//============================================================================= // Gameus Quest System // Author gameus // Version 1.0 //----------------------------------------------------------------------------- // Intro: // This is a (for the most part) basic quest system. Has a basic layout to help // players keep track of all the different quests they might encounter. Also // gives you plenty of commands and script calls to keep track of said quests // behind the scenes. // // Features: // Simple UI to keep track of quests with some customization options // Friendly commands to track/complete/fail/reset/count/progress quests // Auto rewards upon quest completion (optional) // Quest categories (optional) // Full blown quest editor included // // // Instructions: // Place in your plugins folder and save as 'GameusQuestSystem.js' // Configure the options as you please. // // I highly recommend checking out the demo (includes Quest Editor) // http://jugglingcode.com/scripts/MV/QuestSystem/Demo.zip // // Credits: // gameus ~ For creating it. //============================================================================= /*: * @plugindesc v1.0 - A simplistic quest system with various customization options. * @author gameus * * @param Auto Rewards * @desc True or False. Tells the script whether or not to automatically give quest rewards upon completion. * @default true * * @param --------------- * * @param Words * * @param --------------- * * @param Hidden Reward Text * @desc The text used to hide rewards * @default ?????? * * @param No Quests Text * @desc The text used for "No Quests" * @default No Quests * * @param All Word * @desc Word for "All" * @default All * * @param Completed Word * @desc Word for "Completed" * @default Completed * * @param Failed Word * @desc Word for "Failed" * @default Failed * * @param In-Progress Word * @desc Word for "In-Progress" * @default In-Progress * * @param Steps Word * @desc Word for "Steps" * @default Steps * * @param Rewards Word * @desc Word for "Rewards" * @default Rewards * * @param --------------- * * @param Display Options * * @param --------------- * * @param Reverse Layout * @desc Reverses the quest log layout * @default false * * @param Filter Position * @desc Positions the filter window. Can use Top or Bottom * @default Top * * @param Use Categories * @desc Use customizable sub-categories e.g. "Story", "Crafting", "Gathering" quests. * @default true * * @param Show Empty Categories * @desc 0 - Don't show; 1 - Show but greyed out; 2 - Show, but with "No Quests" under it * @default 0 * * @param Show Quest Count * @desc This shows the quest count for each category. * @default true * * @param Bullet Character * @desc The character used to display each step and reward * @default - * * @param Max Steps * @desc Defines the number of steps to show at once under a quest info. Will only show steps you've completed or are already on. * @default 3 * * @param --------------- * * @param Image Options * * @param --------------- * * @param Use Icons * @desc Option to allow quest icons * @default true * * @param Completed Image * @desc Image that's drawn over a quest when it's completed. Leave blank for no image * * @param Completed Image Opacity * @desc The opacity for the above image * @default 128 * * @param Failed Image * @desc Image that's drawn over a quest if it's marked as failed. Leave blank for no image * * @param Failed Image Opacity * @desc The opacity for the above image * @default 128 * * @help * Report any bugs, editor or plugin related here: * http://forums.rpgmakerweb.com/index.php?/topic/49234-gameus-quest-system/ * Before reporting a bug, check the version of editor/plugin to see if you're using an outdated version * * I highly recommend checking out the demo found here: * http://jugglingcode.com/scripts/MV/QuestSystem/Demo.zip * ---------------------------------------------------- * These are a list of following Plugin Commands: * ---------------------------------------------------- * Quest Add QuestID * Activates a quest. * * Quest NextStep QuestID * Progresses the quest to the next step. * * Quest BackStep QuestID * Makes the quest go back a step, allowing for steps to be failed. * * Quest Complete QuestID * Completes the quest, if Auto Reward is on, the script will give out the rewards. * * Quest Fail QuestID * Fails the quest. * * Quest Remove QuestID * Removes the quest from the quest log, allowing it to be reset. * * Quest Reset QuestID * Resets the step and status of a quest. NOTE: Any switches/variables you might have set during a quest, WILL have to be reset manually. * * Quest Open * This opens up the quest log. Alternatively, there's a script call you can use below. * * ---------------------------------------------------- * Here's a list of script calls you can use in a conditional branch: * ---------------------------------------------------- * SceneManager.push(Scene_Quest) * This opens up the quest scene, for those who enjoy script calls or are using it in a different plugin * * $gameQuests.get(quest_id).completed() * $gameQuests.get(quest_id).failed() * $gameQuests.get(quest_id).inProgress() * These calls are used to check the progress of a quest * Note, even if the party does not have the quest yet, these will return true/false. * * $gameParty.hasQuest(quest_id) * This is how you check if the party has activated the quest yet. Use in conjunction with the above script calls * * $gameParty.hasQuests([quest ids], filter) * Not to be confused with the one above, this checks multiple quests the party has and see if they match the filter. * Filter can be "progress", "completed", or "failed" * Returns true if all the input quests match the filter AND the party has them active. e.g. Can be used to see if the party has completed a range of quests before moving on * * $gameQuests.get(quest_id).currentStep === step_number * This is how you check which step a quest is on. step_number starts from 0. NOTE: This will still return a number even if the quest hasn't been activated. * * $gameQuests.get(quest_id).status === "status" * This will return what status the quest is. "status" can be "progress", "completed", or "failed" * * $gameQuests.totalQuests(filter) * This gets you a total number of quests by the filter. Filter can be "all", "progress", "completed", or "failed". This applies to all quests. * * $gameParty.totalQuests(filter) * Does the same as above, but only applies to the quests that the party has. * */ // Import 'Quest System' var GameusScripts = GameusScripts || {}; GameusScripts["Config"] = GameusScripts["Config"] || {}; GameusScripts["QuestSystem"] = 1.0; GameusScripts["Config"]["QuestSystem"] = PluginManager.parameters("GameusQuestSystem"); // Initialize global quest variables var $dataQuests = null; var $gameQuests = null; // Load quest data DataManager._databaseFiles.push({ name: "$dataQuests", src: "Quests.json" }); //--------------------------------------------------------------------------------------------- // Alias methods //--------------------------------------------------------------------------------------------- gameus_Quest_Party_Initialize = Game_Party.prototype.initialize; gameus_Quest_Data_Initialize = DataManager.createGameObjects; gameus_Quest_Save_Data = DataManager.makeSaveContents; gameus_Quest_Load_Data = DataManager.extractSaveContents; gameus_Quest_Plugin_Commands = Game_Interpreter.prototype.pluginCommand; //--------------------------------------------------------------------------------------------- // Plugin Commands //--------------------------------------------------------------------------------------------- Game_Interpreter.prototype.pluginCommand = function (command, args) { gameus_Quest_Plugin_Commands.call(this, command, args); if (command.toLowerCase() === "quest") { switch (args[0].toLowerCase()) { case "open": SceneManager.push(Scene_Quest); break; case "add": $gameParty.addQuest(Number(args[1])); break; case "remove": $gameParty.removeQuest(Number(args[1])); break; case "complete": $gameQuests.get(Number(args[1])).complete(); break; case "fail": $gameQuests.get(Number(args[1])).fail(); break; case "reset": $gameQuests.get(Number(args[1])).reset(); break; case "nextstep": $gameQuests.get(Number(args[1])).nextStep(); break; case "backstep": $gameQuests.get(Number(args[1])).backStep(); break; } } }; //--------------------------------------------------------------------------------------------- // DataManager //--------------------------------------------------------------------------------------------- DataManager.makeSaveContents = function () { contents = gameus_Quest_Save_Data.call(this); // Include the quests in the save file contents.quests = $gameQuests; return contents; }; DataManager.extractSaveContents = function (contents) { gameus_Quest_Load_Data.call(this, contents); // Then take them back because we really don't trust banks $gameQuests = contents.quests; }; DataManager.createGameObjects = function () { gameus_Quest_Data_Initialize.call(this); // Create global quests $gameQuests = new Game_Quests(); }; //--------------------------------------------------------------------------------------------- // Game_Party //--------------------------------------------------------------------------------------------- Game_Party.prototype.initialize = function () { gameus_Quest_Party_Initialize.call(this); // Initialize quest data this.quests = []; }; Game_Party.prototype.addQuest = function (quest_id) { // Does party already have quest? if (this.quests.indexOf(quest_id) < 0) { // If not, give that crap to them. They don't have a choice now. this.quests.push(quest_id); } }; // Removes the quest from the party. NOTE: This does NOT reset the quest Game_Party.prototype.removeQuest = function (quest_id) { // Check if quest exists if (this.quests.indexOf(quest_id) > -1) { // I was wrong... var index = this.quests.indexOf(quest_id); this.quests.splice(index, 1); } }; // Returns total number of quests the party has // filter can be "all", "progress" "completed" or "failed" Game_Party.prototype.totalQuests = function (filter) { // Returns a list of ALL quests if (filter === undefined || filter === "all") return this.quests.length; // Time to cycle through quests....(dammit, I did this exact thing in the quest list window) var count = 0; for (var i = 0; i < this.quests.length; i += 1) { var q = $gameQuest.get(this.quests[i]); if (q.status === filter.toLowerCase()) count += 1; } return count; }; // Gets all quest id's Game_Party.prototype.getQuests = function (filter) { // Returns a list of ALL quests if (filter === undefined || filter === "all") return this.quests; // Time to cycle through quests....(dammit, I did this exact thing in the quest list window) var data = []; for (var i = 0; i < this.quests.length; i += 1) { var q = $gameQuest.get(this.quests[i]); if (q.status === filter.toLowerCase()) data.push(q.questId); } return data; }; // This method is actually extremely useless. Ignore it for now. Game_Party.prototype.getQuest = function (index) { return $gameQuests.get(this.quests[index]); }; Game_Party.prototype.hasQuest = function (quest_id) { // Returns whether or not they have the quest return this.quests.indexOf(quest_id) > -1; }; // This checks a list of quests and its status. // If the party has all and they match the input filter, it returns true // Used to check a range of quests completion Game_Party.prototype.hasQuests = function (quests, filter) { flag = true; for (var i = 0; i < quests.length; i += 1) { if (!this.hasQuest(quests[i])) flag = false; if ($gameQuests.get(quests[i]).status !== filter) flag = false; } return flag; }; //--------------------------------------------------------------------------------------------- // Game_Quest //--------------------------------------------------------------------------------------------- function Game_Quest() { this.initialize.apply(this, arguments); } Game_Quest.prototype.initialize = function (questId) { var questData = $dataQuests[questId]; this.questId = questId; this.rawData = questData; this.cat = questData.cat; this.name = questData.name; this.desc = questData.desc; this.rewards = questData.rewards; this.icon = questData.icon; this.steps = questData.steps; this.maxSteps = this.steps.length; this.currentStep = 0; this.status = "progress"; }; Game_Quest.prototype.giveRewards = function () { for (var i = 0; i < this.rewards.length; i += 1) { var reward = this.rewards[i]; switch (reward[0]) { case "item": item = $dataItems[reward[1]]; $gameParty.gainItem(item, Number(reward[2])); break; case "armor": item = $dataArmors[reward[1]]; $gameParty.gainItem(item, Number(reward[2])); break; case "weapon": item = $dataWeapons[reward[1]]; $gameParty.gainItem(item, Number(reward[2])); break; case "xp": for (var j = 0; j < $gameParty.members().length; j++) { $gameParty.members()[j].gainExp(reward[1]); } break; case "gold": $gameParty.gainGold(Number(reward[1])); break; } } }; Game_Quest.prototype.completed = function () { return this.status == "completed"; }; Game_Quest.prototype.inProgress = function () { return this.status == "progress"; }; Game_Quest.prototype.failed = function () { return this.status == "failed"; }; Game_Quest.prototype.nextStep = function () { this.currentStep = this.currentStep + 1 > this.maxSteps - 1 ? this.maxSteps - 1 : this.currentStep + 1; }; Game_Quest.prototype.backStep = function () { this.currentStep = this.currentStep - 1 < 0 ? 0 : this.currentStep - 1; }; Game_Quest.prototype.currentStep = function () { return this.currentStep; }; Game_Quest.prototype.fail = function () { this.status = "failed"; }; Game_Quest.prototype.complete = function () { if ((GameusScripts["Config"]["QuestSystem"]["Auto Rewards"] || "false").toLowerCase() === "true") { this.giveRewards(); } this.currentStep = this.maxSteps - 1; this.status = "completed"; }; Game_Quest.prototype.reset = function () { this.status = "progress"; this.currentStep = 0; }; //--------------------------------------------------------------------------------------------- // Game_Quests //--------------------------------------------------------------------------------------------- function Game_Quests() { this.initialize.apply(this, arguments); } Game_Quests.prototype.initialize = function () { this.data = []; }; Game_Quests.prototype.get = function (quest_id) { if ($dataQuests[quest_id]) { if (!this.data[quest_id]) { this.data[quest_id] = new Game_Quest(quest_id); } return this.data[quest_id]; } return null; }; Game_Quests.prototype.categories = function () { if ($dataQuests[0]) return $dataQuests[0]; return null; }; Game_Quests.prototype.totalQuests = function (filter) { // Returns a list of ALL quests if (filter === undefined || filter === "all") return $dataQuests.length; // Time to cycle through quests....(dammit, I did this exact thing in the quest list window) var count = 0; for (var i = 0; i < $dataQuests.length; i += 1) { var q = this.get(this.quests[i]); if (q.status === filter.toLowerCase()) count += 1; } return data; }; //--------------------------------------------------------------------------------------------- // Window_Base //--------------------------------------------------------------------------------------------- Window_Base.prototype.sliceText = function (text, width) { var words = text.split(" "); if (words.length === 1) return words; var result = []; var current_text = words.shift(); for (var i = 0; i < words.length; i += 1) { var word = words[i]; var textW = this.contents.measureTextWidth(current_text + " " + word); if (textW > width) { result.push(current_text); current_text = word; } else { current_text += " " + word; } if (i >= words.length - 1) result.push(current_text); } return result; }; //--------------------------------------------------------------------------------------------- // Window_QuestInfo //--------------------------------------------------------------------------------------------- function Window_QuestInfo() { this.initialize.apply(this, arguments); } Window_QuestInfo.prototype = Object.create(Window_Selectable.prototype); Window_QuestInfo.prototype.constructor = Window_QuestInfo; Window_QuestInfo.prototype.initialize = function () { var xx = (GameusScripts["Config"]["QuestSystem"]["Reverse Layout"] || "false").toLowerCase() === "true" ? 0 : 320; this.failedImg = GameusScripts["Config"]["QuestSystem"]["Failed Image"] || ""; this.completedImg = GameusScripts["Config"]["QuestSystem"]["Completed Image"] || ""; if (this.failedImg !== "") this.failedImg = ImageManager.loadPicture(this.failedImg, 0); if (this.completedImg !== "") this.completedImg = ImageManager.loadPicture(this.completedImg, 0); this.quest = 0; this.offY = 0; this.lineY = 0; this.resizeFlag = false; Window_Selectable.prototype.initialize.call(this, xx, 0, Graphics.boxWidth - 320, Graphics.boxHeight); this.questBitmap = new Bitmap(this.contentsWidth(), this.contentsHeight()); this.refresh(); }; Window_QuestInfo.prototype.setQuest = function (quest_id) { this.quest = quest_id; this.offY = 0; this.resizeFlag = false; this.createQuestBitmap(); this.refresh(); }; Window_QuestInfo.prototype.refresh = function () { this.contents.clear(); if (this.quest > 0) { this.contents.blt( this.questBitmap, 0, this.offY, this.contentsWidth(), this.contentsHeight(), 0, 0, this.contentsWidth(), this.contentsHeight() ); } }; // This function is used to keep track of the height of the bitmap, has to be called after every line of text drawn Window_QuestInfo.prototype.write = function () { this.lineY += this.lineHeight() + this.textPadding(); if (this.lineY > this.questBitmap.height) { this.questBitmap.resize(this.questBitmap.width, this.lineY); this.resizeFlag = true; } }; Window_QuestInfo.prototype.createQuestBitmap = function () { this.questBitmap.clear(); if (this.quest > 0) { this.questBitmap.paintOpacity = 255; var q = $gameQuests.get(this.quest); this.drawQuestInfo(q); this.drawQuestSteps(q); this.drawQuestRewards(q); // Check for resize, then redraw if (this.resizeFlag) { this.resizeFlag = false; this.createQuestBitmap(); } if (this.failedImg !== "" && q.status === "failed") { this.questBitmap.paintOpacity = Number( GameusScripts["Config"]["QuestSystem"]["Failed Image Opacity"] || 128 ); this.questBitmap.blt( this.failedImg, 0, 0, this.failedImg.width, this.failedImg.height, this.contentsWidth() / 2 - this.failedImg.width / 2, this.contentsHeight() / 2 - this.failedImg.height / 2 ); } if (this.completedImg !== "" && q.status === "completed") { this.questBitmap.paintOpacity = Number( GameusScripts["Config"]["QuestSystem"]["Completed Image Opacity"] || 128 ); this.questBitmap.blt( this.completedImg, 0, 0, this.completedImg.width, this.completedImg.height, this.contentsWidth() / 2 - this.completedImg.width / 2, this.contentsHeight() / 2 - this.completedImg.height / 2 ); } } }; Window_QuestInfo.prototype.drawQuestInfo = function (q) { var headerX = 0; this.questBitmap.paintOpacity = 255; this.lineY = 0; if (q.icon > -1) { this.drawIcon(q.icon, 0, this.lineY); headerX = 40; } this.questBitmap.textColor = this.systemColor(); this.questBitmap.drawText(q.name, headerX, this.lineY, this.contentsWidth() - headerX, this.lineHeight()); this.write(); this.questBitmap.textColor = this.normalColor(); var lines = this.sliceText(q.desc, this.contentsWidth()); for (var i = 0; i < lines.length; i += 1) { this.questBitmap.drawText(lines[i], 0, this.lineY, this.contentsWidth(), this.lineHeight()); this.write(); } this.drawHorzLine(this.lineY); this.write(); }; Window_QuestInfo.prototype.drawQuestSteps = function (q) { // Draw the quest steps var bullet = String(GameusScripts["Config"]["QuestSystem"]["Bullet Character"] || "-") + " "; this.questBitmap.textColor = this.systemColor(); this.questBitmap.drawText("Steps", 0, this.lineY, this.contentsWidth(), this.lineHeight()); this.write(); this.questBitmap.textColor = this.normalColor(); var maxSteps = Number(GameusScripts["Config"]["QuestSystem"]["Max Steps"] || 3); if (maxSteps === 0) maxSteps = q.steps.length; if (q.currentStep >= q.steps.length) q.currentStep = q.steps.length - 1; var startStep = Math.max(0, q.currentStep - maxSteps + 1); var drawableSteps = q.steps.slice(startStep, q.currentStep + 1); for (var i = 0; i < drawableSteps.length; i += 1) { var step = drawableSteps[i]; var stepText = bullet + step[0]; if (step[1] === true) { var varVal = $gameVariables.value(step[2]); var maxVal = step[3]; if (step[4]) stepText += " " + String(Math.floor((varVal / maxVal) * 100)) + "%"; else stepText += " " + String(varVal) + " / " + String(maxVal); } lines = this.sliceText(stepText, this.contentsWidth()); var done = i + startStep < q.currentStep || q.status === "completed" || q.status === "failed"; this.questBitmap.paintOpacity = done ? 160 : 255; for (var j = 0; j < lines.length; j += 1) { var bulletOffset = 0; if (j > 0) bulletOffset += this.contents.measureTextWidth(bullet); this.questBitmap.drawText(lines[j], bulletOffset, this.lineY, this.contentsWidth(), this.lineHeight()); this.write(); } } this.drawHorzLine(this.lineY); this.write(); }; Window_QuestInfo.prototype.drawQuestRewards = function (q) { var bullet = String(GameusScripts["Config"]["QuestSystem"]["Bullet Character"] || "-") + " "; // Draw Rewards this.questBitmap.textColor = this.systemColor(); this.questBitmap.drawText("Rewards", 0, this.lineY, this.contentsWidth(), this.lineHeight()); this.write(); this.questBitmap.textColor = this.normalColor(); for (var i = 0; i < q.rewards.length; i += 1) { var reward = q.rewards[i]; // If the reward is hidden and quest not completed yet... if (reward[3] === true && q.status !== "completed") { // Draw this shit as hidden var hidden = bullet + (GameusScripts["Config"]["QuestSystem"]["Hidden Reward Text"] || "??????"); this.questBitmap.drawText(hidden, 0, this.lineY, this.contentsWidth(), this.lineHeight()); this.write(); continue; } var item = null; var amount = null; var done = q.status === "completed" || q.status === "failed"; this.questBitmap.paintOpacity = done ? 160 : 255; switch (reward[0]) { case "item": item = $dataItems[reward[1]]; amount = reward[2]; this.questBitmap.drawText(bullet, 0, this.lineY, this.contentsWidth(), this.lineHeight()); this.drawItemName(item, this.contents.measureTextWidth(bullet), this.lineY, this.contentsWidth()); this.questBitmap.drawText( "x" + String(amount), 0, this.lineY, this.contentsWidth(), this.lineHeight(), "right" ); this.write(); break; case "armor": item = $dataArmors[reward[1]]; amount = reward[2]; this.questBitmap.drawText(bullet, 0, this.lineY, this.contentsWidth(), this.lineHeight()); this.drawItemName(item, this.contents.measureTextWidth(bullet), this.lineY, this.contentsWidth()); this.questBitmap.drawText( "x" + String(amount), 0, this.lineY, this.contentsWidth(), this.lineHeight(), "right" ); this.write(); break; case "weapon": item = $dataWeapons[reward[1]]; amount = reward[2]; this.questBitmap.drawText(bullet, 0, this.lineY, this.contentsWidth(), this.lineHeight()); this.drawItemName(item, this.contents.measureTextWidth(bullet), this.lineY, this.contentsWidth()); this.questBitmap.drawText( "x" + String(amount), 0, this.lineY, this.contentsWidth(), this.lineHeight(), "right" ); this.write(); break; case "xp": amount = reward[1]; this.questBitmap.drawText( bullet + TextManager.exp, 0, this.lineY, this.contentsWidth(), this.lineHeight() ); this.questBitmap.drawText( "x" + String(amount), 0, this.lineY, this.contentsWidth(), this.lineHeight(), "right" ); this.write(); break; case "gold": amount = reward[1]; this.questBitmap.drawText( bullet + TextManager.currencyUnit, 0, this.lineY, this.contentsWidth(), this.lineHeight() ); this.questBitmap.drawText( "x" + String(amount), 0, this.lineY, this.contentsWidth(), this.lineHeight(), "right" ); this.write(); break; case "custom": amount = this.sliceText(bullet + reward[1], this.contentsWidth()); for (var j = 0; j < amount.length; j += 1) { var bulletOffset = 0; if (j > 0) bulletOffset += this.contents.measureTextWidth(bullet); this.questBitmap.drawText( amount[j], bulletOffset, this.lineY, this.contentsWidth(), this.lineHeight() ); this.write(); } break; } } }; // Borrow some drawing methods since we're drawing to a secondary bitmap Window_QuestInfo.prototype.drawItemName = function (item, x, y, width) { width = width || 312; if (item) { var iconBoxWidth = Window_Base._iconWidth + 8; this.questBitmap.textColor = this.normalColor(); this.drawIcon(item.iconIndex, x - 2, y + 2); this.questBitmap.drawText(item.name, x + iconBoxWidth, y, width - iconBoxWidth, this.lineHeight()); } }; Window_QuestInfo.prototype.drawIcon = function (iconIndex, x, y) { var bitmap = ImageManager.loadSystem("IconSet"); var pw = Window_Base._iconWidth; var ph = Window_Base._iconHeight; var sx = (iconIndex % 16) * pw; var sy = Math.floor(iconIndex / 16) * ph; this.questBitmap.blt(bitmap, sx, sy, pw, ph, x, y); }; Window_QuestInfo.prototype.drawHorzLine = function (y) { var lineY = y + this.lineHeight() / 2 - 1; this.questBitmap.paintOpacity = 48; this.questBitmap.fillRect(0, lineY, this.contentsWidth(), 2, this.normalColor()); this.questBitmap.paintOpacity = 255; }; // Update the up/down arrows to indicate scrolling is available Window_QuestInfo.prototype.updateArrows = function () { this.downArrowVisible = this.questBitmap.height > this.contentsHeight() && this.offY < this.questBitmap.height - this.contentsHeight(); this.upArrowVisible = this.offY > 0; }; // Override the arrow key controls so we can scroll instead, let's be honest, that's way cooler Window_QuestInfo.prototype.isCursorMovable = function () { return this.isOpenAndActive(); }; Window_QuestInfo.prototype.cursorDown = function (wrap) { if ( this.questBitmap.height > this.contentsHeight() && this.offY < this.questBitmap.height - this.contentsHeight() ) { SoundManager.playCursor(); this.offY += this.lineHeight() + this.textPadding(); this.refresh(); } }; Window_QuestInfo.prototype.cursorUp = function (wrap) { if (this.offY > 0) { SoundManager.playCursor(); this.offY -= this.lineHeight() + this.textPadding(); if (this.offY < 0) this.offY = 0; this.refresh(); } }; Window_QuestInfo.prototype.cursorPagedown = function () { this.cursorDown(); }; Window_QuestInfo.prototype.cursorPageup = function () { this.cursorUp(); }; Window_QuestInfo.prototype.cursorRight = function (wrap) { // We are basically... }; Window_QuestInfo.prototype.cursorLeft = function (wrap) { // ...screwing the system }; //--------------------------------------------------------------------------------------------- // Window_Quests //--------------------------------------------------------------------------------------------- function Window_Quests() { this.initialize.apply(this, arguments); } Window_Quests.prototype = Object.create(Window_Command.prototype); Window_Quests.prototype.constructor = Window_Quests; Window_Quests.prototype.initialize = function () { var xx = (GameusScripts["Config"]["QuestSystem"]["Reverse Layout"] || "false").toLowerCase() === "true" ? Graphics.boxWidth - 320 : 0; var yy = String(GameusScripts["Config"]["QuestSystem"]["Filter Position"]).toLowerCase() === "top" ? this.fittingHeight(1) : 0; // Stores all quests available from $gameParty this.qFilters = ["all", "progress", "completed", "failed"]; this.filterIndex = 0; this.data = []; this.cats = $gameQuests.categories(); this.expanded = []; for (var i = 0; i < this.cats.length; i += 1) this.expanded[i] = false; this.filter = "all"; this.refreshQuests(); Window_Command.prototype.initialize.call(this, xx, yy); }; Window_Quests.prototype.windowWidth = function () { return 320; }; Window_Quests.prototype.numVisibleRows = function () { return 10; }; Window_Quests.prototype.windowHeight = function () { return Graphics.boxHeight - this.fittingHeight(1); }; Window_Quests.prototype.drawItem = function (index) { var item = this._list[index]; var rect = this.itemRectForText(index); var align = this.itemTextAlign(); this.resetTextColor(); this.changePaintOpacity(this.isCommandEnabled(index)); var tempX = 0; if (item.symbol === "quest") { var q = $gameQuests.get(Number(item.ext)); if (q.icon > -1 && GameusScripts["Config"]["QuestSystem"]["Use Icons"].toLowerCase() === "true") { this.drawIcon(q.icon, rect.x + 8, rect.y + 2); tempX = 40; } } this.drawText(this.commandName(index), rect.x + tempX / 2, rect.y, rect.width, align); }; Window_Quests.prototype.questData = function (quest_id) { return $gameQuests.get(quest_id); }; Window_Quests.prototype.refreshQuests = function () { this.data = $gameParty.getQuests(); this.cats = $gameQuests.categories(); this.counter = []; for (var i = 0; i < this.cats.length; i += 1) this.expanded[i] = false; for (var i = 0; i < this.cats.length; i += 1) { this.counter[i] = 0; for (var j = 0; j < this.data.length; j += 1) { var q = $gameQuests.get(this.data[j]); if (q.cat == i && (this.filter == q.status || this.filter == "all")) this.counter[i] += 1; } } }; Window_Quests.prototype.setFilter = function (filter) { this.filter = filter; }; Window_Quests.prototype.toggle = function (cat) { this.expanded[cat] = !this.expanded[cat]; this.refresh(); }; Window_Quests.prototype.makeCommandList = function () { var q; var flag = false; var count = ""; var useCats = (GameusScripts["Config"]["QuestSystem"]["Use Categories"] || "false").toLowerCase(); var catMode = Number(GameusScripts["Config"]["QuestSystem"]["Show Empty Categories"] || 0); var showCount = (GameusScripts["Config"]["QuestSystem"]["Show Quest Count"] || "false").toLowerCase(); if (useCats === "true") { for (var i = 0; i < this.cats.length; i += 1) { flag = true; if (showCount === "true") count = " (" + String(this.counter[i]) + ")"; if (catMode == 1 && this.counter[i] == 0) flag = false; if (catMode > 0 || this.counter[i] > 0) this.addCommand(this.cats[i] + count, "cat", flag, String(i)); if (this.expanded[i]) { flag = false; for (var j = 0; j < this.data.length; j += 1) { q = $gameQuests.get(this.data[j]); if ((q.status == this.filter || this.filter == "all") && i == q.cat) { flag = true; this.addCommand(" " + q.name, "quest", true, q.questId); } } if (!flag) this.addCommand( " " + GameusScripts["Config"]["QuestSystem"]["No Quests Text"] || "No Quests", "none" ); } } } else { for (var i = 0; i < this.data.length; i += 1) { q = $gameQuests.get(this.data[i]); if (q.status == this.filter || this.filter == "all") this.addCommand(q.name, "quest", true, q.questId); } } if (this._list.length < 1) { this.addCommand(GameusScripts["Config"]["QuestSystem"]["No Quests Text"] || "No Quests", "none"); } }; Window_Quests.prototype.cursorRight = function (wrap) { this.filterIndex = this.filterIndex + 1 > 3 ? 0 : this.filterIndex + 1; this.filter = this.qFilters[this.filterIndex]; this.refreshQuests(); this.refresh(); this.select(0); }; Window_Quests.prototype.cursorLeft = function (wrap) { this.filterIndex = this.filterIndex - 1 < 0 ? 3 : this.filterIndex - 1; this.filter = this.qFilters[this.filterIndex]; this.refreshQuests(); this.refresh(); this.select(0); }; //--------------------------------------------------------------------------------------------- // Window_QuestFilter //--------------------------------------------------------------------------------------------- function Window_QuestFilter() { this.initialize.apply(this, arguments); } Window_QuestFilter.prototype = Object.create(Window_Base.prototype); Window_QuestFilter.prototype.constructor = Window_QuestFilter; Window_QuestFilter.prototype.initialize = function () { this.qFilters = [ GameusScripts["Config"]["QuestSystem"]["All Word"] || "All", GameusScripts["Config"]["QuestSystem"]["Progress Word"] || "In-Progress", GameusScripts["Config"]["QuestSystem"]["Completed Word"] || "Completed", GameusScripts["Config"]["QuestSystem"]["Failed Word"] || "Failed", ]; var xx = (GameusScripts["Config"]["QuestSystem"]["Reverse Layout"] || "false").toLowerCase() === "true" ? Graphics.boxWidth - 320 : 0; var yy = String(GameusScripts["Config"]["QuestSystem"]["Filter Position"]).toLowerCase() === "top" ? 0 : Graphics.boxHeight - this.windowHeight(); this.filterIndex = 0; this.filter = ""; var width = this.windowWidth(); var height = this.windowHeight(); Window_Base.prototype.initialize.call(this, xx, yy, width, height); this.refresh(); }; Window_QuestFilter.prototype.windowWidth = function () { return 320; }; Window_QuestFilter.prototype.windowHeight = function () { return this.fittingHeight(1); }; Window_QuestFilter.prototype.refresh = function () { if (this.filter == this.qFilters[this.filterIndex]) return; this.filter = this.qFilters[this.filterIndex]; this.contents.clear(); this.drawText(this.filter, 0, 0, this.contentsWidth(), "center"); }; //--------------------------------------------------------------------------------------------- // Scene_Quest //--------------------------------------------------------------------------------------------- function Scene_Quest() { this.initialize.apply(this, arguments); } Scene_Quest.prototype = Object.create(Scene_MenuBase.prototype); Scene_Quest.prototype.constructor = Scene_Quest; Scene_Quest.prototype.initialize = function () { Scene_MenuBase.prototype.initialize.call(this); }; Scene_Quest.prototype.create = function () { Scene_MenuBase.prototype.create.call(this); this.qFilters = ["all", "progress", "completed", "failed"]; this.createQuestWindow(); }; Scene_Quest.prototype.createQuestWindow = function () { this.oldIndex = 0; this.questWindow = new Window_Quests(); this.questWindow.setHandler("cat", this.handleCategory.bind(this)); this.questWindow.setHandler("quest", this.handleQuest.bind(this)); this.questWindow.setHandler("cancel", this.popScene.bind(this)); this.addWindow(this.questWindow); this.questInfo = new Window_QuestInfo(); this.questInfo.setHandler("cancel", this.cancelInfo.bind(this)); this.addWindow(this.questInfo); this.questFilter = new Window_QuestFilter(); this.addWindow(this.questFilter); }; Scene_Quest.prototype.update = function () { var index = this.questWindow.index(); if (this.oldIndex != index) { var q = this.questWindow._list[index]; if (q.symbol === "quest") this.questInfo.setQuest(q.ext); else this.questInfo.setQuest(-1); this.oldIndex = index; } this.questFilter.filterIndex = this.questWindow.filterIndex; this.questFilter.refresh(); Scene_Base.prototype.update.call(this); }; Scene_Quest.prototype.cancelInfo = function () { this.questWindow.activate(); this.questInfo.deactivate(); }; Scene_Quest.prototype.handleQuest = function () { this.questWindow.deactivate(); this.questInfo.activate(); }; Scene_Quest.prototype.handleCategory = function () { var catIndex = this.questWindow.currentExt(); this.questWindow.toggle(catIndex); this.questWindow.refresh(); this.questWindow.activate(); }; // This is used to open up the Quest Log from the menu // Used in conjunction with Yanfly's Menu plugin Scene_Menu.prototype.commandQuest = function () { SceneManager.push(Scene_Quest); };