Another quest log plugin! Just to give you guys more options.
Create quests with objectives and display each as complete or failed as the quest goes on. Quest details are stored in a .txt file within your project.
Sort quests into categories that can be expanded/hidden by the player as desired.
Use script calls to check results of quests and objectives to potentially save on switches/variables.
Player can track a quest, making it appear in the quest log when no other quest is selected to quickly reference it during game.
Quest update notification can be done manually or automatically if using Galv’s Timed Message Popups (included in demo as example).
VERSION 1.3 – RPG Maker MV
Download Plugin file
Wuhuuu great thing!
Would be nice if your tracked quest will be shown at the edge of the screen!
And maybe if a quest step is finished, to colour the font colour to green or red, if failed.
I might add an optional window to display quest on-screen in the future.
When quests steps are finished or failed they display different icons next to them instead of changing the text colour. I’ll consider adding full colour change in future, too :)
This would be awesome!
Nobody have a good tracking function. This would make your questlog to the best.
Only Gameus have an special editor for the quests, but this is only comfort :D
Awesome script, let me just say that!
I was wondering, is there a way to change the description for the ‘crafting quests’ to something like ‘wanted quests’? I wanted to have quests that revolve around hunting certain monsters, and while I know that I can do this with side-quests I wanted to try and use the third quest tier for something else.
Yes, please look in the plugin settings… you can have any number of categories and change their name to anything you want.
I’d love to see this too, the side-screen display thing.
Great work on this one, I love it!
I have a request to make, how can I remove the default windows from Rpg Maker and raise a background image? The Image Is On My Own and Thanks For The Incredible Plugin :D
Hey, Galvs Has How To Personalize Background With An Image Instead Of Windows…
The idea is good!
This plugin doesn’t do that but I might add it one day if I get time
YOU ARE SUPREME!! So glad you exist!! :D
Umm…how do you write a comma in the objective description or resolution text??
I didn’t think about that. I’ve updated to version 1.1 and added a plugin setting that allows you to change the separator character from comma to whatever you want to use in the .txt file.
Love it! Quick reply, quick update, AWESOME! This will keep me coming back for more!
What’s the symbol for the quest log command in the menu?
I’m trying to give it an icon. Thanks in advance!
I’m not exactly sure what you’re after. The function I added to the menu scene is commandQuestLog, the handler is ‘quest’ and the name is specified in the plugin settings.
Hi Galv, great plugin!
There is just one small problem. When I hightlight ‘Active’, ‘Completed’ or ‘Failed’, I can’t simply click on my quests that are shown in the content window. I actually need to click again on ‘Active’, ‘Complete’ or ‘Failed’ to be able to interact with the content.
Can you please add an ‘Highlight on Over’ feature (that is similar to the one available in the ‘Mouse System Ex’ plugin?
Thanks, keep up the great work!
That’s how default RPG Maker MV works. You need to use another plugin to make it work differently – like the mouse system plugin you mentioned.
Yes, this is the one we are currently using.
In both scenarios (with or without the other plugin’s feature) it seems to confuse most of our playtesters. When it’s enabled, it highlights on over, and they think they can actually click on the quests shown in the content window (which doesn’t work as you need to click on ‘Actice’ ‘Completed’ or ‘Failed’ again).
When the feature is not enabled (the Default of RPG Maker), it’s even worst because the users tend to click on ‘Active’ ‘Completed’ or ‘Failed’ and then immediately click on one of the quests that appears in the content windows.
I don’t believe there is a good solution, unless you put the ‘Active’ ‘Completed’ and ‘Failed’ in a single window, and then make them expendable. But again, I don’t think this is an ideal solution neither.
But for now, I think we’ll just add a quick ‘click twice’ tutorial to let the users know how it works.
Thanks again for the awesome plugin!
Hmmm very good points. I actually don’t like using mouse for RPG’s so I guess I rarely tender my plugins toward them. I’ll think about adding a change to make this more intuitive for players when I get time.
Awesome, thanks for considering it!
Is there a way to make the objectives hidden until one is done
You can hide them with a script call. Please read the plugin help file and look for:
I find your plugin great. But my quest text is slightly longer and the questbook does not show the text completely. Can it be helped?
Press the return key to go to a new line
I think consi meant the actual in-game menu for the quest log. When the amount of text surpasses the menu box, there is no way to scroll down and see the rest of what’s written. This is pretty inconvenient in many ways, so hopefully you can fix it.
Unless there was a way to do that and I’m just dumb. :P
Ohh I see. Nope, there is no scrolling in this plugin, sorry.
Good day! Cool plug-in, but I can not understand how to make it work in Russian. When changing the language in the txt file, instead of the text, only the question marks “??????”
You need to save the text file in UTF-8 format to support all characters.
Thank you! You’re cool and your scripts too!
Hi, i really like this quest plugin! But i have some problem with my french langage in “Quests” file…. when i do an accute accent thas make nothing more them a square in game :( someone can solve my problem?
You need to save the text file in UTF-8 format to support all characters.
Hi ! I have the same problem with french language, but i dont know how to save the text in utf-8 :( can you help me please ?
Please use a search engine such as google to learn how to do it :)
Seems like you’re my goto once again for awesome scripts/plugins. Got a question for you though:
I am attempting to make a “Fortune Teller” who, for a fee, will give a hint about the current active quest. I am doing so using a conditional branch. I can’t do screenshots as I am using my phone and don’t know how. But I can give you the way it looks in text form. It reads:
?Text:pic, Window, Bottom
: :blah blah blah
?Set Movement Route:Player (Wait)
?Text:pic, Window, Bottom
: :HooHahaha HooHahaha
?Text:SF_Others(5), Window, Bottom
: :I am sorry, I see no active quests. I shall
: :not charge you since I can provide you no
?Set Movement Route:Player (Wait)
: :?Transparent OFF
: :?Move Lower Left
: :?Through OFF
For some reason, it doesn’t look at #2, only lists the comment for the first one. Any ideas what I am doing wrong? (I’m using your default quests that came with the demo as a test)
Galv.QUEST.isTracked() returns the id of the quest being tracked. To use it in your context you would first use Control Variables and set a variable to script: Galv.QUEST.isTracked()
Then conditional branches after that you would check if that variable equals the id’s of quests.
Hi, Sorry to bother you but do you know how this issues is happening and how i can solve it. is it an issue with the quest script or yanfly item core im a little confused??
SCRIPT CALL ERROR
/C:/Users/hugh_/Documents/RPG%20MAKER/MV/Games/Projects/Arn%20Armour%20of%20the%20gods/js/plugins/YEP_ItemCore.js:2192 TypeError: Cannot read property ‘1’ of undefined
You will have to try and work out what is causing it through trial and error. I have just tested it with yanfly core and yanfly item core and I cannot replicate the issue.
Here’s a checklist of error trapping ideas:
you for the help
Addition: – I have found i only get the error when i try the script calls. When i don’t try and activate a quest there’s no issues haha, that’s frustrating. Anyways thank you again for and thanks for the contribution to the community your scripts/pluggins are great :)
Can you replicate the issue in the plugin demo?
I Cant seem to no. I have no clue whats going on lol
I recommend asking in a forum for someone to assist. You might need to upload your project somewhere for someone to be able to help you find what’s going on
ok so im kind of a dummy but how do you add the thing to the menu?
Read over the plugin settings. Every setting has a description to tell you what it does when you edit it.
If the special characters does’nt display correctly, change the encoding of the file Quests.txt in UTF-8 and write your quest.
Hey Galv! Loving the plugin! It is actually the only Quest plugin I have been able to use that doesn’t make me break other parts of my game to function, lol!
My question is, is there any way to force the quests to show up in the order of their ID, regardless of when they are activated in game. Currently the quests appear in whatever order they are activated, but I would like for them to show up in a predefined order, no matter what order they are activated in.
For example, right now if you activate quests 2, 5, 1, 4, 3 in that order, that is the order they are listed in the Quest Log, but I would still like them listed as 1, 2, 3, 4, 5.
If that is not possible, I understand, I just thought I would ask :D
Unfortunately not without changes to the plugin. I don’t have time for changes these days, though, you might have luck asking in a forum
I don´t get where are you supposed the quest log text?
Read the plugin instructions from in the plugin manager
Hey Galv, so, I wanted to try out the plugin, but it doesnt create any txt file in my Data folder. And when I try to create one myself, named Quests.txt, it seems not to be working…
You need to create it yourself. You also need to start a new game. Here’s other things to try:
Hi! I love this plugin! One question: I have a different fonts installed which has a large fontsize. Therefore, the amount of text I can add is rather limited. Is there a line I can add to the code to change the fontsize to something smaller? Thanks in advance!
I recommend asking in an rpgmaker forum – someone will be able to help you modify that part
Thanks for the quick reply, will do that!
Hi Galv, your plugin is awesome this is the quest log plugin I’m looking for. But possible to add exit or cancel button? where it will go back to main menu because my project focus in mobile touch gesture. Hope you can update your plugin in my said request thanks
Sorry, I don’t have time to do updates for people these days – you might try to ask in a forum
error if you press Shift + Z + Down Cannot read property ‘split’ of undefined
rpg_managers.js:1949 TypeError: Cannot read property ‘split’ of undefined
at Game_Quest.resoTxtArray (Galv_QuestLog.js:618)
at Window_QuestInfo.drawQuest (Galv_QuestLog.js:957)
at Window_QuestInfo.refresh (Galv_QuestLog.js:906)
at Window_QuestInfo.setItem (Galv_QuestLog.js:899)
at Window_QuestList.Window_Selectable.setHelpWindowItem (rpg_windows.js:1243)
at Window_QuestList.updateHelp (Galv_QuestLog.js:864)
at Window_QuestList.Window_Selectable.callUpdateHelp (rpg_windows.js:1233)
at Window_QuestList.Window_Selectable.select (rpg_windows.js:797)
at Window_QuestList.Window_Selectable.cursorDown (rpg_windows.js:920)
at Window_QuestList.Window_Selectable.processCursorMove (rpg_windows.js:1001)
Where do you press “Shift+Z+Down” when the error occurs? Does it occur in the demo? I cannot replicate this without more information.
No, there are no errors in the demo. But in my game it is. Moreover, it is absolutely random and the reason is not clear.
My first thought is that there is a syntax mistake in either a script call or the txt file. In order to track it down, see if you can replicate it somehow, make sure you pay attention to what quest etc. you were viewing when the error occurs.
The text of the objective setting does not fit on one line. Is there anything you can do about this?
Sorry, I don’t plan on updating this plugin for that.
Hi Gavl, how to refresh the quest?
Buy egg quest. It would be complete or fail but when MC goes to sleep and wake up that quest will be deleted and MC can take that quest again.
Galv.QUEST.activate(x); will put the quest back in active quests. Galv.QUEST.objective(id,objId,status); to change any objectives.
Thanks for your reply.
My game has daily chores quest so it’s really weird if the quest still in the active list after refreshing.
Can you put some code in the plugin to make “Galv.QUEST.deactivate(x);” available
I’m willing to pay for your hard work since it’s my personal request.
Unfortunately I don’t have time to do updates these days. Someone in a forum might be able to write a patch that adds that functionality if anyone wants to
Well, I will still support you anyway.
Your work is awesome, man. I hope you will make more mini-game plugin in the future.
Thank you, I appreciate it. Good luck with your project and stay safe!
Hello! Thank you for the awesome plugins! I have some questions about this one, is there any way to make the resolutions doesn’t disappear after displayed (or a way to display the description section by section)? I want to design a quest log like the one used in Witcher III, which gets updated and becomes longer and longer during the gaming.
The plugin can only do what’s in the description/instructions.
Hi Galv, the plugin worked for me, but there is a small shortcoming. Are you considering adding reward commands? so it is very good and it will be perfect if added in the prize.
No, sorry – I don’t plan to add anything extra to this plugin. Rewards could be done via eventing.
Thanks for the feedback. have a nice day
Hi, stupid question maybe, but I can’t find the quest:txt file. It’s not in my data folder and it’s not anywere in my game folder either: Did I do something wrong?
I did a testrun of the game with the plugin active and I could see “Quest log” in the menu and click on it.
Obviously it only had the empty quest categories in it.
So how can I fix this? I assume I’m missing a step…
You need to create it or copy it from the demo
Thanks. I eventually found it myself. But thanks for the quick reply anyway. You’re amazing. Awesome plugin, my dude!
How do I make objectives text longer? I want to write “Stop the Monsters near the ruins.” but it is cut off at “ruins.” how do I fix this?
If the text doesn’t fit in the box, you can’t make it longer. Higher game resolution would make more room.
Hi Galv, really wanted to thank you for making all these plugins. They make game creation much more enjoyable.
Also, I found out that after the MZ FOSSIL plugin, this questlog plugin can actually work in RPG maker MZ.
I think this piece of information might be worth sharing here : )
Thank you very much for your work.
Only one question:
¿Is’t possible include pictures in the txt file and MV quest_log read it well?
Please to you
It’s only possible to include what is in the plugin description.
Hey! I’m very new to this sort of thing so this might be a silly issue I’m having. I downloaded the plugin and installed it but when I click on the Quest Log button in the menu, I get an error that says “Argument must be a Rectangle” and I have no idea what that means. Is this something simple that I am not understanding?
Make sure you start a new game in your project (you cannot load a save file that was saved before adding the plugin). Also, you’ll need to have the text file in the right location – download the demo and copy it as an example. See the plugin documentation for more. Hope that helps!
Hi Galv. Thank you for this great plugin. Is there any way to disable quest tracking? I am actively using the “Galv’s Timed Message Popups” plugin, but when I install this plugin, the quest tracking system starts generating popup messages.
Ah, sorry. Now I saw it. :) I should’ve added “true” argument.
Thanks again, Galv.
Hello again Galv,
When I use script function in the conditional branch section;
Galv.QUEST.status(2) = 0
Does this function work? Or am i missing something? Second quest is activated but somehow i cannot interact with the object.
Here is the whole event:
>If Script Galv.QUEST.status(2) = 0
>>Change Items +2 Flowers
and bla bla
Try changing “= 0” to “== 0”
Thank you, Mr. Galv. “==” is working. :)
Hello, Galv. I`m use this plugin, and hafe a problem. I use in project not England language. And plugin to show symbol. Not text/
Not sure, sorry. But the plugin uses .txt file. You might need to research to see if it is possible to modify the .txt file to save your language’s symbols.
Its worked. WORKED!)
what about version for RMMZ?
No timeframe for it, sorry.
Hello Galv. Thanks for this amazing plug-in.
I’d like to know if there is a way to hide/unhide quest description ?
Sorry, unless it’s in the plugin instructions, there’s no way unless you modify the plugin code.
Thanks for your quick reply !