O TEMA DO FÓRUM ESTÁ EM MANUTENÇÃO. FEEDBACKS AQUI: ACESSAR

[VX ACE] Ajuda com Script Lizzie !

Iniciado por dragolipe2, 26/11/2021 às 12:54

26/11/2021 às 12:54 Última edição: 27/11/2021 às 19:41 por dragolipe2
Bom dia, tarde ou noite !!!

Então não seria bem um problema que eu tenho com os script, esta mais para um pedido. Enfim, estou utilizando o script da Lizzie S - Quest Menu para funcionar como um livro onde vc vai aprendendo sobre os estados de batalha, tudo funciona bem ...

Spoiler
[close]

Mas, eu queria que os botões "Q" e "W" funcionassem para pular os estados, ao invés de ir de um em um, como na tela de itens, por exemplo, onde você pula vários itens de uma vez utilizando esses botões, seria possível fazer isso ? Se alguém puder me ajudar com isso, agradeço desde já :)


"Não se pode chegar à alvorada, a não ser pelo caminho da escuridão"

Não dá pra testar o script sem as imagens.  :rick9:


27/11/2021 às 01:18 #2 Última edição: 27/11/2021 às 01:50 por dragolipe2
Salve Gabriel !!!

Foi mal nem tinha percebido isso, aqui esta o script original editado para testes ! O pior é que o próprio script vem com a instrução de utilizar o Q e W para rolar as missões, mas não funciona testei ate mesmo em um projeto novo e nada. :T.T:

Spoiler
#===============================================================================
#  *  Quest Menu
#  v. 1.00
#  Feb. 2nd, 2013
#  Written for: www.gdunlimited.net
#  Credits:  Lizzie S
#  Thanks to:  Moonpearl, for a small pearl of wisdom.
#              Marked, for keeping GDUnimited alive
#              RGangsta, for ACE.
#-------------------------------------------------------------------------------
#  Introduction:  This script allows a good quest log for your game, allowing
#                 the player to track quests, see how many they've completed,
#                 etc.
#-------------------------------------------------------------------------------
#  Features:
#    Keeps a tally of all known quests and how many have been completed.
#    Allows you to add or remove objectives.
#-------------------------------------------------------------------------------
#  Instructions:
#   • Place the script in the 'Materials' section.
#   • The script adds the first objective of the first mission automatically.
#   • You must input all the information of your missions in the module marked:
#       Missions
#       There is an example in place.
#   • To call the script, use: SceneManager.call(Scene_Mission)
#   • Use the following syntaxes to affect the script:
#       To add a mission:               $game_party.add_mis(mission_id)
#       To add an objective:            $game_party.add_obj(mission_id, objective_id)
#       To remove an objective:         $game_party.rem_obj(mission_id, objective_id)
#       To mark an objective complete:  $game_party.add_comp_obj(mission_id, objective_id)
#       To mark a mission as complete:  $game_party.comp_mis(mission_id)
#===============================================================================
 
 
#===============================================================================
#  *  Module
#===============================================================================
module Missions
 
  #-----------------------------------------------------------------------------
  #  Mission_Names = { mission_id => "Mission_Name"
  #-----------------------------------------------------------------------------
  Mission_Names = { 0 => "Teste 1",
                    1 => "Teste 2",
                    2 => "Teste 3",
                    3 => "Teste 4",
                    4 => "Teste 5",
                    5 => "Teste 6",
                    6 => "Teste 7",
                    7 => "Teste 8",
                    8 => "Teste 9",
                    9 => "Teste 10",
                    10 => "Teste 11",
                    11 => "Teste 12",
                    12 => "Teste 13",
                    13 => "Teste 14",
                    14 => "Teste 15",
                    15 => "Teste 16",
                    16 => "Teste 17",
                    17 => "Teste 18",
                    18 => "Teste 19",
                    19 => "Teste 20",
                    20 => "Teste 21",
                    21 => "Teste 22",
                    22 => "Teste 23",
                    23 => "Teste 24",
                    }
  #-----------------------------------------------------------------------------
  #  Mission_Desc = { mission_id => ["Description", ["sprite_sheet", index, "name"]]
  #-----------------------------------------------------------------------------
  Mission_Desc = {  0 => ["Beta 123",
                                ["Actor2", 1, "Test"]],
                    1 => ["Beta 123",
                                ["Actor2", 1, "Test"]],
                    2 => ["Beta 123",
                                ["Actor2", 1, "Test"]],   
                    3 => ["Beta 123",
                                ["Actor2", 1, "Test"]],
                    4 => ["Beta 123",
                                ["Actor2", 1, "Test"]],
                    5 => ["Beta 123",
                                ["Actor2", 1, "Test"]],            
                    6 => ["Beta 123",
                                ["Actor2", 1, "Test"]],
                    7 => ["Beta 123",
                                ["Actor2", 1, "Test"]],
                    8 => ["Beta 123",
                                ["Actor2", 1, "Test"]],   
                    9 => ["Beta 123",
                                ["Actor2", 1, "Test"]],
                    10 => ["Beta 123",
                                ["Actor2", 1, "Test"]],
                    11 => ["Beta 123",
                                ["Actor2", 1, "Test"]],            
                    12 => ["Beta 123",
                                ["Actor2", 1, "Test"]],
                    13 => ["Beta 123",
                                ["Actor2", 1, "Test"]],
                    14 => ["Beta 123",
                                ["Actor2", 1, "Test"]],   
                    15 => ["Beta 123",
                                ["Actor2", 1, "Test"]],
                    16 => ["Beta 123",
                                ["Actor2", 1, "Test"]],
                    17 => ["Beta 123",
                                ["Actor2", 1, "Test"]],            
                    18 => ["Beta 123",
                                ["Actor2", 1, "Test"]],
                    19 => ["Beta 123",
                                ["Actor2", 1, "Test"]],
                    20 => ["Beta 123",
                                ["Actor2", 1, "Test"]],   
                    21 => ["Beta 123",
                                ["Actor2", 1, "Test"]],
                    22 => ["Beta 123",
                                ["Actor2", 1, "Test"]],
                    23 => ["Beta 123",
                                ["Actor2", 1, "Test"]],
                                }
  #-----------------------------------------------------------------------------
  # Mission_Objectives = {mission_id => {obj_id => "Objective_text",...  }
  #-----------------------------------------------------------------------------
  Mission_Objectives = { 0 => {0 => "You need to go out and find a bucket, wooden is preferable.." 
                               },
                         1 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },
                         2 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },
                         3 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },
                         4 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },
                         5 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },      
                         6 => {0 => "You need to go out and find a bucket, wooden is preferable.." 
                               },
                         7 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },
                         8 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },
                         9 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },
                         10 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },
                         11 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },      
                         12 => {0 => "You need to go out and find a bucket, wooden is preferable.." 
                               },
                         13 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },
                         14 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },
                         15 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },
                         16 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },
                         17 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },      
                         18 => {0 => "You need to go out and find a bucket, wooden is preferable.." 
                               },
                         19 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },
                         20 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },
                         21 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },
                         22 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },
                         23 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },      
                               }
     
end
#===============================================================================
# END Module
#===============================================================================
 
 
#===============================================================================
#  *  Game_Party
#===============================================================================
class Game_Party < Game_Unit
 
  attr_accessor :missions
  attr_accessor :comp_missions
  attr_accessor :act_obj
  attr_accessor :comp_obj
 
  alias lizzie_missions_gameparty_init initialize
 
  def initialize
    lizzie_missions_gameparty_init
    # Mission_IDs
    @missions = []
    #  Mission_Ids
    @comp_missions = []
    # Mission_Name => [Current_Objectives]
    @act_obj = {}
    @comp_obj = {}
  end
 
  def add_mis(id)
    if @missions.include?(id)
      return
    end
    @missions.push(id)
    mis = Missions
    @act_obj[id] = [0]
    @comp_obj[id] = []
    return
  end
 
  def rem_obj(id, obj_n)
    if @act_obj[id] != nil
      if @act_obj[id].include?(obj_n)
        @act_obj[id].delete(obj_n)
      end
    end
    return
  end
 
 
  def add_obj(id, obj_n)
    mis = Missions
    if @act_obj[id].include?(obj_n)
      return
    end
    @act_obj[id].push(obj_n)
    return
  end
 
 
  def add_comp_obj(id, obj_n)
    for i in 0...@act_obj[id].size
      if @act_obj[id][i] == obj_n
        @act_obj[id].delete(obj_n)
        @comp_obj[id].push(obj_n)
      end
    end
    return
  end
 
  def comp_mis(id)
    if @comp_missions.include?(id)
      return
    end
    @comp_missions.push(id)
    return
  end
 
end
#===============================================================================
# END Game_Party
#===============================================================================
 
 
#===============================================================================
#  *  Window_MissionInfo
#===============================================================================
class Window_MissionInfo < Window_Base
  def initialize
    super(0, 0, 416, 48)
    activate
    refresh
  end
 
 
  def refresh
    contents.clear
    contents.draw_text(0, 0, self.width - 24, 24, "Use L and R to scroll description.")
  end
end
#===============================================================================
#  *  Window_MissionInfo
#===============================================================================
 
 
#===============================================================================
#  *  Window_MissionComp
#===============================================================================
class Window_MissionComp < Window_Base
  def initialize
    super(416, 0, 128, 48)
    self.active = false
    refresh
  end
 
  def refresh
    self.contents.clear
    x = $game_party.missions.size.to_s
    y = $game_party.comp_missions.size.to_s
    self.contents.draw_text(0, 0, self.width - 24, 24, y + "/" + x, 2)
  end
end
#===============================================================================
# END Window_MissionComp
#===============================================================================
 
 
#===============================================================================
#  *  Window_Missions
#===============================================================================
class Window_Missions < Window_Selectable
  def initialize
    super(0, 48, 256, 368)
    self.index = 0
    activate
    @data = []
    refresh
  end
 
  def item_max
    $game_party.missions.size
  end
 
  def mission
    return @data[index]
  end
 
  def refresh
    self.contents.clear
    mis = Missions
    for i in 0...$game_party.missions.size
      x = $game_party.missions[i]
      @data.push(x)
      if $game_party.comp_missions.include?(x)
        change_color(Color.new(128, 128, 128, 255))
      else
        change_color(Color.new(255, 255, 255, 255))
      end
      self.contents.draw_text(4, i * 24, self.width - 24, 24, mis::Mission_Names[x])
    end
  end
 
 
end
#===============================================================================
# END Window_Missions
#===============================================================================
 
 
#===============================================================================
#  *  Window_MissionDesc
#===============================================================================
class Window_MissionDesc < Window_Selectable
  def initialize
    super(256, 48, 288, 368)
    self.index = -1
    activate
  end
 
  #-----------------------------------------------------------------------------
 
  def refresh(id)
    self.contents.clear
    if id == nil
      return
    end
    mis = Missions
   
    @lines = []
    @text_location_y = 0
    @comp_lines = []
   
    desc_text = mis::Mission_Desc[id][0]
    lines_update(desc_text)
   
    @lines.push("")
   
    for i in 0...$game_party.act_obj[id].size
      act_obj_text = " • " + mis::Mission_Objectives[id][$game_party.act_obj[id][i]]
      lines_update(act_obj_text)
    end
   
    if $game_party.act_obj[id].size != 0
      @lines.push("")
    end
   
    for i in 0...$game_party.comp_obj[id].size
      comp_obj_text = " • " +  mis::Mission_Objectives[id][$game_party.comp_obj[id][i]]
      comp_lines_update(comp_obj_text)
    end
   
    set_height
    self.contents = Bitmap.new(264, @n)
   
    draw_character(mis::Mission_Desc[id][1][0], mis::Mission_Desc[id][1][1], 24, 32)
    draw_text(48, 0, 240, 24, mis::Mission_Desc[id][1][2])
   
    for i in 0...@lines.size
      draw_text(0, i * 24 + 48, 264, 24, @lines[i])
      @text_location_y += 24
    end
   
    change_color(Color.new(128, 128, 128, 255))
   
    for i in 0...@comp_lines.size
      draw_text(0, i * 24 + 48 + @text_location_y, 264, 24, @comp_lines[i])
    end
  end
 
  #-----------------------------------------------------------------------------
 
  def lines_update(text)
    string = ""
    for word in text.split
      word_width = self.text_size(word).width + self.text_size(string).width + self.text_size(" ").width
      if word_width > (width - 24)
        @lines.push(string)
        string = ""
      end
      string += word + " "
    end
    unless @lines.include?(string)
      @lines.push(string)
      string = ""
    end
  end
 
  #-----------------------------------------------------------------------------
 
  def comp_lines_update(text)
    string = ""
    for word in text.split
      word_width = self.text_size(word).width + self.text_size(string).width + self.text_size(" ").width
      if word_width > (width - 24)
        @comp_lines.push(string)
        string = ""
      end
      string += word + " "
    end
    unless @comp_lines.include?(string)
      @comp_lines.push(string)
      string = ""
    end
  end
 
  #-----------------------------------------------------------------------------
 
  def set_height
    @n = (@lines.size + @comp_lines.size + 2) * 24
  end
 
end
#===============================================================================
# END Window_MissionDesc
#===============================================================================
 
 
#===============================================================================
#  *  Scene_Mission
#===============================================================================
class Scene_Mission < Scene_MenuBase
 
  alias liz_mission_self_update update_basic
 
  def start
    super
    create_list_window
    create_help_window
    create_comp_window
    create_desc_window
  end
 
  def create_help_window
    @help_window = Window_MissionInfo.new
  end
   
  def create_comp_window
    @comp_window = Window_MissionComp.new
  end
   
  def create_desc_window
    @desc_window = Window_MissionDesc.new
    @desc_window.refresh(@list_window.mission)
  end
 
  def create_list_window
    @list_window = Window_Missions.new
    @list_window.set_handler(:cancel, method(:return_scene))
    @list_window.set_handler(:pagedown, method(:scroll_down))
    @list_window.set_handler(:pageup, method(:scroll_up))
  end
 
  def scroll_down
    if @desc_window.oy < (@desc_window.contents.height - 344)
      @desc_window.oy += 24
    end
    @list_window.activate
    return
  end
 
  def update_basic
    liz_mission_self_update
    if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
      @desc_window.refresh(@list_window.mission)
    end
  end
 
  def scroll_up
    if @desc_window.oy != 0
      @desc_window.oy -= 24
    end
    @list_window.activate
    return
  end
end
[close]


"Não se pode chegar à alvorada, a não ser pelo caminho da escuridão"

É que na verdade o Q e o W são usados para rolar o texto da janela de descrição, caso ele seja maior que o tamanho dela.
De qualquer forma, isso deve resolver seu problema:
#===============================================================================
#  *  Quest Menu
#  v. 1.00
#  Feb. 2nd, 2013
#  Written for: www.gdunlimited.net
#  Credits:  Lizzie S
#  Thanks to:  Moonpearl, for a small pearl of wisdom.
#              Marked, for keeping GDUnimited alive
#              RGangsta, for ACE.
#-------------------------------------------------------------------------------
#  Introduction:  This script allows a good quest log for your game, allowing
#                 the player to track quests, see how many they've completed,
#                 etc.
#-------------------------------------------------------------------------------
#  Features:
#    Keeps a tally of all known quests and how many have been completed.
#    Allows you to add or remove objectives.
#-------------------------------------------------------------------------------
#  Instructions:
#   • Place the script in the 'Materials' section.
#   • The script adds the first objective of the first mission automatically.
#   • You must input all the information of your missions in the module marked:
#       Missions
#       There is an example in place.
#   • To call the script, use: SceneManager.call(Scene_Mission)
#   • Use the following syntaxes to affect the script:
#       To add a mission:               $game_party.add_mis(mission_id)
#       To add an objective:            $game_party.add_obj(mission_id, objective_id)
#       To remove an objective:         $game_party.rem_obj(mission_id, objective_id)
#       To mark an objective complete:  $game_party.add_comp_obj(mission_id, objective_id)
#       To mark a mission as complete:  $game_party.comp_mis(mission_id)
#===============================================================================
 
 
#===============================================================================
#  *  Module
#===============================================================================
module Missions
 
  #-----------------------------------------------------------------------------
  #  Mission_Names = { mission_id => "Mission_Name"
  #-----------------------------------------------------------------------------
  Mission_Names = { 0 => "Teste 1",
                    1 => "Teste 2",
                    2 => "Teste 3",
                    3 => "Teste 4",
                    4 => "Teste 5",
                    5 => "Teste 6",
                    6 => "Teste 7",
                    7 => "Teste 8",
                    8 => "Teste 9",
                    9 => "Teste 10",
                    10 => "Teste 11",
                    11 => "Teste 12",
                    12 => "Teste 13",
                    13 => "Teste 14",
                    14 => "Teste 15",
                    15 => "Teste 16",
                    16 => "Teste 17",
                    17 => "Teste 18",
                    18 => "Teste 19",
                    19 => "Teste 20",
                    20 => "Teste 21",
                    21 => "Teste 22",
                    22 => "Teste 23",
                    23 => "Teste 24",
                    }
  #-----------------------------------------------------------------------------
  #  Mission_Desc = { mission_id => ["Description", ["sprite_sheet", index, "name"]]
  #-----------------------------------------------------------------------------
  Mission_Desc = {  0 => ["Beta 123",
                                ["Actor2", 1, "Test"]],
                    1 => ["Beta 123",
                                ["Actor2", 1, "Test"]],
                    2 => ["Beta 123",
                                ["Actor2", 1, "Test"]],   
                    3 => ["Beta 123",
                                ["Actor2", 1, "Test"]],
                    4 => ["Beta 123",
                                ["Actor2", 1, "Test"]],
                    5 => ["Beta 123",
                                ["Actor2", 1, "Test"]],           
                    6 => ["Beta 123",
                                ["Actor2", 1, "Test"]],
                    7 => ["Beta 123",
                                ["Actor2", 1, "Test"]],
                    8 => ["Beta 123",
                                ["Actor2", 1, "Test"]],   
                    9 => ["Beta 123",
                                ["Actor2", 1, "Test"]],
                    10 => ["Beta 123",
                                ["Actor2", 1, "Test"]],
                    11 => ["Beta 123",
                                ["Actor2", 1, "Test"]],           
                    12 => ["Beta 123",
                                ["Actor2", 1, "Test"]],
                    13 => ["Beta 123",
                                ["Actor2", 1, "Test"]],
                    14 => ["Beta 123",
                                ["Actor2", 1, "Test"]],   
                    15 => ["Beta 123",
                                ["Actor2", 1, "Test"]],
                    16 => ["Beta 123",
                                ["Actor2", 1, "Test"]],
                    17 => ["Beta 123",
                                ["Actor2", 1, "Test"]],           
                    18 => ["Beta 123",
                                ["Actor2", 1, "Test"]],
                    19 => ["Beta 123",
                                ["Actor2", 1, "Test"]],
                    20 => ["Beta 123",
                                ["Actor2", 1, "Test"]],   
                    21 => ["Beta 123",
                                ["Actor2", 1, "Test"]],
                    22 => ["Beta 123",
                                ["Actor2", 1, "Test"]],
                    23 => ["Beta 123",
                                ["Actor2", 1, "Test"]],
                                }
  #-----------------------------------------------------------------------------
  # Mission_Objectives = {mission_id => {obj_id => "Objective_text",...  }
  #-----------------------------------------------------------------------------
  Mission_Objectives = { 0 => {0 => "You need to go out and find a bucket, wooden is preferable.."
                               },
                         1 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },
                         2 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },
                         3 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },
                         4 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },
                         5 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },     
                         6 => {0 => "You need to go out and find a bucket, wooden is preferable.."
                               },
                         7 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },
                         8 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },
                         9 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },
                         10 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },
                         11 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },     
                         12 => {0 => "You need to go out and find a bucket, wooden is preferable.."
                               },
                         13 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },
                         14 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },
                         15 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },
                         16 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },
                         17 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },     
                         18 => {0 => "You need to go out and find a bucket, wooden is preferable.."
                               },
                         19 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },
                         20 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },
                         21 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },
                         22 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },
                         23 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },     
                               }
     
end
#===============================================================================
# END Module
#===============================================================================
 
 
#===============================================================================
#  *  Game_Party
#===============================================================================
class Game_Party < Game_Unit
 
  attr_accessor :missions
  attr_accessor :comp_missions
  attr_accessor :act_obj
  attr_accessor :comp_obj
 
  alias lizzie_missions_gameparty_init initialize
 
  def initialize
    lizzie_missions_gameparty_init
    # Mission_IDs
    @missions = []
    #  Mission_Ids
    @comp_missions = []
    # Mission_Name => [Current_Objectives]
    @act_obj = {}
    @comp_obj = {}
  end
 
  def add_mis(id)
    if @missions.include?(id)
      return
    end
    @missions.push(id)
    mis = Missions
    @act_obj[id] = [0]
    @comp_obj[id] = []
    return
  end
 
  def rem_obj(id, obj_n)
    if @act_obj[id] != nil
      if @act_obj[id].include?(obj_n)
        @act_obj[id].delete(obj_n)
      end
    end
    return
  end
 
 
  def add_obj(id, obj_n)
    mis = Missions
    if @act_obj[id].include?(obj_n)
      return
    end
    @act_obj[id].push(obj_n)
    return
  end
 
 
  def add_comp_obj(id, obj_n)
    for i in 0...@act_obj[id].size
      if @act_obj[id][i] == obj_n
        @act_obj[id].delete(obj_n)
        @comp_obj[id].push(obj_n)
      end
    end
    return
  end
 
  def comp_mis(id)
    if @comp_missions.include?(id)
      return
    end
    @comp_missions.push(id)
    return
  end
 
end
#===============================================================================
# END Game_Party
#===============================================================================
 
 
#===============================================================================
#  *  Window_MissionInfo
#===============================================================================
class Window_MissionInfo < Window_Base
  def initialize
    super(0, 0, 416, 48)
    activate
    refresh
  end
 
 
  def refresh
    contents.clear
    contents.draw_text(0, 0, self.width - 24, 24, "Use L and R to scroll description.")
  end
end
#===============================================================================
#  *  Window_MissionInfo
#===============================================================================
 
 
#===============================================================================
#  *  Window_MissionComp
#===============================================================================
class Window_MissionComp < Window_Base
  def initialize
    super(416, 0, 128, 48)
    self.active = false
    refresh
  end
 
  def refresh
    self.contents.clear
    x = $game_party.missions.size.to_s
    y = $game_party.comp_missions.size.to_s
    self.contents.draw_text(0, 0, self.width - 24, 24, y + "/" + x, 2)
  end
end
#===============================================================================
# END Window_MissionComp
#===============================================================================
 
 
#===============================================================================
#  *  Window_Missions
#===============================================================================
class Window_Missions < Window_Selectable
  def initialize
    super(0, 48, 256, 368)
    self.index = 0
    activate
    @data = []
    refresh
  end
 
  def item_max
    $game_party.missions.size
  end
 
  def mission
    return @data[index]
  end
 
  def refresh
    self.contents.clear
    mis = Missions
    for i in 0...$game_party.missions.size
      x = $game_party.missions[i]
      @data.push(x)
      if $game_party.comp_missions.include?(x)
        change_color(Color.new(128, 128, 128, 255))
      else
        change_color(Color.new(255, 255, 255, 255))
      end
      self.contents.draw_text(4, i * 24, self.width - 24, 24, mis::Mission_Names[x])
    end
  end
 
 
end
#===============================================================================
# END Window_Missions
#===============================================================================
 
 
#===============================================================================
#  *  Window_MissionDesc
#===============================================================================
class Window_MissionDesc < Window_Selectable
  def initialize
    super(256, 48, 288, 368)
    self.index = -1
    activate
  end
 
  #-----------------------------------------------------------------------------
 
  def refresh(id)
    self.contents.clear
    if id == nil
      return
    end
    mis = Missions
   
    @lines = []
    @text_location_y = 0
    @comp_lines = []
   
    desc_text = mis::Mission_Desc[id][0]
    lines_update(desc_text)
   
    @lines.push("")
   
    for i in 0...$game_party.act_obj[id].size
      act_obj_text = " • " + mis::Mission_Objectives[id][$game_party.act_obj[id][i]]
      lines_update(act_obj_text)
    end
   
    if $game_party.act_obj[id].size != 0
      @lines.push("")
    end
   
    for i in 0...$game_party.comp_obj[id].size
      comp_obj_text = " • " +  mis::Mission_Objectives[id][$game_party.comp_obj[id][i]]
      comp_lines_update(comp_obj_text)
    end
   
    set_height
    self.contents = Bitmap.new(264, @n)
   
    draw_character(mis::Mission_Desc[id][1][0], mis::Mission_Desc[id][1][1], 24, 32)
    draw_text(48, 0, 240, 24, mis::Mission_Desc[id][1][2])
   
    for i in 0...@lines.size
      draw_text(0, i * 24 + 48, 264, 24, @lines[i])
      @text_location_y += 24
    end
   
    change_color(Color.new(128, 128, 128, 255))
   
    for i in 0...@comp_lines.size
      draw_text(0, i * 24 + 48 + @text_location_y, 264, 24, @comp_lines[i])
    end
  end
 
  #-----------------------------------------------------------------------------
 
  def lines_update(text)
    string = ""
    for word in text.split
      word_width = self.text_size(word).width + self.text_size(string).width + self.text_size(" ").width
      if word_width > (width - 24)
        @lines.push(string)
        string = ""
      end
      string += word + " "
    end
    unless @lines.include?(string)
      @lines.push(string)
      string = ""
    end
  end
 
  #-----------------------------------------------------------------------------
 
  def comp_lines_update(text)
    string = ""
    for word in text.split
      word_width = self.text_size(word).width + self.text_size(string).width + self.text_size(" ").width
      if word_width > (width - 24)
        @comp_lines.push(string)
        string = ""
      end
      string += word + " "
    end
    unless @comp_lines.include?(string)
      @comp_lines.push(string)
      string = ""
    end
  end
 
  #-----------------------------------------------------------------------------
 
  def set_height
    @n = (@lines.size + @comp_lines.size + 2) * 24
  end
 
end
#===============================================================================
# END Window_MissionDesc
#===============================================================================
 
 
#===============================================================================
#  *  Scene_Mission
#===============================================================================
class Scene_Mission < Scene_MenuBase
 
  alias liz_mission_self_update update_basic
 
  def start
    super
    create_list_window
    create_help_window
    create_comp_window
    create_desc_window
  end
 
  def create_help_window
    @help_window = Window_MissionInfo.new
  end
   
  def create_comp_window
    @comp_window = Window_MissionComp.new
  end
   
  def create_desc_window
    @desc_window = Window_MissionDesc.new
    @desc_window.refresh(@list_window.mission)
  end
 
  def create_list_window
    @list_window = Window_Missions.new
    @list_window.set_handler(:cancel, method(:return_scene))
    @list_window.set_handler(:pagedown, method(:scroll_down))
    @list_window.set_handler(:pageup, method(:scroll_up))
  end
 
  def scroll_down
    @list_window.activate
    @list_window.cursor_pagedown
    @desc_window.refresh(@list_window.mission)
  end
 
  def update_basic
    liz_mission_self_update
    if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
      @desc_window.refresh(@list_window.mission)
    end
  end
 
  def scroll_up
    @list_window.activate
    @list_window.cursor_pageup
    @desc_window.refresh(@list_window.mission)
  end
end


27/11/2021 às 11:20 #4 Última edição: 27/11/2021 às 19:42 por dragolipe2
Caramba como sou lerdo  :'-': Os meus textos nunca passaram o limite da janela de descrição das missões, por isso nunca ia descobrir que o Q e W serviam para isso. Enfim, muito obrigado Gabriel ! Funcionou perfeitamente os comandos ...

Mas, surgiu um probleminha que eu n estou conseguindo arrumar, dei uma mexida no script que você mandou para ajeitar as janelas e talz, porém o local onde fica o nome da missão não esta rente a imagem do charset e esta distante tbm :

Spoiler
[close]

Não sei se eu mexi em algo que não deveria, mas tudo que eu fiz foi copiar as configs do meu script pra esse que vc mandou e ficou assim, então se puder me ajudar com isso, mas de resto vlw mesmo pela ajuda !

Aqui esta meu script atual e a imagem do ícone utilizado para vc ver certinho :

#===============================================================================
#  *  Quest Menu
#  v. 1.00
#  Feb. 2nd, 2013
#  Written for: www.gdunlimited.net
#  Credits:  Lizzie S
#  Thanks to:  Moonpearl, for a small pearl of wisdom.
#              Marked, for keeping GDUnimited alive
#              RGangsta, for ACE.
#-------------------------------------------------------------------------------
#  Introduction:  This script allows a good quest log for your game, allowing
#                 the player to track quests, see how many they've completed,
#                 etc.
#-------------------------------------------------------------------------------
#  Features:
#    Keeps a tally of all known quests and how many have been completed.
#    Allows you to add or remove objectives.
#-------------------------------------------------------------------------------
#  Instructions:
#   • Place the script in the 'Materials' section.
#   • The script adds the first objective of the first mission automatically.
#   • You must input all the information of your missions in the module marked:
#       Missions
#       There is an example in place.
#   • To call the script, use: SceneManager.call(Scene_Mission)
#   • Use the following syntaxes to affect the script:
#       To add a mission:               $game_party.add_mis(mission_id)
#       To add an objective:            $game_party.add_obj(mission_id, objective_id)
#       To remove an objective:         $game_party.rem_obj(mission_id, objective_id)
#       To mark an objective complete:  $game_party.add_comp_obj(mission_id, objective_id)
#       To mark a mission as complete:  $game_party.comp_mis(mission_id)
#===============================================================================
 
 
#===============================================================================
#  *  Module
#===============================================================================
module Missions
 
  #-----------------------------------------------------------------------------
  #  Mission_Names = { mission_id => "Mission_Name"
  #-----------------------------------------------------------------------------
  Mission_Names = { 0 => "Nocauteado",
                    1 => "Teste 2",
                    2 => "Teste 3",
                    3 => "Teste 4",
                    4 => "Teste 5",
                    5 => "Teste 6",
                    6 => "Teste 7",
                    7 => "Teste 8",
                    8 => "Teste 9",
                    9 => "Teste 10",
                    10 => "Teste 11",
                    11 => "Teste 12",
                    12 => "Teste 13",
                    13 => "Teste 14",
                    14 => "Teste 15",
                    15 => "Teste 16",
                    16 => "Teste 17",
                    17 => "Teste 18",
                    18 => "Teste 19",
                    19 => "Teste 20",
                    20 => "Teste 21",
                    21 => "Teste 22",
                    22 => "Teste 23",
                    23 => "Teste 24",
                    }
  #-----------------------------------------------------------------------------
  #  Mission_Desc = { mission_id => ["Description", ["sprite_sheet", index, "name"]]
  #-----------------------------------------------------------------------------
  Mission_Desc = {  0 => ["• Duração : Ilimitado",
                                ["Estados Icon 1", 0, "Nocauteado"]],
                    1 => ["Beta 123",
                                ["Actor2", 1, "Test"]],
                    2 => ["Beta 123",
                                ["Actor2", 1, "Test"]],   
                    3 => ["Beta 123",
                                ["Actor2", 1, "Test"]],
                    4 => ["Beta 123",
                                ["Actor2", 1, "Test"]],
                    5 => ["Beta 123",
                                ["Actor2", 1, "Test"]],           
                    6 => ["Beta 123",
                                ["Actor2", 1, "Test"]],
                    7 => ["Beta 123",
                                ["Actor2", 1, "Test"]],
                    8 => ["Beta 123",
                                ["Actor2", 1, "Test"]],   
                    9 => ["Beta 123",
                                ["Actor2", 1, "Test"]],
                    10 => ["Beta 123",
                                ["Actor2", 1, "Test"]],
                    11 => ["Beta 123",
                                ["Actor2", 1, "Test"]],           
                    12 => ["Beta 123",
                                ["Actor2", 1, "Test"]],
                    13 => ["Beta 123",
                                ["Actor2", 1, "Test"]],
                    14 => ["Beta 123",
                                ["Actor2", 1, "Test"]],   
                    15 => ["Beta 123",
                                ["Actor2", 1, "Test"]],
                    16 => ["Beta 123",
                                ["Actor2", 1, "Test"]],
                    17 => ["Beta 123",
                                ["Actor2", 1, "Test"]],           
                    18 => ["Beta 123",
                                ["Actor2", 1, "Test"]],
                    19 => ["Beta 123",
                                ["Actor2", 1, "Test"]],
                    20 => ["Beta 123",
                                ["Actor2", 1, "Test"]],   
                    21 => ["Beta 123",
                                ["Actor2", 1, "Test"]],
                    22 => ["Beta 123",
                                ["Actor2", 1, "Test"]],
                    23 => ["Beta 123",
                                ["Actor2", 1, "Test"]],
                                }
  #-----------------------------------------------------------------------------
  # Mission_Objectives = {mission_id => {obj_id => "Objective_text",...  }
  #-----------------------------------------------------------------------------
  Mission_Objectives = { 0 => {0 => "You need to go out and find a bucket, wooden is preferable.."
                               },
                         1 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },
                         2 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },
                         3 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },
                         4 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },
                         5 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },     
                         6 => {0 => "You need to go out and find a bucket, wooden is preferable.."
                               },
                         7 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },
                         8 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },
                         9 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },
                         10 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },
                         11 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },     
                         12 => {0 => "You need to go out and find a bucket, wooden is preferable.."
                               },
                         13 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },
                         14 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },
                         15 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },
                         16 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },
                         17 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },     
                         18 => {0 => "You need to go out and find a bucket, wooden is preferable.."
                               },
                         19 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },
                         20 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },
                         21 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },
                         22 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },
                         23 => {0 => "a need to go out and find a bucket, wooden is preferable ..."
                               },     
                               }
     
end
#===============================================================================
# END Module
#===============================================================================
 
 
#===============================================================================
#  *  Game_Party
#===============================================================================
class Game_Party < Game_Unit
 
  attr_accessor :missions
  attr_accessor :comp_missions
  attr_accessor :act_obj
  attr_accessor :comp_obj
 
  alias lizzie_missions_gameparty_init initialize
 
  def initialize
    lizzie_missions_gameparty_init
    # Mission_IDs
    @missions = []
    #  Mission_Ids
    @comp_missions = []
    # Mission_Name => [Current_Objectives]
    @act_obj = {}
    @comp_obj = {}
  end
 
  def add_mis(id)
    if @missions.include?(id)
      return
    end
    @missions.push(id)
    mis = Missions
    @act_obj[id] = [0]
    @comp_obj[id] = []
    return
  end
 
  def rem_obj(id, obj_n)
    if @act_obj[id] != nil
      if @act_obj[id].include?(obj_n)
        @act_obj[id].delete(obj_n)
      end
    end
    return
  end
 
 
  def add_obj(id, obj_n)
    mis = Missions
    if @act_obj[id].include?(obj_n)
      return
    end
    @act_obj[id].push(obj_n)
    return
  end
 
 
  def add_comp_obj(id, obj_n)
    for i in 0...@act_obj[id].size
      if @act_obj[id][i] == obj_n
        @act_obj[id].delete(obj_n)
        @comp_obj[id].push(obj_n)
      end
    end
    return
  end
 
  def comp_mis(id)
    if @comp_missions.include?(id)
      return
    end
    @comp_missions.push(id)
    return
  end
 
end
#===============================================================================
# END Game_Party
#===============================================================================
 
 
#===============================================================================
#  *  Window_MissionInfo
#===============================================================================
class Window_MissionInfo < Window_Base
  def initialize
    #super(x,y,width,height) 
    super(215, 421, 416, 48)
    activate
    self.opacity = 255  #Janela 1
    refresh    
  end
 
 
  def refresh
    contents.clear
    contents.draw_text(0, 0, self.width - 24, 24, "Estados Descobertos :")
  end
end
#===============================================================================
#  *  Window_MissionInfo
#===============================================================================
 
 
#===============================================================================
#  *  Window_MissionComp
#===============================================================================
class Window_MissionComp < Window_Base
  def initialize
    #super(x,y,width,height) 
    super(297, 421, 128, 48)
    self.active = false
    self.opacity = 255  #Janela 2
    refresh
  end
 
  def refresh
    self.contents.clear
    x = $game_party.missions.size.to_s
    y = $game_party.comp_missions.size.to_s
    self.contents.draw_text(0, 0, self.width - 24, 24, y + "/" + x, 2)
  end
end
#===============================================================================
# END Window_MissionComp
#===============================================================================
 
 
#===============================================================================
#  *  Window_Missions
#===============================================================================
class Window_Missions < Window_Selectable #Janela Nomes Estados 
  def initialize
   #super(x,y,width,height) 
    super(25, 67, 255, 338)
    self.index = 0
    activate
    @data = []
    self.opacity = 255  
    refresh
  end
 
  def item_max
    $game_party.missions.size
  end
 
  def mission
    return @data[index]
  end
 
  def refresh
    self.contents.clear
    mis = Missions
    for i in 0...$game_party.missions.size
      x = $game_party.missions[i]
      @data.push(x)
      if $game_party.comp_missions.include?(x)
        change_color(Color.new(128, 128, 128, 255))
      else
        change_color(Color.new(255, 255, 255, 255))
      end
      self.contents.draw_text(4, i * 24, self.width - 24, 24, mis::Mission_Names[x])
    end
  end
 
 
end
#===============================================================================
# END Window_Missions
#===============================================================================
 
 
#===============================================================================
#  *  Window_MissionDesc
#===============================================================================
class Window_MissionDesc < Window_Selectable #Janela Descrição
  def initialize
    #super(x,y,width,height) 
    super(290, 67, 335, 338)
    self.opacity = 255
    self.windowskin = Cache.system("Window2")
    self.index = -1
    activate
  end
 
  #-----------------------------------------------------------------------------
 
  def refresh(id)
    self.contents.clear
    if id == nil
      return
    end
    mis = Missions
   
    @lines = []
    @text_location_y = 0
    @comp_lines = []
   
    desc_text = mis::Mission_Desc[id][0]
    lines_update(desc_text)
   
    @lines.push("")
   
    for i in 0...$game_party.act_obj[id].size
      act_obj_text = " • " + mis::Mission_Objectives[id][$game_party.act_obj[id][i]]
      lines_update(act_obj_text)
    end
   
    if $game_party.act_obj[id].size != 0
      @lines.push("")
    end
   
    for i in 0...$game_party.comp_obj[id].size
      comp_obj_text = " • " +  mis::Mission_Objectives[id][$game_party.comp_obj[id][i]]
      comp_lines_update(comp_obj_text)
    end
   
    set_height
    self.contents = Bitmap.new(335, @n) #Modifica Width Texto
   
    draw_character(mis::Mission_Desc[id][1][0], mis::Mission_Desc[id][1][1], 24, 32)
    draw_text(48, 0, 240, 24, mis::Mission_Desc[id][1][2]) 
   
    for i in 0...@lines.size
      draw_text(0, i * 24 + 48, 240, 24, @lines[i]) 
      @text_location_y += 24
    end
   
    change_color(Color.new(128, 128, 128, 255))
   
    for i in 0...@comp_lines.size
      draw_text(0, i * 24 + 48 + @text_location_y, 240, 24, @comp_lines[i]) 
    end
  end
 
  #-----------------------------------------------------------------------------
 
  def lines_update(text)
    string = ""
    for word in text.split
      word_width = self.text_size(word).width + self.text_size(string).width + self.text_size(" ").width
      if word_width > (width - 24)
        @lines.push(string)
        string = ""
      end
      string += word + " "
    end
    unless @lines.include?(string)
      @lines.push(string)
      string = ""
    end
  end
 
  #-----------------------------------------------------------------------------
 
  def comp_lines_update(text)
    string = ""
    for word in text.split
      word_width = self.text_size(word).width + self.text_size(string).width + self.text_size(" ").width
      if word_width > (width - 24)
        @comp_lines.push(string)
        string = ""
      end
      string += word + " "
    end
    unless @comp_lines.include?(string)
      @comp_lines.push(string)
      string = ""
    end
  end
 
  #-----------------------------------------------------------------------------
 
  def set_height
    @n = (@lines.size + @comp_lines.size + 2) * 24
  end
 
end
#===============================================================================
# END Window_MissionDesc
#===============================================================================
 
 
#===============================================================================
#  *  Scene_Mission
#===============================================================================
class Scene_Mission < Scene_MenuBase
 
  alias liz_mission_self_update update_basic
 
  def start
    super
    create_list_window
    create_help_window
    create_comp_window
    create_desc_window
  end
 
  def create_help_window
    @help_window = Window_MissionInfo.new
  end
   
  def create_comp_window
    @comp_window = Window_MissionComp.new
  end
   
  def create_desc_window
    @desc_window = Window_MissionDesc.new
    @desc_window.refresh(@list_window.mission)
  end
 
  def create_list_window
    @list_window = Window_Missions.new
    @list_window.set_handler(:cancel, method(:return_scene))
    @list_window.set_handler(:pagedown, method(:scroll_down))
    @list_window.set_handler(:pageup, method(:scroll_up))
  end
 
  def scroll_down
    @list_window.activate
    @list_window.cursor_pagedown
    @desc_window.refresh(@list_window.mission)
  end
 
  def update_basic
    liz_mission_self_update
    if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
      @desc_window.refresh(@list_window.mission)
    end
  end
 
  def scroll_up
    @list_window.activate
    @list_window.cursor_pageup
    @desc_window.refresh(@list_window.mission)
  end
end


Spoiler
[close]




"Não se pode chegar à alvorada, a não ser pelo caminho da escuridão"

Não precisa substituir o script todo, a mudança está nas últimas linhas, só você copiar a parte diferente de um pro outro. Se descer até o fim do código deve conseguir identificar o que foi alterado.


Então, como eu n sabia onde vc tinha modificado ai resolvi mudar o script inteiro, mas agr eu encontrei a parte que vc modificou e colei no meu script e funcionou certinho ! Brigadão de verdade Gabriel, me salvou ^^


"Não se pode chegar à alvorada, a não ser pelo caminho da escuridão"