YummyTiger Wrote:Any coders here that can help with a minor little script question? I'm pretty weak when it comes to programming, configuring the scripts is about my limit.
I'm using Modern Algebra's Quest Journal script (
http://rmrk.net/index.php?topic=45127.0). Here is the script itself:
http://pastebin.com/4pAz9KG5In the script, MA writes, "All of the configuration is done in the QuestData module. While it is not necessary, it is recommended that you separate the configuration module from the rest of the script by cutting and pasting it into its own slot in the Script Editor." I agree, especially since there are ending up being a shitload of quests and finding the configuration area each time gets terribly annoying. My questions are:
1. If I'm understanding him correctly, I would cut from line 226 through 805 (the QuestData module with editable regions A & B). Would that be all I would cut out, or do I need to cut part of the script body as well?
2. Would it be possible to only cut out the "editable region B" section, so when I select that script in RPG Maker it goes right to the quest configurations themselves?
3. Finally, would it be possible to separate this even further and have an "editable region B" for each chapter as long as I don't duplicate Quest ID #s? So, I can go directly to chapter 2 quests, or 3, etc.
Appreciate the help, but no worries if you don't know or want to look at it.
Fuck my life that's a fuckload of commentary lines.
1. Yes, you would be right. Although, you could erase lines 778 to 802 (except lines 779, 800, 801. Those are commentary lines signaling the end of the editable region. Probably don't wanna lose those), as that's a sample quest. If you want to, you can copy paste it into a text file somewhere in your pc as a reference so you can build other quests quicker.
2. I'm fairly certain that's not possible. If you look at the end of Editable Region B, you will notice three 'ends', each with one less level of indentation than the other. They're all purple and each represent the end (duh) of their respective clause (same purple color, but bold. They will also share the same level of indentation), so the first of the 3 ends, and the most indented will be the end of the 'when' clause, which is the sample quest. second end belongs to the clause 'def' of self.setup_quest which is essentially the Editable Region B, and the last end belongs to the clause 'module' of QuestData, which contains both Editable Region A and B. This means that both Editable Region A and B are parts of 'module QuestData' and removing them would cause many troubles.
3. No, for the reason above. However, you can add 'comments' right next to the Quest ID's without any problem. For example, right in the sample quest provided it says 'when 1 # Quest 1 - SAMPLE QUEST'. The '#' symbol represents the start of a comment. It adds nothing to the actual code and since it is ignored you can pretty much write whatever you want after you've started the comment (and so long as you stay within the same line. If you want another line of comment text you'll have to use a '#' symbol again in the next line before writing anything). So make a naming convention. After the Quest ID, start a comment that details the chapter and Quest number, and maybe a general description or title if you want, and although it may be tedious, once you have it done, you can just search for 'Chapter x' by pressing Ctrl+F and typing in a query. (Like searching 'chapter 5', and tabbing through so you can find any quest on chapter 5 or some shit). At least, that's how it would work on an average text editor or IDE. I don't know if RPGMaker would be this way, but it probably does.
Note: Line 803 appears to have no purpose other than an empty 'q' that might cause a compiling error (aka code won't run). I don't know what a 'q' means in Ruby, since I've never really used it, but if you get an error the first time you paste that big green blob into your game I suggest you start your troubleshooting by erasing that line.
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