Quest Log Script - Need some Help.
BMM_Archive · July 16, 2026
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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...
My Script:
Here's my screenshots of progress:


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.
- Quest Start and End Commands - accept.questid001 or something similar.
- Icon for Quest - How to add an icon next to a Quest's name.
- Window Boxes - How to make more window boxes to fit the rest of the screen
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


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