RPG MAKER MV插件

【汉化】YEP.152 – Quest Journal Syst

2017-11-15  本文已影响3222人  沧笙

Introduction

WARNING: This plugin is to be used with RPG Maker MV 1.5.0 or above! This is because the MV 1.5.0 editor allows for this plugin to be made in an orderly and efficient manner. Please make sure your RPG Maker MV software is up to date before using this plugin.
注意:这个插件适用于1.5.0版本以上,因为新版本编辑器允许插件设置更加规律有效率,所以请确保软件已经升级到最新版

A quest journal is a very important tool provided by game developers for the players. It lists various quests, missions, and objectives that the player can pursue in order to progress further into the game. This can be helpful in reminding the player what needs to be done in the event the player can forget what things there are to do in a vast and large RPG world.

任务插件是非常实用的工具,它列出了多种线索,任务,目标对象等,这可以帮助玩家明确自己需要去做什么,尤其是针对大型RPG游戏尤为重要。

This plugin places a quest journal system into your RPG Maker MV game. You can set up how the quest journal appears, move its windows around and/or reshape them to fit your game. There are 100 quest slots provided by this plugin (more can be obtained through extension plugins) and each one of them requires your attention in constructing individually.

这个插件创造了任务笔记系统,你可以设置任务笔记的出现方式,窗口位置大小等。这个插件提供了100个任务槽,可以通过拓展插件进行拓展,并且每一个都可以独立设置。

You can adjust the quest’s title, display a difficulty level, remind the player who the quest is from, where that quest is from, various dynamic descriptions explaining the quest, a list of objectives to make, a list of rewards that will be given to the player once the quest is complete, and any subtext footnotes you may wish to insert into each quest.

你可以调整任务标题,显示不同的难度等级,提醒玩家任务来自哪里,关于任务的动态描述,需要达成的目标,可以获得的奖励,以及任务的备注

Keep in mind that while this plugin does enable a quest journal system into your game, this plugin will NOT automate it. If you have a quest enabled, it is still up to you to add the quest properly into the journal, set its many objectives, when the other objectives appear, what the rewards are, and then giving out the rewards yourself manually. The purpose of this plugin is to simply serve as a visual record for your player to see what quests have been handed down to him or her.

请注意,任务插件系统在游戏内并不会自动触发,你需要自行设置任务目标,任务出现时间,奖励是什么,然后手动去完成发放奖励。这个插件主要是提供视觉记录。

Instructions – Setting Up the Quest Category Window

The plugin parameter ‘Quest Category Window’ can actually be left as is by default, but should you wish to customize it, here’s what there is to know.

插件参数“任务分类”一般默认保留,你可以进行自定义

Category Order
– This is the order in which the following categories appear in the menu: available, completed, failed, all, cancel. Moving these around will let you adjust how the menu is structured. If you do move them around, by default, the first item will be selected at the start.
Default: [“available”,”completed”,”failed”,”all”]

类别顺序
这是菜单中出现的默认类别:可用,已完成,失败,全部,取消。你可以移动调整他们的顺序。调整后默认情况下,会选择第一个项目。
默认:[“可用”,“已完成”,“失败”,“全部”]

Available Text
– How the entry for the ‘available’ category appears. You can use text codes here to give the appearance of icons and/or color. The %1 is a format option that will allow you to display how many available quests there are. Default: \i[192]Available (%1)

可用任务
显示“可用”类别的条目。您可以在这里使用文本代码来显示图标或颜色。%1是一个格式选项,可以让你显示有多少可用的任务。

Completed Text
– How the entry for the ‘completed’ category appears. You can use text codes here to give the appearance of icons and/or color. The %1 is a format option that will allow you to display how many completed quests there are.
Default: \i[191]Completed (%1)

已完成任务
显示“已完成”类别的条目。您可以在这里使用文本代码来显示图标或颜色。%1是一个格式选项,可以显示已完成的任务数量。

Failed Text
– How the entry for the ‘failed’ category appears. You can use text codes here to give the appearance of icons and/or color. The %1 is a format option that will allow you to display how many failed quests there are.
Default: \i[194]Failed (%1)

任务失败
出现“失败”类别的条目。您可以在这里使用文本代码来显示图标或颜色。%1是一个格式选项,可以让你显示有多少失败的任务。

All Text
– How the entry for the ‘all’ category appears. You can use text codes here to give the appearance of icons and/or color. The %1 is a format option that will allow you to display how many quests there are in total.
Default: \i[189]All Quests (%1)

全部任务
显示“全部”类别的条目。您可以在这里使用文本代码来显示图标或颜色。%1是一个格式选项,可以显示总共有多少个任务。

Cancel Text
– How the entry for the ‘cancel’ option appears. You can use text codes here to give the appearance of icons and/or color. There is no format option to be used with this text.
Default: \i[161]Close

取消任务
如何显示“取消”选项的条目。您可以在这里使用文本代码来显示图标或颜色。本文没有格式选项。

Window Settings
– If you wish to customize the category window, you can adjust the various settings here to adjust its properties. However, keep in mind that unless you are familiar with JavaScript, you can make errors here that can make the windows not work in your game.

窗口设置
如果您想自定义类别窗口,您可以在此调整其属性。但是请记住,除非您熟悉JavaScript,否则可能会在此处发生错误,导致游戏无法运行。

Instructions – Setting Up the Quest List Window

The plugin parameter ‘Quest List Window’ can be modified to show the various quest types. By default, the plugin will have the following quest types: Main Quests, Side Quests, Character Quests, and Tutorial Quests. Here’s what there is to know about the Quest List Window.

可以修改插件参数“任务列表窗口”以显示各种任务类型。默认情况下,插件将具有以下任务类型:主要任务,辅助任务,角色任务和教程任务。以下是关于任务列表窗口的信息。

Show Types
– If this is enabled, it will allow for the Quest List Window to display the various quest types. If this is disabled, then those quest types will not appear and all quests will be displayed without their quest type as their individual header.
Default: true

显示类型
如果启用了这个功能,它将允许任务列表窗口显示不同的任务类型。如果这个被禁用,那么这些任务类型将不会出现,所有的任务都将被显示出来。

Type Order
– This is the order for the quest list types and it also enables which types will be available in the quest journal to display. You can use text codes here to add icons and/or colors to the quest types. When you are typing out the quest type names for the individual quest types to fall under, you can omit the \i[x] and \c[x] codes, but everything else must be in tact.
Default: [“\c[6]Main Quests”,”\c[4]Side Quests”,”\c[3]Character Quests”,
“\c[5]Tutorial Quests”]

类型顺序
这是任务列表类型的顺序,它还使得在任务日志中可以显示哪些类型。你可以在这里使用文本代码来添加图标或颜色到任务类型。当你为单个任务类型输入任务类型名称时,可以省略\ i [x]和\ c [x]代码,但其他任何事情都必须完成。

List Open Symbol
– The symbol used to display to show a quest type is opened (showing all of the quests listed under it) and not closed (not showing any of the quests
listed under it).
Default: –

开启符号
用于显示任务类型的符号被打开(显示下面列出的所有任务)。

List Closed Symbol
– The symbol used to display to show a quest type is closed (not showing any of the quests listed under it) and not opened (showing all of the quests listed under it).
Default: +

关闭符号
用于显示任务类型的符号已关闭(未显示其下列出的任何任务)

Type Text Format
– The text formating type display the quest types in the Quest List Window. %1 will refer to the Open/Closed Symbol. %2 will be the quest type’s name. %3 will reveal the number of quests that are listed under this quest type.
Default: %1%2 (%3)

类型文本格式
文本格式类型在“任务列表”窗口中显示任务类型。%1将引用打开/关闭符号。%2将是任务类型的名称。%3将显示此任务类型下列出的任务数量。

Quest Indent
– This is how much to indent the regular quests if quest types are shown. This is to help players distinguish quest types from regular quests, though it isn’t necessary if you plan on using icons for your quests and none for your quest types.
Default: 0

任务缩进
如果显示任务类型,你可以设置缩进显示。这是为了帮助玩家区分任务,但是如果您计划使用任务图标而不是任务类型,则不需要这些设置。

Show Empty
– If enabled, this will show quest types that are empty and have no quests under them. Otherwise, if it is disabled, quest types that have no quests will not appear in the quest list and can help reduce clutter.
Default: false

显示空白
如果启用,这将显示任务类型是空的,在他们下面没有任务。如果被禁用,任务列表中不会出现任务类型,可以帮助减少玩家的误解。

Window Settings
– If you wish to customize the category window, you can adjust the various
settings here to adjust its properties. However, keep in mind that unless
you are familiar with JavaScript, you can make errors here that can make the
windows not work in your game.

窗口设置
如果您想自定义类别窗口,您可以在此调整其属性。但是请记住,除非您熟悉JavaScript,否则可能会在此处发生错误,导致游戏无法运行。

Instructions – Setting Up the Quest Title Window

The plugin parameter ‘Quest Title Window’ can also be left alone by default, but should you wish to alter it to fit your game’s settings, here’s what you need to know.

插件参数“任务标题窗口”默认保留,但是如果你想调整,你需要仔细阅读下面的内容。

No Quest Title
– When there’s no quest selected in the quest list window, this text will appear in the quest title window. Otherwise, the selected quest’s name will appear above the data window. Text codes may be used here.
Default: \c[4]Quest Journal

没有任务标题
当任务列表窗口中没有任务时,这个文本将出现在任务标题窗口中。否则,所选任务的名字将出现在窗口的上方。

Window Settings
– If you wish to customize the category window, you can adjust the various settings here to adjust its properties. However, keep in mind that unless you are familiar with JavaScript, you can make errors here that can make the windows not work in your game.

窗口设置
如果您想自定义类别窗口,您可以在此调整其属性。但是请记住,除非您熟悉JavaScript,否则可能会在此处发生错误,导致游戏无法运行。

Instructions – Setting Up the Quest Data Window

The plugin parameter ‘Quest Data Window’ can be modified to show the various information contained inside of a quest. This data is used by the player to understand just what is required of the player to do in order to fulfill and complete the quest. This window’s settings can be left as is, but should you wish to alter it to fit your game, read below:

你可以修改插件参数“任务数据窗口”以显示任务内包含的信息。你需要指出玩家要完成什么和完成任务需要做什么。这个窗口的设置可以保持原样,但是如果你想改变它来适合你的游戏,请阅读下面的内容:

No Data Text
– This is the text to be displayed in the data window when there is no quest currently selected by the quest list window. You can use text codes here to make the text appear more vivid to your players.

无数据文本
当任务列表窗口当前没有任何选择任务时,这是要显示在窗口中的文本。

Default:
Welcome to the \c[4]Quest Journal\c[0].

Here, you can review over the various
quests given to you by people from all
over the world.

Word Wrap Version (Requires YEP_MessageCore.js):
<WordWrap>Welcome to the \c[4]Quest Journal\c[0].



Here, you can review over the various
quests given to you by people from all
over the world.

上面是段范例:
欢迎来到任务栏。
在这里,您可以查看
来自世界各地的人给你的各种任务。

Quest Data Format
– This format is how the data in the quest data window is shown to your players. You can use various text codes to make your quest data window more vivid to your players. %1 will reference the title without any icons or color text codes. %2 will reference the quest’s difficulty level. %3 will be who the quest is from. %4 will display where the quest is from. %5 will show the quest’s current description, which can change midway through the quest. %6 will show the various objectives the player needs to achieve. %7 will show any rewards the player can earn. And if there are any, %8 will show the subtext for the quest.

任务数据格式
这种是明确数据如何显示给玩家。你可以使用各种文本代码,使你的任务数更加生动的给你的玩家。%1将引用没有任何图标或颜色文本代码的标题;%2会引用任务的难度级别;%3将是任务目标;%4将显示任务来自哪里;%5将显示任务的当前描述,可以在任务中途改变;%6将显示玩家需要达到的各种目标;%7将显示玩家可以获得的任何奖励;如果有的话,%8将显示任务的辅助文本。

Default:
{%1}
\c[4]Level:\c[0] %2
\c[4]From:\c[0] %3
\c[4]Location:\c[0] %4

\c[4]Description:\c[0]
%5

\c[4]Objectives:\c[0]
%6

\c[4]Rewards:\c[0]
%7

%8

Word Wrap Version (Requires YEP_MessageCore.js):
<WordWrap>{%1}

\c[4]Level:\c[0] %2

\c[4]From:\c[0] %3

\c[4]Location:\c[0] %4



\c[4]Description:\c[0]

%5



\c[4]Objectives:\c[0]

%6



\c[4]Rewards:\c[0]

%7



%8

上面是段任务范例

Uncleared Objective
– This is the text format that appears for each objective that is neither completed nor failed. %1 will be replaced with the objective’s text.
Default: \i[160]%1

Completed Objective
– If an objective is completed, this text format will be used instead. %1 will be replaced with the objective’s text.
Default: \i[165]%1

Failed Objective
– If an objective is failed, this text format will be used instead. %1 will be replaced with the objective’s text.
Default: \i[162]%1

Unclaimed Reward
– This is the text format that appears for each reward item that is neither claimed nor denied. %1 will be replaced with the reward’s text.
Default: \i[160]%1

Claimed Reward
– If a reward has been claimed, this text format will be used instead. %1 will be replaced with the reward’s text.
Default: \i[163]%1

Denied Reward
– If a reward has been denied, this text format will be used instead. %1 will be replaced with the reward’s text.
Default: \i[161]%1

Window Settings
– If you wish to customize the category window, you can adjust the various settings here to adjust its properties. However, keep in mind that unless you are familiar with JavaScript, you can make errors here that can make the windows not work in your game.

窗口设置
如果您想自定义类别窗口,您可以在此调整其属性。但是请记住,除非您熟悉JavaScript,否则可能会在此处发生错误,导致游戏无法运行。

Instructions – Setting Up New Quests

By default, there aren’t any quests made for you. You must set each one up manually. Go into the plugin parameters for YEP_QuestJournal.js and look for the —Quest List— section. Each of those entries starts off empty. However, if you decide to modify it, you’ll be greeted with a template that explains how to set up your quests. Here is what each parameter does:

默认情况下,你没有任何任务。您必须手动设置每一个。进入YEP_QuestJournal.js的插件参数并查找-Quest List-部分。每个条目都是空的。下面是关于各个参数的设置:

Title
– This is the title of your quest. It will show up in three places: the quest list, the quest title window, and if you format it to show in the data window, it will appear there as well. You can use text codes to change the color of the quest or to give the quest icons.

标题
这是你的任务的标题。它会显示在三个地方:任务列表,任务标题窗口,数据窗口。你可以使用文本代码来改变任务的颜色或给任务图标。

Type
– This is the quest type. If you decide to show quest types from the list window, this will be where this quest will be listed under. The template has a drop down window for a few of the popular quest types, but you can enter in your own quest type. Keep in mind that this is case sensitive and will require you to type out the quest type correctly. You can, however, omit any \i[x] or \c[x] text codes.

类型
这是任务类型。如果你决定从列表窗口中显示任务类型该模板有一个下拉窗口,用于一些常见的任务类型,但是你可以输入你自己的任务类型。请记住,这是区分大小写,并要求您正确输入任务类型。

Difficulty
– No mechanical purpose. It’s just there to label a certain difficulty level for the quest. You can insert any kind of text you wish here and it will be displayed in the quest data window if you decide to keep it in there.

难度
没有特别的用法。这仅仅是为了给这个任务添加一定的难度。你可以在这里插入你想要的任何文本。

From
– No mechanical purpose. This can be used to state which character in your game issued this quest so the player can have a reference point in knowing who to return to when it becomes time to deliver the quest results.

任务来源
没有特别的用法。用来说明你的游戏中的哪个角色发出了这个任务。

Location
– No mechanical purpose. This can be used to state where the quest has originated from, and can reduce the amount of effort the player needs to in order to figure out where the quest came from.

位置
没有特别的用法。这可以用来说明任务来自哪里

Description
– No mechanical purpose. This is often used to describe the contents of the quest to the player and provide a set of general instructions as to what the player has to actually do. You can provide multiple descriptions. However, only the first description will be visible by default. If you do provide multiple descriptions, you can change the entry using the plugin command: ‘Quest x Change Description Entry To y’ to alter the description entry to display something else midway through a quest.

说明
没有特别的用法。这通常用于描述玩家的任务内容,并提供关于玩家实际做什么的说明。您可以提供多个说明。

Objectives List
– No mechanical purpose to the game but does have mechanical aspects. The objectives list is commonly used to display a specific set of instructions the player needs to do in order to complete the quest. Multiple sets of objectives can be displayed to indicate multiple objectives that need to be fulfilled by the player.

目标
没有特别的用法。目标列表通常用于显示玩家为完成任务而需要完成的一组特定指令。

Visible Objectives
– This is a list of the set of objectives that will be visible by default when the quest is added to the game’s quest journal. Each number entry in there refers to the objective ID (their order position) found in the ‘Objectives List’ plugin parameter.

可见目标
这是当任务被添加到游戏时默认可见的一组目标列表。

Rewards List
– No mechanical purpose to the game but does have mechanical aspects. The rewards list is to show what the player has to gain as a result of finishing the quest. Multiple sets of rewards can be displayed to indicate the player will receive more than just one type of reward.

奖励
没有特别的用法。奖励列表是为了展示玩家完成任务后获得的东西。

Visible Rewards
– This is a list of the set of rewards that will be visible by default when the quest is added to the game’s quest journal. Each number entry in there refers to the reward ID (their order position) found in the ‘Rewards List’ plugin parameter.

可见奖励
这是当任务被添加到游戏时默认可见的一组奖励列表。

Subtext
– No mechanical purpose. This is usually used as a footer to provide the player a message that doesn’t fit elsewhere in the data window. You can use this however you like or don’t use it at all. Multiple sets of subtexts can be used here in case you wish to update the subtext midway through a quest.

辅助文本
没有特别的用法。这通常用作备注。

Main Menu Manager – Positioning the Quest Journal Command

For those using the Main Menu Manager and would like to position the Quest command in a place you’d like, use the following format:

对于那些使用Main Menu Manager插件并希望将“任务”命令放在所需位置的用户,请使用以下格式:

Name: Yanfly.Param.QuestCmdName
Symbol: quest
Show: $gameSystem.isShowQuest()
Enabled: $gameSystem.isEnableQuest()
Ext:
Main Bind: this.commandQuest.bind(this)
Actor Bind:

Insert the above setup within a Main Menu Manager slot. Provided you copy the exact settings to where you need it, it will appear there while using all of the naming, enabling, disabling, hiding, and showing effects done by the plugin parameters.

Remember to turn off ‘Auto Place Command’ from the plugin parameters.

将上述设置插入主菜单管理器插槽中。请记住从插件参数中关闭“自动放置命令”。

Script Calls

For this plugin, you can use various script calls for certain events to make checks on a quest’s progress. Here are the different event types and the various script calls you can use with them:

对于这个插件,你可以使用各种脚本调用某些事件来检查任务的进度。以下是您可以使用的各种脚本调用:

— Control Variables Event’s Script Calls —

$gameSystem.totalQuestsAvailable()
– Sets the variable’s value to the number of available quests.

$gameSystem.totalQuestsCompleted()
– Sets the variable’s value to the number of completed quests.

$gameSystem.totalQuestsFailed()
– Sets the variable’s value to the number of failed quests.

$gameSystem.totalQuestsKnown()
– Sets the variable’s value to the total number of quests known.

$gameSystem.totalQuestsInGame()
– Sets the variable’s value to the total number of quests in the game.

$gameSystem.totalQuestTypes(category, type)
– Replace ‘category’ with either ‘available’, ‘completed’, ‘failed’, or ‘all’ to designate the category. Replace ‘type’ with the quest type (ie. ‘Main Quests’, ‘Side Quests’, ‘Character Quests’, etc). Include the quotes around the category and type
Example: $gameSystem.totalQuestTypes(‘all’, ‘Main Quests’)

$gameSystem.getQuestDescriptionIndex(questId)
– Replace ‘questId’ with the ID of the quest you’re looking for. This will set the variable to show which description is being used currently.
Example: $gameSystem.getQuestDescriptionIndex(50)

$gameSystem.totalVisibleQuestObjectives(questId)
– Replace ‘questId’ with the ID of the quest you’re looking for. This will set the variable to show how many quest objectives are visible currently for the selected quest.
Example: $gameSystem.totalVisibleQuestObjectives(50)

$gameSystem.totalQuestObjectives(questId)
– Replace ‘questId’ with the ID of the quest you’re looking for. This will set the variable to show how many quest objectives are total for the selected quest’s settings.
Example: $gameSystem.totalQuestObjectives(50)

$gameSystem.totalVisibleQuestRewards(questId)
– Replace ‘questId’ with the ID of the quest you’re looking for. This will set the variable to show how many quest rewards are visible currently for the selected quest.
Example: $gameSystem.totalVisibleQuestRewards(50)

$gameSystem.totalQuestRewards(questId)
– Replace ‘questId’ with the ID of the quest you’re looking for. This will set the variable to show how many quest rewards are total for the selected quest’s settings.
Example: $gameSystem.totalQuestRewards(50)

$gameSystem.getQuestSubtextIndex(questId)
– Replace ‘questId’ with the ID of the quest you’re looking for. This will set the variable to show which subtext is being used currently.
Example: $gameSystem.getQuestSubtextIndex(50)

— Conditional Branch Event’s Script Calls —

$gameSystem.isQuestObjectiveCompleted(questId, objectiveId)
– Replace ‘questId’ with the ID of the quest you’re looking for. Replace ‘objectiveId’ with the ID of the objective you’re intending to check. This will make a check in the conditional branch’s script call to see if an objective’s status is completed (true) or not (false).
Example: $gameSystem.isQuestObjectiveCompleted(50, 1)

$gameSystem.isQuestObjectiveFailed(questId, objectiveId)
– Replace ‘questId’ with the ID of the quest you’re looking for. Replace ‘objectiveId’ with the ID of the objective you’re intending to check. This will make a check in the conditional branch’s script call to see if an objective’s status is failed (true) or not (false).
Example: $gameSystem.isQuestObjectiveFailed(50, 1)

$gameSystem.isQuestObjectiveUncleared(questId, objectiveId)
– Replace ‘questId’ with the ID of the quest you’re looking for. Replace ‘objectiveId’ with the ID of the objective you’re intending to check. This will make a check in the conditional branch’s script call to see if an objective’s status is neither completed nor failed (true) or either (false).
Example: $gameSystem.isQuestObjectiveUncleared(50, 1)

$gameSystem.isQuestRewardClaimed(questId, rewardId)
– Replace ‘questId’ with the ID of the quest you’re looking for. Replace ‘rewardId’ with the ID of the reward you’re intending to check. This will make a check in the conditional branch’s script call to see if a reward’s status is claimed (true) or not (false).
Example: $gameSystem.isQuestRewardClaimed(50, 1)

$gameSystem.isQuestRewardDenied(questId, rewardId)
– Replace ‘questId’ with the ID of the quest you’re looking for. Replace ‘rewardId’ with the ID of the reward you’re intending to check. This will make a check in the conditional branch’s script call to see if a reward’s status is denied (true) or not (false).
Example: $gameSystem.isQuestRewardDenied(50, 1)

$gameSystem.isQuestRewardUnclaimed(questId, rewardId)
– Replace ‘questId’ with the ID of the quest you’re looking for. Replace ‘rewardId’ with the ID of the reward you’re intending to check. This will make a check in the conditional branch’s script call to see if a reward’s status is neither claimed nor denied (true) or either (false).
Example: $gameSystem.isQuestRewardUnclaimed(50, 1)

Plugin Commands

There are various plugin commands you can use to control the quest journal system in your game.

你可以使用各种插件命令来控制游戏中的任务日志系统。

Plugin Commands:

Quest Journal Open
– Opens the quest journal system menu with no quest selected.

Quest Journal Open To x
– Replace ‘x’ with the quest ID you wish to open the quest journal system to. If the quest isn’t known to the player at the time this plugin command takes place, then the quest will be added to the player’s quest journal.

Quest Journal Show
Quest Journal Hide
– Show or hide the Quest Journal option from the main menu.

Quest Journal Enable
Quest Journal Disable
– Enable or disable the Quest Journal option in the main menu.

Quest Add x
– Replace ‘x’ with an integer. Adds quest ID ‘x’ to the quest journal as an available quest. This will make it viewable from the in-game quest journal system menu.

Quest Add x to y
– Replace ‘x’ and ‘y’ with integer values determining the quest ID range you wish to add in mass amounts to the quest journal.

Quest Add x, x, x
– Replace ‘x’ values with integer values representing the quest ID’s you wish to add to the quest journal.

Quest Remove x
– Replace ‘x’ with an integer . This will remove quest ID ‘x’ from the quest journal.

Quest Remove x to y
– Replace ‘x’ and ‘y’ with integer values determining the quest ID range you wish to remove in mass amounts from the quest journal.

Quest Remove x, x, x
– Replace ‘x’ values with integer values representing the quest ID’s you wish to remove from the quest journal.

Quest Set Completed x
Quest Set Failed x
Quest Set Available x
– Replace ‘x’ with the quest ID you wish to change the quest status to ‘completed’, ‘failed’, or ‘available’.

Quest Set Completed x to y
Quest Set Failed x to y
Quest Set Available x to y
– Replace ‘x’ and ‘y’ with integer values determining the quest ID range you wish to set as completed, failed, or available.

Quest Set Completed x, x, x
Quest Set Failed x, x, x
Quest Set Available x, x, x
– Replace ‘x’ values with integer values representing the quest ID’s you wish to set as completed, failed, or available.

Quest x Change Description Entry To y
– Replace ‘x’ with the Quest ID you want to modify the description of. Replace ‘y’ with the description entry ID you wish to change the quest to. This will make the description, when viewed in-game in the quest journal, to display the description entry ID ‘y’ found in the plugin parameters for quest ‘x’. This is used for times you wish to update the description text
midway through a quest.

Quest x Show Objective y
Quest x Hide Objective y
– Replace ‘x’ with the Quest ID you wish to alter the objective of. Replace ‘y’ with the objective ID you wish to make visible/hidden. Quests can show multiple objectives at once.

Quest x Show Objective y to z
Quest x Hide Objective y to z
– Replace ‘x’ with the Quest ID you wish to alter the objective of. Replace ‘y’ and ‘z’ with the objective ID range you wish to make visible/hidden. Quests can show multiple objectives at once.

Quest x Show Objective y, y, y
Quest x Hide Objective y, y, y
– Replace ‘x’ with the Quest ID you wish to alter the objective of. Replace ‘y’ values with integer values representing the objective ID’s you wish to make visible/hidden. Quests can show multiple objectives at once.

Quest X Show All Objectives
Quest X Hide All Objectives
– Replace ‘x’ with the Quest ID you wish to alter the objectives of. This will show/hide all of the quest’s objectives.

Quest x Complete Objective y
Quest x Fail Objective y
Quest x Normalize Objective y
– Replace ‘x’ with the Quest ID you wish to alter the objective of. Replace ‘y’ with the objective ID you wish to change the status of. Using ‘Complete’ will mark the objective as completed. Using ‘Fail’ will mark the objective as failed. Using ‘Normalize’ will set the objective’s status to neither completed or failed.

Quest x Complete Objective y to z
Quest x Fail Objective y to z
Quest x Normalize Objective y to z
– Replace ‘x’ with the Quest ID you wish to alter the objective of. Replace ‘y’ and ‘z’ with the objective ID range you wish to change the status of. Using ‘Complete’ will mark the objective as completed. Using ‘Fail’ will mark the objective as failed. Using ‘Normalize’ will set the objective’s status to neither completed or failed.

Quest x Complete Objective y, y, y
Quest x Fail Objective y, y, y
Quest x Normalize Objective y, y, y
– Replace ‘x’ with the Quest ID you wish to alter the objective of. Replace ‘y’ values with integer values representing the objective ID’s you wish to change the status of. Using ‘Complete’ will mark the objective as completed. Using ‘Fail’ will mark the objective as failed. Using ‘Normalize’ will set the objective’s status to neither completed or failed.

Quest x Complete All Objectives
Quest x Fail All Objectives
Quest x Normalize All Objectives
– Replace ‘x’ with the Quest ID you wish to alter the objectives of. This will complete/fail/normalize all of the quest’s objectives.

Quest x Show Reward y
Quest x Hide Reward y
– Replace ‘x’ with the Quest ID you wish to alter the reward of. Replace ‘y’ with the reward ID you wish to make visible/hidden. Quests can show multiple reward at once.

Quest x Show Reward y to z
Quest x Hide Reward y to z
– Replace ‘x’ with the Quest ID you wish to alter the reward of. Replace ‘y’ and ‘z’ with the reward ID range you wish to make visible/hidden. Quests can show multiple reward at once.

Quest x Show Reward y, y, y
Quest x Hide Reward y, y, y
– Replace ‘x’ with the Quest ID you wish to alter the reward of. Replace ‘y’ values with integer values representing the reward ID’s you wish to make visible/hidden. Quests can show multiple reward at once.

Quest x Show All Rewards
Quest x Hide All Rewards
– Replace ‘x’ with the Quest ID you wish to alter the rewards of. This will show/hide all of the quest’s rewards.

Quest x Claim Reward y
Quest x Deny Reward y
Quest x Normalize Reward y
– Replace ‘x’ with the Quest ID you wish to alter the reward of. Replace ‘y’ with the reward ID you wish to change the status of. Using ‘Claim’ will mark the reward as claimed. Using ‘Deny’ will mark the reward as denied. Using ‘Normalize’ will set the reward’s status to neither claimed or denied.

Quest x Claim Reward y to z
Quest x Deny Reward y to z
Quest x Normalize Reward y to z
– Replace ‘x’ with the Quest ID you wish to alter the reward of. Replace ‘y’ and ‘z’ with the reward ID range you wish to change the status of. Using ‘Claim’ will mark the reward as claimed. Using ‘Deny’ will mark the reward as denied. Using ‘Normalize’ will set the reward’s status to neither claimed or denied.

Quest x Claim Reward y, y, y
Quest x Deny Reward y, y, y
Quest x Normalize Reward y, y, y
– Replace ‘x’ with the Quest ID you wish to alter the reward of. Replace ‘y’ values with integer values representing the reward ID you wish to change the status of. Using ‘Claim’ will mark the reward as claimed. Using ‘Deny’ will mark the reward as denied. Using ‘Normalize’ will set the reward’s status to neither claimed or denied.

Quest x Claim All Rewards
Quest x Deny All Rewards
Quest x Normalize All Rewards
– Replace ‘x’ with the Quest ID you wish to alter the rewards of. This will claim/deny/normalize all of the quest’s rewards.

Quest x Change Subtext Entry To y
– Replace ‘x’ with the Quest ID you want to modify the subtext of. Replace ‘y’ with the subtext entry ID you wish to change the quest to. This will make the subtext, when viewed in-game in the quest journal, to display the subtext entry ID ‘y’ found in the plugin parameters for quest ‘x’. This is used for times you wish to update the subtext text midway through a quest.

Instructions – Lunatic Mode

The plugin parameter ‘Lunatic Mode’ is made for users who are familiar with JavaScript. These parameters allow you to add additional lines of code to their respective functions whenever the respective quest journal function occurs in-game. The timing for them will occur after the function occurred and only if it was successful in delivering a change.

插件参数“自定义模式”是为熟悉JavaScript的用户制作的。

Before Create Windows
After Create Windows
Close Quest Menu

Quest Add
Quest Remove
Quest Complete
Quest Fail
Quest Available

Change Description

Show Objective
Hide Objective
Complete Objective
Fail Objective
Normalize Objective

Show Reward
Hide Reward
Claim Reward
Deny Reward
Normalize Reward

Change Subtext

There are a few rules to note. The code for each of those plugin functions will only run if it meets these rules:

  1. The code will run for each quest or quest property changed. This means that if you used a plugin command that alters a group of quests or quest properties at once, the code will run multiple times individually for each quest or quest property.

  2. The code will only run if there has been successful changes to a quest or quest property. For example, if a quest is already set to ‘Failed’, running the plugin command to fail that quest again will not trigger the Lunatic Mode code to run again.

  3. When a quest is first added, any default properties added to the quest will not trigger the Lunatic Mode to run. For example, if the quest being added has objectives 1 and 2 already visible from the start, then the Lunatic Mode code will not run for 1 and 2.

Make sure you understand these rules so that you know what governs whether or not the custom code runs.

Happy RPG Making!

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