Script update: Variable quest menu

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!

2 thoughts on “Script update: Variable quest menu

  1. Johnny's avatar Johnny says:

    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!

  2. Johnny's avatar Johnny says:

    Hey man, I got it to works.
    forget about the demo.

    Thanks!

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