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Quest Log Script - Need some Help.

BMM Archive · July 16, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: Quest Log Script - Need some Help.
  • Original author: Keniisu
  • Original date: March 29, 2015
  • Source thread: https://forums.rpgmakerweb.com/threads/quest-log-script-need-some-help.38338/
  • Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > Learning Ruby and RGSSx

Summary

Hi I'm currently making a quest log script and am wondering how to set-up the following... If Statements - Like..If [questid001] is complete, then activate this option of dialogue. Quest Info - ID, Quest Name, Description, Giver, and Location.

Archived First Post

Hi

I'm currently making a quest log script and am wondering how to set-up the following...

  1. If Statements - Like..If [questid001] is complete, then activate this option of dialogue.
  2. Quest Info - ID, Quest Name, Description, Giver, and Location.
  3. Quest Start and End Commands - accept.questid001 or something similar.
  4. Icon for Quest - How to add an icon next to a Quest's name.
  5. Window Boxes - How to make more window boxes to fit the rest of the screen 
Those are the main things I need to know for now. Thanks and have a wonderful day. Bye-Bye!

My Script:

class MyCustomScene < Scene_Base#--------------------------------------------------------------------------# * Start Processing#--------------------------------------------------------------------------def startsuper()@my_window = Window_Help.new()@my_array = []@my_array[0] = "Quests"@my_window.set_text(@my_array[rand (1)])end#--------------------------------------------------------------------------# * Post-Start Processing#--------------------------------------------------------------------------def post_startsuper()end#--------------------------------------------------------------------------# * Frame Update#--------------------------------------------------------------------------def updatesuper()return_scene() if Input.trigger?A)end#--------------------------------------------------------------------------# * Pre-Termination Processing#--------------------------------------------------------------------------def pre_terminateend#--------------------------------------------------------------------------# * Termination Processing#--------------------------------------------------------------------------def terminatesuper()@my_window.dispose()endend#==============================================================================# ** Window_MenuCommand#------------------------------------------------------------------------------# This command window appears on the menu screen.#==============================================================================class Window_MenuCommand < Window_Command#--------------------------------------------------------------------------# * For Adding Original Commands#--------------------------------------------------------------------------alias dp3_custscene_windowmenucommand_addorigcommand_023fj add_original_commands#--------------------------------------------------------------------------def add_original_commandsdp3_custscene_windowmenucommand_addorigcommand_023fj()add_command("Quest Log", :custscene, true)endend#==============================================================================# ** Scene_Menu#------------------------------------------------------------------------------# This class performs the menu screen processing.#==============================================================================class Scene_Menu < Scene_MenuBase#--------------------------------------------------------------------------# * Create Command Window#--------------------------------------------------------------------------alias dp3_custscene_scenemenu_createcommandwindow_023fj create_command_window#--------------------------------------------------------------------------def create_command_windowdp3_custscene_scenemenu_createcommandwindow_023fj()@command_window.set_handlercustscene, methodcommand_custscene))enddef command_customsceneSceneManager.call(MyCustomScene)endend  
Here's my screenshots of progress:

SJoc2Ez.jpg


Clgtjng.jpg


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Game 2015-03-28 21-21-42-905.jpg
Game 2015-03-28 21-21-42-905.jpg
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