COLOR
      contents.font.shadow = QUEST_HEADER_SHADOW
      self.contents.draw_text(10, 32 + i * yoff, self.contents.width - 16, WLH, q[1], 1)
      contents.font.name = FONT_TYPE
      contents.font.size = QUEST_DETAILS_SIZE
      contents.font.color = QUEST_DETAILS_COLOR
      contents.font.shadow = QUEST_DETAILS_SHADOW
      self.contents.draw_text(27, 35 + (i * yoff)+WLH, self.contents.width - 16, WLH, q[2])
    }
  end
  
  def addGraphics
      # Method for drawing the graphics and some headers.
      self.contents.font.name = FONT_TYPE
      self.contents.font.size = T_FONT_SIZE
      self.contents.font.color = T_FONT_COLOR
      self.contents.font.shadow = T_FONT_SHADOW
      draw_text(0, 0, TITLE, 1) if BACKGROUND_IMAGE_ACTIVE != true
      self.contents.font.name = FONT_TYPE
      self.contents.font.size = H_FONT_SIZE
      self.contents.font.color = H_FONT_COLOR
      self.contents.font.shadow = H_FONT_SHADOW
      if @main
        draw_text(0, 42, MAIN_Q_HEADER, 1)
        self.contents.font.name = FONT_TYPE
        self.contents.font.size = F_FONT_SIZE
        self.contents.font.color = F_FONT_COLOR
        self.contents.font.shadow = F_FONT_SHADOW
        draw_text(0,360, FOOTER, 1) unless SCROLL_MAIN_QUESTS == true
        draw_line(5,356)            unless SCROLL_MAIN_QUESTS == true
      else
        draw_text(0, 42, SIDE_Q_HEADER, 1)
      end
      draw_line(5,36) if BACKGROUND_IMAGE_ACTIVE != true
  end
  
end # END OF FILE

#=*==========================================================================*=#
# ** END OF FILE
#=*==========================================================================*=#



fixed, had to Def a new Draw_Text but it works fine now.

This post has been edited by neosky: Aug 17 2011, 06:54 AM


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Niclas
post Aug 17 2011, 01:58 PM
Post #17


Whats this?
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Type: Designer
Alignment: Lawful Good




@neosky: Great addition for those who want something different when scrolling. Thanks! smile.gif

This post has been edited by Niclas: Aug 18 2011, 04:51 PM


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naily
post Sep 8 2011, 10:42 AM
Post #18



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Type: Writer
Alignment: Unaligned




it seems nice but i dont know how to use it. i wish you could make a demo game for it
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Kazzador
post Sep 8 2011, 12:28 PM
Post #19



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Type: Spriter
Alignment: Lawful Good




QUOTE (naily @ Sep 8 2011, 11:42 AM) *
it seems nice but i dont know how to use it. i wish you could make a demo game for it


A good and simple way is to first create a common event, "Quest journal", for example. Put this line $scene = Scene_Simple_Journal.new in the advanced menu(Call script). Then create an item "Quest journal"(can be anything you want), and add the call common event to the item. When you use the item the menu will appear. You can also have an NPC tell you your current quests if you want, by simply adding the call script command above.

The journal will be blank to start with so you will have to add your quests. Just create an event, say an npc, and Again, you use the call script command (advanced) in the event menu, and add, add_quest(id,type). The id part, you put the number of the quest which you customise in the script. The type, you either put main or side. So for example the line should look something like add_quest(1,:main). Remember to stop the event after or it will keep adding the quest.

To design your quests, you will need to customise them in the script. It is pretty self explanatory, and the script itself explains everything.

Hope this helps!


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