设为首页收藏本站同能贴吧 切换语言 繁体中文
开启辅助访问 切换到窄版
扫描二维码关注官方公众号
返回列表
+ 发新帖
查看: 113|回复: 0

[转载发布] Mobius's Quest Journal

[复制链接]
累计送礼:
0 个
累计收礼:
1 个
  • TA的每日心情
    开心
    2026-7-12 04:10
  • 签到天数: 209 天

    连续签到: 2 天

    [LV.7]常住居民III

    9015

    主题

    864

    回帖

    6万

    积分

    管理员

    Rank: 9Rank: 9Rank: 9

    VIP
    7
    卡币
    58751
    OK点
    16
    推广点
    0
    同能卷
    50
    积分
    68660

    灌水之王

    发表于 2026-7-26 17:32:31 | 显示全部楼层 |阅读模式
    Quest Journal
    by
    MobiusXVI

    Release Notes
                    Code:       
    1. Oct 2013 - v. 1.0   Initial Release
    2. Oct 2013 - v. 1.1   Added Quest Maker functionality
    3. Mar 2014 - v. 1.15  Improved Quest Maker to be more user friendly
    4. Jun 2014 - v. 1.2   Minor script compatibility improvement
    5. Jul 2014 - v. 2.0   Added optional switch/variable usage, improved debugging
    6. Apr 2019 - v. 2.1   Added additional debugging for file loading
    7. Oct 2019 - v. 2.2   Minor script compatibility improvement
    8.                     (shouldn't break if switches/variables are used in weird ways)
    9. May 2020 - v. 2.3   Refactored external APIs, improved error messages
    10. Oct 2024 - v. 3.0   Added support for control codes
    11. Oct 2024 - V. 3.1   Fix bug with two byte UTF characters
    复制代码


    Introduction
    I wanted to create a plain looking, but robust quest/journal system that was akin to the one found in Skyrim. I also wanted to make it as user friendly as possible while still giving you control over implementation. I hope you enjoy it!

    Features
    - Quests can have as many steps or phases as you'd like
    - Each phase can have up to 20 lines of information displayed in the journal
    - Can store virtually unlimited number of quests
    - Sorts quests by current/completed; current quests show up in normal text while completed quests are grayed out
    - Keeps completed quests around for player review
    - Quest data created from .txt file; no need to put it all in the script window.
    - Quest data can also be made using a custom windows program - Mobius's Quest Journal Maker!
    - Quest data can be converted to .rxdata for security
    - Journal is called using simple script. Access it from an event, item, or even a key press! (Custom menus can call it up as well!)
    - Quests can be modified using standard switches/variables
    - Can automatically update switch/variable names both in-game and in the editor
    - Easily call the Quest Journal from the menu using my Menu Command Manager
    - Use control codes to change the text dynamically. (see the guide here)

    Screenshots
    SpoilerThe journal in game






    SpoilerThe Windows Quest Maker program







    How to Use
    Place the script below all the default scripts but above main. Create a file to hold your quests. There's an example in "Data/QuestData.txt". The quest data file will hold all your quests. There's a special format you need to follow. You starting by writing the quest's name, then a blank line, then the first phase info, then a blank line, then the next phase, and so on. When you're done with a quest, leave a blank line then write "mobius_quest_break" (without quotes). It should look like this:

        Quest Name

        Phase 0 info

        Phase 1 info

        mobius_quest_break

    And that's all there is to it! You just repeat that pattern for each quest, and save it somewhere in the project folder. But if you don't feel like making in all in NotePad, then you can use my Quest Maker.

    Download here: Mobius's Quest Journal Maker

    If you're still not sure, then check out the video tutorial here: Video Tutorial
    You can also check out a second video tutorial covering the v2.0 updates: Video Tutorial 2

    Once you've got everything imported, you can use the following script calls from anywhere.

    $scene = Scene_Quest.new
    - Calls the quest journal scene

    $game_quests.discover_quest("quest_name")
    - Adds the named quest to the player's journal in the default state
    - You can also use the quest's ID rather than its name if you prefer

    $game_quests.dq("quest_name")
    - Same as above - just a shorthand version
    - Ditto about IDs

    $game_quests.set_phase("quest_name", phase_number)
    - Changes the named quest's phase to the specified phase number
    - Again, you can also use the quest's ID rather than its name if you prefer

    $game_quests.sp("quest_name", phase_number)
    - Same as above - just a shorthand version
    - Ditto about IDs

    $game_quests.complete_quest("quest_name")
    - Changes the named quest to completed status
    - Once more,  you can also use the quest's ID rather than its name if you prefer

    $game_quests.cq("quest_name")
    - Same as above - just a shorthand version
    - Ditto about IDs

    Demo
    Download here: demo


    Script

    View on Github

    FAQ
    Q. Why don't the changes I made to my quests show up during playtesting?
    A. Simply put, the script is not save game compatible. This is - unfortunately - the biggest current limitation of the script.  If you start a playtest,  save your game, and exit, and then make changes to the quests when you load up the save game it will not have any of your changes to the quests. But any changes you make should display correctly as long as you start a new game. My recommendation for getting around this problem is utilizing the debug (F9) menu to set quests to the desired state for testing, and always starting a new game.

    Q. Why does the first quest always show in the journal even if it hasn't been discovered yet?
    A. The journal needs at least one quest to function, so the first quest gets automatically discovered upon starting a new game. You can work around this limitation by adding a "starting" phase to it that doesn't give anything away like "You're on a new adventure!".

    Q. Why is the text not arranged nicely?
    A. Because it's really hard (lol). The script tries to do the best that it can, but it can struggle to account for everything, especially if you're using custom fonts, icons, etc. You can help it out by adding manual line breaks wherever they're necessary.


    Credit and Thanks
    - Mobius XVI, author
    - Special thanks to Zeriab. I borrowed the name for two of my classes from the Quest Book script, and overall I'd say it influenced my design.
    - KK20, for finding a fairly obscure bug in my code
    - Supergenio, for suggesting the control codes and bug testing them

    Author's Notes
    This script is licensed using the MIT License. See the license file for more info.
    In addition, this script is only authorized to be posted to the forums on RPGMakerWeb.com.
    Further, if you do decide to use this script in a commercial product, I'd ask that you let me know via a post here or a PM. Thanks.



    本贴来自国际rpgmaker官方论坛作者:MobiusXVI处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/mobiuss-quest-journal.19144/

    本帖子中包含更多资源

    您需要 登录 才可以下载或查看,没有账号?立即注册

    x
    天天去同能,天天有童年!
    回复 送礼论坛版权

    使用道具 举报

    文明发言,和谐互动
    文明发言,和谐互动
    高级模式
    您需要登录后才可以回帖 登录 | 立即注册

    本版积分规则

    简体中文
    繁體中文
    English(英语)
    日本語(日语)
    Deutsch(德语)
    Русский язык(俄语)
    بالعربية(阿拉伯语)
    Türkçe(土耳其语)
    Português(葡萄牙语)
    ภาษาไทย(泰国语)
    한어(朝鲜语/韩语)
    Français(法语)
    关闭

    幸运抽奖

    社区每日抽奖来袭,快来试试你是欧皇还是非酋~

    立即查看

    聊天机器人
    Loading...

    QQ|Archiver|手机版|小黑屋|同能RPG制作大师 ( 沪ICP备12027754号-3 )

    GMT+8, 2026-8-4 12:48 , Processed in 0.092485 second(s), 52 queries .

    Powered by Discuz! X3.4

    Copyright © 2001-2020, Tencent Cloud.

    快速回复 返回顶部 返回列表