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:這個插件適用于1.5.0版本以上,因為新版本編輯器允許插件設置更加規律有效率,所以請確保軟件已經升級到最新版
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.
任務插件是非常實用的工具,它列出了多種線索,任務,目標對象等,這可以幫助玩家明確自己需要去做什么,尤其是針對大型RPG游戲尤為重要。
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.
這個插件創造了任務筆記系統,你可以設置任務筆記的出現方式,窗口位置大小等。這個插件提供了100個任務槽,可以通過拓展插件進行拓展,并且每一個都可以獨立設置。
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.
你可以調整任務標題,顯示不同的難度等級,提醒玩家任務來自哪里,關于任務的動態描述,需要達成的目標,可以獲得的獎勵,以及任務的備注
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.
請注意,任務插件系統在游戲內并不會自動觸發,你需要自行設置任務目標,任務出現時間,獎勵是什么,然后手動去完成發放獎勵。這個插件主要是提供視覺記錄。
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.
插件參數“任務分類”一般默認保留,你可以進行自定義
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”]
類別順序
這是菜單中出現的默認類別:可用,已完成,失敗,全部,取消。你可以移動調整他們的順序。調整后默認情況下,會選擇第一個項目。
默認:[“可用”,“已完成”,“失敗”,“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)
可用任務
顯示“可用”類別的條目。您可以在這里使用文本代碼來顯示圖標或顏色。%1是一個格式選項,可以讓你顯示有多少可用的任務。
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)
已完成任務
顯示“已完成”類別的條目。您可以在這里使用文本代碼來顯示圖標或顏色。%1是一個格式選項,可以顯示已完成的任務數量。
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)
任務失敗
出現“失敗”類別的條目。您可以在這里使用文本代碼來顯示圖標或顏色。%1是一個格式選項,可以讓你顯示有多少失敗的任務。
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)
全部任務
顯示“全部”類別的條目。您可以在這里使用文本代碼來顯示圖標或顏色。%1是一個格式選項,可以顯示總共有多少個任務。
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
取消任務
如何顯示“取消”選項的條目。您可以在這里使用文本代碼來顯示圖標或顏色。本文沒有格式選項。
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.
窗口設置
如果您想自定義類別窗口,您可以在此調整其屬性。但是請記住,除非您熟悉JavaScript,否則可能會在此處發生錯誤,導致游戲無法運行。
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.
可以修改插件參數“任務列表窗口”以顯示各種任務類型。默認情況下,插件將具有以下任務類型:主要任務,輔助任務,角色任務和教程任務。以下是關于任務列表窗口的信息。
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
顯示類型
如果啟用了這個功能,它將允許任務列表窗口顯示不同的任務類型。如果這個被禁用,那么這些任務類型將不會出現,所有的任務都將被顯示出來。
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”]
類型順序
這是任務列表類型的順序,它還使得在任務日志中可以顯示哪些類型。你可以在這里使用文本代碼來添加圖標或顏色到任務類型。當你為單個任務類型輸入任務類型名稱時,可以省略\ i [x]和\ c [x]代碼,但其他任何事情都必須完成。
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: –
開啟符號
用于顯示任務類型的符號被打開(顯示下面列出的所有任務)。
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: +
關閉符號
用于顯示任務類型的符號已關閉(未顯示其下列出的任何任務)
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)
類型文本格式
文本格式類型在“任務列表”窗口中顯示任務類型。%1將引用打開/關閉符號。%2將是任務類型的名稱。%3將顯示此任務類型下列出的任務數量。
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
任務縮進
如果顯示任務類型,你可以設置縮進顯示。這是為了幫助玩家區分任務,但是如果您計劃使用任務圖標而不是任務類型,則不需要這些設置。
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
顯示空白
如果啟用,這將顯示任務類型是空的,在他們下面沒有任務。如果被禁用,任務列表中不會出現任務類型,可以幫助減少玩家的誤解。
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.
窗口設置
如果您想自定義類別窗口,您可以在此調整其屬性。但是請記住,除非您熟悉JavaScript,否則可能會在此處發生錯誤,導致游戲無法運行。
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.
插件參數“任務標題窗口”默認保留,但是如果你想調整,你需要仔細閱讀下面的內容。
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
沒有任務標題
當任務列表窗口中沒有任務時,這個文本將出現在任務標題窗口中。否則,所選任務的名字將出現在窗口的上方。
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.
窗口設置
如果您想自定義類別窗口,您可以在此調整其屬性。但是請記住,除非您熟悉JavaScript,否則可能會在此處發生錯誤,導致游戲無法運行。
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:
你可以修改插件參數“任務數據窗口”以顯示任務內包含的信息。你需要指出玩家要完成什么和完成任務需要做什么。這個窗口的設置可以保持原樣,但是如果你想改變它來適合你的游戲,請閱讀下面的內容:
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.
無數據文本
當任務列表窗口當前沒有任何選擇任務時,這是要顯示在窗口中的文本。
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:
歡迎來到任務欄。
在這里,您可以查看
來自世界各地的人給你的各種任務。
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.
任務數據格式
這種是明確數據如何顯示給玩家。你可以使用各種文本代碼,使你的任務數更加生動的給你的玩家。%1將引用沒有任何圖標或顏色文本代碼的標題;%2會引用任務的難度級別;%3將是任務目標;%4將顯示任務來自哪里;%5將顯示任務的當前描述,可以在任務中途改變;%6將顯示玩家需要達到的各種目標;%7將顯示玩家可以獲得的任何獎勵;如果有的話,%8將顯示任務的輔助文本。
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
上面是段任務范例
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.
窗口設置
如果您想自定義類別窗口,您可以在此調整其屬性。但是請記住,除非您熟悉JavaScript,否則可能會在此處發生錯誤,導致游戲無法運行。
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:
默認情況下,你沒有任何任務。您必須手動設置每一個。進入YEP_QuestJournal.js的插件參數并查找-Quest List-部分。每個條目都是空的。下面是關于各個參數的設置:
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.
標題
這是你的任務的標題。它會顯示在三個地方:任務列表,任務標題窗口,數據窗口。你可以使用文本代碼來改變任務的顏色或給任務圖標。
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.
類型
這是任務類型。如果你決定從列表窗口中顯示任務類型該模板有一個下拉窗口,用于一些常見的任務類型,但是你可以輸入你自己的任務類型。請記住,這是區分大小寫,并要求您正確輸入任務類型。
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.
難度
沒有特別的用法。這僅僅是為了給這個任務添加一定的難度。你可以在這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.
任務來源
沒有特別的用法。用來說明你的游戲中的哪個角色發出了這個任務。
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
沒有特別的用法。這可以用來說明任務來自哪里
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.
說明
沒有特別的用法。這通常用于描述玩家的任務內容,并提供關于玩家實際做什么的說明。您可以提供多個說明。
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.
目標
沒有特別的用法。目標列表通常用于顯示玩家為完成任務而需要完成的一組特定指令。
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.
可見目標
這是當任務被添加到游戲時默認可見的一組目標列表。
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.
獎勵
沒有特別的用法。獎勵列表是為了展示玩家完成任務后獲得的東西。
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.
可見獎勵
這是當任務被添加到游戲時默認可見的一組獎勵列表。
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.
輔助文本
沒有特別的用法。這通常用作備注。
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:
對于那些使用Main Menu Manager插件并希望將“任務”命令放在所需位置的用戶,請使用以下格式:
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.
將上述設置插入主菜單管理器插槽中。請記住從插件參數中關閉“自動放置命令”。
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:
對于這個插件,你可以使用各種腳本調用某些事件來檢查任務的進度。以下是您可以使用的各種腳本調用:
— 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.
你可以使用各種插件命令來控制游戲中的任務日志系統。
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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
插件參數“自定義模式”是為熟悉JavaScript的用戶制作的。
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Before Create Windows
After Create Windows
Close Quest Menu
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Quest Add
Quest Remove
Quest Complete
Quest Fail
Quest Available
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Change Description
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Show Objective
Hide Objective
Complete Objective
Fail Objective
Normalize Objective
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Show Reward
Hide Reward
Claim Reward
Deny Reward
Normalize Reward
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Change Subtext
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There are a few rules to note. The code for each of those plugin functions will only run if it meets these rules:
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.
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.
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.