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.
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?
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
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.
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
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.
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.
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 ;)
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 🙂
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 😁
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.
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
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!
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 haven’t 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 don’t think it’s unsolvable as it isn’t technically “saved” information. I think it may be that an unsaved games data is essentially saved in an invisible slot and making a new game “loads” into that slot without clearing the data from plug ins maybe? That’s 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.
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.
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.
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.
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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 😁
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 😁
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 🙂
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 😁
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 haven’t 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 don’t think it’s unsolvable as it isn’t technically “saved” information. I think it may be that an unsaved games data is essentially saved in an invisible slot and making a new game “loads” into that slot without clearing the data from plug ins maybe? That’s 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 ;)