RPG Maker MZ Plugin: QuestLog
A downloadable asset pack
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This is my take on a simple QuestLog plugin, it's nothing exceptional, it's really basic, but I tried to make it as customizable as possible to make it compatible with multilanguage games.
The core functionality is really simple, create quest, display quest, remove quest. That's it.
What may be of interest for someone who doesn't write is own plugin is the (I hope) versatility.
How to call the questlog:
- You can do it by script line
- You can do it by Plugin Command
- You can add a command in the main menu activating the option in the Plugin Parameters. You can also rename the command either via Plugin Parameter or Plugin Command.
How to create a quest:
Quest will be created by Plugin Command with the following parameters:
- ID: The ID of the quest, useful to use Remove Quest and Set Quest Completion commands. Please be sure to use unique ID and I suggest to keep track of your quests on a note somewhere as you can check it in game.
- Icon: It will show the desired Icon in the Quest Info window. Of course it refer to the games Icons.
- Name: The quest name, keep it short.
- Index: The order it will be displayed on the quest list. (First the active quest will be ordererd, then the completed quests)
- Giver: Who gave you the quest [NOTE: Standard format will be "From: (this value). You can change "From:" via Plugin Parameter or Plugin Command]
- Area: Where is located the quest [NOTE: Standard format will be "Area: (this value). You can change "Area:" via Plugin Parameter or Plugin Command]
- Description: The description of the text. IMPORTANT: Text doesn't line break automatically, it will try to fit in the window by shrinking. For this reason I added a check that will search for \n line break and splits the text into a new line.
- Completion: From Version 1.3 the quest can be Ongoing (active), Completed or Failed! [NOTE: Standard format will be "Status: Ongoing/Completed. You can change "Status:", "Ongoing" and "Completed" via Plugin Parameter or Plugin Command]
Layout:
The layout is really simple, a Title window showing the name for the QuestLog (you can edit the title via Plugin Parameters and Plugin Command; also you can edit the font size, for now only via Plugin Parameter), a window showing an ordered quest list and a window showing the active quest informations.
Managing the plugin:
As I said before, you need to add the quests via Plugin Command, you can set their completion always via Plugin Command either by name (exact name) or by ID. In the same way, you can remove the quests from the list.
Terms of use
Please refer to the Terms of Use. By using this plugin you accept WinterDream terms
Version, bugs and further development
VERSION 1.0:
- Initial Release
VERSION 1.1:
- Added new plugin command to edit an existing quest description by ID or Quest Name
- Added new Plugin Command to change FontSize
VERSION 1.2:
- Merged "Set Completion by ID / by Name" and "Remove Quest by ID / by Name"
- Changed font size for the Quest List and Quest Description, you can change them via Plugin Parameters or Plugin Command
- Changed the alignemnt con Quest List from "left" to "Center", can be changed via Plugin Parameter
- Created a command that checks if a quest is completed and stores the result in a Switch of your choice (ON for Complete, OFF for Ongoing)
- Created a plugin command to change the Quest Icon searching it by ID or Name
VERSION 1.2.1:
- Fixed an issue reported by Grillmonger where QuestList would wipe if game was closed entirely and then reloaded. Upon further investigation the fix was extended to the other Plugin Parameters too (Such as Title Font, etc..) that would not carry over the changes if done via Plugin Command
VERSION 1.2.2:
- Hotfix for changes made in 1.2.1 as Plugin Parameters from Plugin Manager where not correctly loaded (Report by Grillmonger)
VERSION 1.3:
- Updated the code to a newer version with, but not limited to, tweaks to the save and load functionality.
- Added the "Failed" status to the Quests with the needed changes to "Add Quest", "Set Completion" and "Check Completion". Added bits of code to allow retrocompatibility with the older versions.
- Added the option to Autoset the Description Font Size, the plugin will range from a font size of 100 to a font size of 10, trying to fit the text both in width and height. You still need to break the lines with \n as before. The autosize text is only left aligned due to a limitation of the DrawTextEx feature used. (On the positive side, it should accept the usual RMMZ text code like \I for icons, didn't tried it)
- Added the possibility to add a longer title that will be displayed in the Quest Informations window (while the short name will be used for the quest list on the left). If you don't need it just leave blank the field.
- Minor fix on a bug that could cause the menu button to change name due to a conflict with the Quest List items
VERSION 1.3.1:
- Hotfix for a small bug that would turn the menu command name to "true", thanks to ryf for the report!
VERSION 1.3.2:
- Fixed an old part of the code creating two problems: A black layer under the scene and no centering if the Game UI was changed from the System 2 tab as reported from ryf and Puppet Knight
VERSION 1.4:
- Added the setting to show or hide the title in the QuestLog
- Added the possibility to switch the quest list / quest info layout
- Added the option to use 100% of the graphic box (standard setting for this plugin) or 90% (standard RPG Maker MZ scene compatible with cancel touch button)
- Added the possibility to hide the cancel touch button (useful for 100% size, but make sure the player has access to non touch controls)
- Added the possibility to change the windows skin for the QuestLog only, also you can change the colors tone (by re-selecting the default skin you can apply different color tones to it)
- Added a new plugin command to change all the above mid-game
VERSION 1.5:
- Fixed an unexpected behaviour in the Auto Size description text that resets the font size after correctly finding the fitting value
- Added a padding value to the text to have the desired look to the text graphic
- Added a full support for RMMZ text codes while keeping the alignment options
- Minor tweaks to the Plugin Parameters
- Now the plugin will automatically support compatibility with v1.1 or lower without having to choose different files
VERSION 1.6:
- Fixed a bug were the old quest files would be deleted if any quest action (like accepting a quest) would be done after reloading a save and before opening the questlog. (Thanks to TewiInaba for the report)
- Fixed a minor bug in the "Complete Quest" command
- Changed the Icon selection parameters from a number to an icon selector
- Added an external script call to check quest completion, see help
VERSION 1.6.1:
- Changed the Quest Title from DrawText to DrawTextEx. The text will still be centered but now you can add the standard RMMZ commands such as \I for Icons or \C for colours
Further developments will include: Adding a display for the current quests in the game map that can be controlled either by the player or the dev
Status | Released |
Category | Assets |
Rating | Rated 5.0 out of 5 stars (3 total ratings) |
Author | WinterDream Games Creator |
Tags | DRM Free, plugin, quest, questog, RPG Maker, RPG Maker MZ |
Download
Click download now to get access to the following files:
Development log
- v1.6.1: Pimp that Title!Jul 29, 2024
- QuestLog v1.6: More fixes and new external script callsJul 12, 2024
- QuestLog V1.5: Let's describe our quest!!Feb 28, 2024
- Version 1.4: A whole new sets of graphics settingsJan 20, 2024
- Version 1.3.2: Fixed a couple of odd behaviours by upgrading the codeDec 11, 2023
- HotFix 1.3.1 releasedDec 10, 2023
- QuestLog Version 1.3 is out! [RpgMaker MZ Plugin]Dec 05, 2023
- Yet another hotfix: v1.2.2Aug 02, 2023
Comments
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How do you access the quest log? I originally tried to download this from the workshop but i had no idea where it went once subbed to so I simply downloaded from here and put it in the plugins folder. I can create quests but checking the menu I see no "Quest log" option, does it have a specific button or am I missing instructions somewhere on how to activate it?
Just as a heads up I only recently got RPGMaker MZ as an upgrade for VX Ace so I'm still learning things as I go.
In the MZ plugin manager (the icon next to the editor) you need to add and turn On the WD_QuestLog
Then open the plugin properties, you need to turn on the "Show button" boolean to see it in the game menu
Alternatively you can call it from the Plugin Command "Open QuestLog"
Hope it helps!
Thanks a lot! I managed to find it and it shows up now, such an important thing to miss lol. Didn't help I was using it at like 7am when I posted here xD
This didn't get it working for me. Plugin status is 'ON' and the menu command is set to 'true' and it still isn't showing in the menu. This is my first time both using this and adding plugins. Am I missing something?
Are you using this plugin only or there are other plugins that affects the menu?
No other plugins at all
Sorry but I've no idea at all, that never happened
If you want you can send me the project on Discord or mail and I'll take a look
your plugin works very well for me smile : ) im just wondering if its possible to customize the questlog menu itself at all? since i would rather use something besides the default so it fits my game better
Do you have any suggestion? What would you like to see added?
For now you can change window skin, you can have the list on right or left and change it to the classic RPG Maker MZ size or have it full screen :)
After I checked some RPG maker's plot editing solutions, and they didn't bring about huge changes, I finally realized what we needed.
https://forums.rpgmakerweb.com/index.php?threads/ink-integration.125857/
https://silentbalanceyh.itch.io/rpg-maker-mz-smart-playbook-plugin
A visual, intuitive, automatic storyline generation solution. By checking the "Transfer player" event command, you can find out which variable switches are preventing players from seeing the final boss.
I've come up with a couple of ideas for the Plugin, it won't rely on anything like that since I want to keep the plugins user friendly for inexperienced developers but I hope it will cover much of the features :)
This plugin is the best quest plugin of rmmz. Since there is no hard requirement to manually configure the database at the beginning, it is very flexible. It is not difficult to imagine that it can realize the log description of Planescape: Torment and Divinity: Original Sin 2.
Therefore, I usually use RMFinder, a tool to retrieve the place where the log record is triggered.
I tried to persuade you to build some kind of solution to visually check such information, but I gave up because I didn't know what to design it like.
You mean a dev side list that shows all the quests and where they are given?
Yes, but I haven't figured out how to display it visually yet.
Depends on the informations, if you want to know quest title + map where it's given + event that gives it, a list window (like RMfinder) would be enough
If you want more info that may be more complicated
Compared to this, I hope you can launch a log system demo similar to Divinity Original Sin 2 and Planescape: Torment
I'm sure long-time fans of CRPGs won't mind giving one of these games a try.
So a categorised log like this?
Thank you for this plugin, it's straight forward and much more intuitive than other quest plugins I've seen.
Is there a way to add an icon to the name of the plugin?
I'm using Visustella's main menu core which includes icons for each section on the main menu.
I wanted to know if that can be done with your plugin, or maybe I can use Message Core to write the icon for it.
Right now you can't but I can make a mini upgrade to allow RMMZ text codes in the title as well š
Updated to 1.6.1, now you can use RMMZ code \I in the quest title to add icons :)
This is amazing thank you! I wasn't expecting this to become a feature or such a quick turnaround. *tosses donation your way*
I look forward to your future updates.
Thank you a lot!
Suggestions are always welcome ^^
I like this plugin a lot, but it seems like the quests either don't update at random, or get erased when new ones are added. I'm not sure if I'm doing something wrong or if there's a bug.
If it happens when you load a game and don't open the questlog before adding a new quest then it's a bug, it has been just reported and a fix will come in the next few hours :)
If that's not the case then be sure to use differents ID for the quests ;)
The Update works great! Seems to be fixed.
Glad to hear š
Hello I have been using this plugin and it mostly works great, but it seems like my quests disappear in certain circumstances upon reloading a save.
To be more specific, this only happens if you reload a save and then accept a quest without reopening your quest log once. I am guessing my Visustella plugins are most likely conflicting with this plugin.
Mmmhhh, that shouldn't happen as the quest are saved in the Game_System of your savefile. I'll try to recreate the bug and see if I can come up with a solution, maybe a forced quest load will be enough š
Okay, I appreciate that and thank you for the quick response!
I'd also like to ask if there's a way I could check if a quest is complete and base a conditional branch off that without using a switch or variable?
I'd like to fail a quest if someone leaves that area's quest (w/o completing it) as it will be inaccessible from that point on.
No problem, I've thought about it and I think it'll be a quick fix, patch should be ready tomorrow
Mmhh, there isn't a way as for now but I might set up a script call command so you can check it directly in the conditional branch, I'll add that as well to the patch š
Thank you!! I've been doing it a slightly clunkier way but a check would be very useful.
To give more info on the issue, it seems like it only happens if I open the game, then immediately go take a quest from a save without opening the quest log. If I open the quest log at least once, I can load saves without this issue.
v1.6 is out, it should fix the problem :)
Also external script call have been added!
My Windows Defender say it's a Virus!, Specifically a Trojan, WHEN IT'S NOT!, can you tell me why windows defender says it's a virus?
Sadly .JS files are often false positives, nothing I can do about it.
Sometimes happens with Chrome Download too.
I really don't understand why as it's well known that JS can't carry virus or malware software :(
Hey, is there a way to display a variable value in the quest description?
As in "Collect this item, 0/7" but the counter goes up for each of the item collected.
Not right now but that would be a nice and easy addition, I'll make an update in these days :)
Following the previous answer: It is possible right now if you activate Dynamic Size Text, it allows all RMMZ text commands such as \V[4] to read variable 4. I'll make a work around to allow it in descriptions that don't use Dynamic Size Text
v1.5 is out an let's you use RMMZ text codes and alignement settings with any option you like (Auto Sizer or Manual)
You're a champion. Thanks :)
Can you make the option to implement it on VS OPTIONS CORE?
Sorry but I can't do it from my plugin, you have to set up a new option in VS Option Core and on "Process OK" call this: SceneManager.push(SceneManager.Scene_Quest);
Hello. I am unsure if this is a bug you can fix, or if I did something wrong, but let me describe it. In my game you are given an opening monologue and a quest at the start. After playtesting, I discovered that if you die without a save file forcing you to the main menu, and create a new game, the quest log from the previous session is still there. As a temporary fix, I have the game write over save file 19 when first creating a new game as of now. But I would like to know if you can somehow fix this. I was also using version 1.3.2 so if this was fixed in 1.4 I would like to ask if I can import the new update without needing to change any of my old code? Thank you for making this plug in! I will be sure to credit you in my game!
Hi,
So the bug is happening if you die, go to the screen and start over without closing the game?
That's strange as the plugin should be saving the informations in the same set of info that goes into the save.
I'll try to recreate the bug and seek a solution, thanks for the report :)
yes, to give the specifics, if you die while having No saves at all in the game the quest log from the previous game is still there when you start a new game. Through testing even if you just backed out to the main menu with no saves you could stack the opening quest over and over again. So it seems to be some issue with the quest being given without their technically being a saved file. Though I am unsure as I havenāt looked at the code myself. Sorry for the late replay.
some more pertinent information, when closing the executable, the stacked quests do go away, so I donāt think itās unsolvable as it isnāt technically āsavedā information. I think it may be that an unsaved games data is essentially saved in an invisible slot and making a new game āloadsā into that slot without clearing the data from plug ins maybe? Thatās my current hypothesis.
of course none of this is a complaint to your work, if it is truly unsolvable I can just continue with the current solution of saving to the last available slot.
No worries at all, I appreciate the input!
I'm unable to re-create the bug, if I exit a game / cause a Game Over and restart a new game it doesn't carry over the Quests.
Can you tell me how the game over is triggered and if you have any plugin impacting on game over / saved files?
How do I change the quest from in-progress to completion? I'm new to plugins and scripts, so I'm not sure. I'm sorry
Via event or common event, you need to go in the last tab of the event: "Plugin command", select WD_Quest plugin, "Set Quest Completion Parameter" and enter the ID or Exact name of the quest (case sensitive) and Status: Completed.
Hope it helps!
I do enjoy how easy it is to set up quests with this plugin, but I noticed when I exit and continue the game the quests are all removed. Is there a step I missed, or possible issues with another plugin? Just reaching out in hopes you may know of a resolution before I dig too deep into this issue.
Hi there,
I looked up and the problem seem to be in my plugin, thank you for the report, I'll patch it up first thing tomorrow morning, should be an easy fix
The fix for the QuestLog is out, thanks again for the report!
Just tested and it is working great!
Thank you for the quick fix and response.
After further use, the plugin parameters may be broken for changing the prefix for words.
Example: I changed 'QuestLog' to 'Journal', but still says QuestLog in game. Same for the other prefix options they are not changing.
It has probably to do with the SaveParameters new function, I guess you made the change by Plugin Manager?
I'll be able to easily fix it tomorrow, if you want a temp fix you can do the changes via Plugin Command and they should work correctly
Changing them with commands worked, thank you.
Great to hear!
If you prefer working with Plugin Parameters I've released the hotfix ;)