Sup, everypeoples!
Ok, that sounded… huh… weird. Whatever.
Little thing added to that script: Quest activation!
Now quests have four possible states:
-Not found yet: it wont even appear on the menu, variable value = 0
-Aviable: you just started the quest, but you didn’t solve it yet. variable value = 1
-Active: an Aviable quest you selected as your main quest for the time being, making a difference between the rest of quests and this one. Variable value = 2
-Solved: you finished your quest! Now it may not be activable. variable value = 3 or more.
The whole thing can be activated/deactivated on the configuration module, so you can still make it look as it was before.
Take a look on the script’s post!

This is a really nice feature. I’ve been trying to use it in my game.
But, I still can’t seem to get it to work.
Like i have made it so that the quest menu would appear,
but the 3 sample quests remain grey.
And how would I be able to make a switch that turns a quest on?
through events and control variables?
It would be awesome if you’d made a demo for this.
Thanks!
Hey man, I got it to works.
forget about the demo.
Thanks!