# beta_journal_quests !! 12/09/22 - Hooded Silence !! Game Character Quest section. This is the container file for all quest roles in game. Used to provide player feedback on how to proceed in quests. !! All quest information should be in a guidance or hint style fashion to encourage exploration. !! Beta 1 - New module design template for integration !! Section icons !! 🧭 Quest !! 💕 Relationship !! 📌 Location !! ✨ Magic !! 🔎 Hints !! Quest progress icons: !! - green tick !! 🗴 Red cross if $ARGS[0] = 'init': *clr & cla $loc_id = 'beta_journal_quests' act 'Put your journal down': gt $menu_loc, $menu_arg act 'Return to top journal page': gt 'journal', 'records' $jumploc = 'questtab' !! gs 'journal', 'journalmenu' '

Quests and Relationships

' if $debug['journal'] ! '': '

Error with: <<$debug[''journal'']>>

' $debug['journal'] = '' end !! TEST act 'Test vcard': gs $loc_id, 'vcard', 274 act 'Test Glossary': gs $loc_id, 'rel_pavlovsk' !!TEST if journal['alert'] = 1: '
' '

⚠ Todays Quests and Tasks

' '' '' '
' else !! Pull randomly from a journal[''gametips''] array '
' '

Todays Random Tips

' '' '
' end end !! Friends and Relations if $ARGS[0] = 'rel_pavlovsk': gs $loc_id, 'pavlovsk_array' $table_gen_max = loc_gen gs $loc_id, 'table_gen' end if $ARGS[0] = 'rel_city': end if $ARGS[0] = 'rel_gad': end if $ARGS[0] = 'rel_pushkin': !! Ballet Maya end !! Game locations - quests if $ARGS[0] = 'geo_pavlovsk': !!5/8 Estate !!Commercial !!Industrial !!Market !!Park !!Train Station if $ARGS[1] = '58_estate': !!Parents apartment !!Garages !1Luda''s apartment !!Shulgin''s Apartment elseif $ARGS[1]= 'commercial': elseif $ARGS[1]= 'industrial': elseif $ARGS[1] = 'market': elseif $ARGS[1] = 'park': elseif $ARGS[1] = 'train_station': end end if $ARGS[0] = 'geo_city': end if $ARGS[0] = 'geo_pushkin': !! Ballet school content !! Ballet Secrets content end if $ARGS[0] = 'geo_gad': end if $ARGS[0] = 'geo_village': end if $ARGS[0] = 'vcard': *clr & cla $quest_id = 'A' + ARGS[1] $loc_id = 'beta_journal_quests' !! Debug Section if ARGS[1] = 0: gt $loc_id, 'failure', 'id' end !! Initiate NPC data. if $npc_quest['q_next'] = '': !! qstage = current stage index qstage = 1 end gs 'quest_data_<<$quest_id>>', 'init' !! Reset to correct location $loc_id = 'beta_journal_quests' !! Ensure quest data fields are populated if $npc_quest['body'] ='': gt $loc_id, 'failure', 'quest_body' end if $npc_quest['q_next'] = '': gt $loc_id, 'failure', 'nav_forward' end if $npc_quest['q_back'] = '': gt $loc_id, 'failure', 'nav_back' end !! Section used to generate the user quests and other pertinent information !! Start vcard construction $vcard += '

Ballet Quests - Characters

' $vcard += '
' $vcard += '
' $vcard += '
' $vcard += '
' $vcard += '

' $vcard += '' $vcard += '' $vcard += '' !! if debug is enabled show pop up msg: if debug['code'] = 1: gs 'quest_data_a<>', 'debug' $vcard += '' end $vcard += '

' $vcard += '
' $vcard += '
' !! Output $vcard !! Start quest body construction $qsteps += '
' $qsteps += '
' $qsteps += '

🔎 Quest hints:

' if journal_hints = 0: $qsteps += 'Enable hints Spoilers! ' else $qsteps += $npc_quest['hints'] $qsteps += '

' $qsteps += 'Disable hints ' end $qsteps += '
' $qsteps += '

🧭 Quest requisites:

' $qsteps += '

<<$npc_quest[''body'']>>

' $qsteps += '
' $qsteps += '
' $qsteps += '
' $qsteps += '
Quest History
' if $npc_quest['q_next'] = 'null': $next_nav = 'Current Stage' else $next_nav = 'Next Stage ' gs end if $npc_quest['q_back'] = 'null': $back_nav = 'Quest Start' else $back_nav = ' Previous Stage ' end $qsteps += '
<<$back_nav>> | <<$next_nav>>
' $qsteps += '
' $qsteps += '
' $qsteps += '
' $qsteps += '
' !! Output $qsteps !! Clean up killvar '$vcard' killvar '$qsteps' killvar 'quest_id' killvar '$evt_suffix' end !! Navigation if $ARGS[0] = 'navigation': $nav_click = $ARGS[1] if $ARGS[1] ! '' and qstage = 1: $npc_quest['q_back'] = 'null' elseif qstage > 1 and $nav_click = 'next': qstage += 1 elseif qstage >= 2 and $nav_click ='back': qstage -= 1 else $debug['journal'] = 'Navigation failed to be set.' end killvar '$nav_click' gs 'quest_data_<<$quest_id>>', 'init' gs 'beta_journal_quests', 'init' end if $ARGS[0] = 'failure': !! Debug sections if $ARGS[1] = 'id': $debug['journal'] = 'NPC ID not set, vcard not generated.' elseif $ARGS[1] = 'quest_body': $debug['journal'] = 'Quest body not set, quests details was not set.' elseif $ARGS[1] = 'nav_forward': $debug['journal'] = 'No forward navigation set - please ensure you have set the var in quest_data' elseif $ARGS[1] = 'nav_back': $debug['journal'] = 'No back navigation set - please ensure you have set the var in quest_data' end 'vcard failed to initialise: ' + $debug['journal'] end if $ARGS[0] = 'gametips': if $ARGS[1] = '1': 'If you have 50 skill in modern dance and Albina likes you might get a chance to join Starlets.' elseif $ARGS[1] = '2': 'Mon Cheri is the most prestigious clothing store in St. Petersburg, with a price tag to match.' elseif $ARGS[1] = '3': 'There is some parts of the game restricted to over-18s such as doing driving lessons, gambling at the casino and other areas. There is rumours that there is studios who are less fussy about sticking to the law.' elseif $ARGS[1] = '4': elseif $ARGS[1] = '5': elseif $ARGS[1] = '6': elseif $ARGS[1] = '7': elseif $ARGS[1] = '8': elseif $ARGS[1] = '9': end end !! Table Generator for npcs and locations if $ARGS[0] = 'table_gen': !! Original code by Anjuna entry_counter_i = 1 entry_counter_j = 1 table_counter = 0 if ARGS[1] = 0: table_columns = 3 else table_columns = ARGS[1] end $bjq_temp_table = '
' :jmp_table_gen !! CREATE ROW $bjq_temp_table += '' :jmp_table_gen2 !! CREATE CELL $bjq_temp_table += '' !! END CELL entry_counter_i += 1 if entry_counter_i <= table_gen_max and (entry_counter_i mod table_columns) ! 0: jump 'jmp_table_gen2' $bjq_temp_table += '' !! END ROW !! CREATE ROW $bjq_temp_table += '' :jmp_table_gen3 !! CREATE CELL $bjq_temp_table += '' !! END CELL entry_counter_j += 1 if entry_counter_j <= table_gen_max and (entry_counter_j mod table_columns) ! 0: jump 'jmp_table_gen3' $bjq_temp_table += '' !! END ROW table_counter += 1 if table_counter = 5: !! ADD BLANK ROW $bjq_temp_table += '' table_counter = 0 end if entry_counter_i < table_gen_max: jump 'jmp_table_gen' $bjq_temp_table += '
' $bjq_temp_table += '' $bjq_temp_table += '' $bjq_temp_table += '' $bjq_temp_table += '
' $bjq_temp_table += $loc_name[entry_counter_j] $bjq_temp_table += '
' '<<$bjq_temp_table>>' killvar '$bjq_temp_table' killvar 'entry_counter_i' killvar 'entry_counter_j' killvar 'table_columns' killvar 'table_counter' killvar 'table_gen_max' end !! Set up locations for image paths for the loop if $ARGS[0] = 'pavlovsk_array': !! Set up locations for image paths for the loop loc_gen = 1 !! Display Name $loc_name[loc_gen] = 'Five Eight Estate' !! $args[1] function name to show data $loc_shortname[loc_gen] = '58_estate' !! default game image file path $loc_path[loc_gen] = 'images/locations/pavlovsk/resident/apartment/complex.jpg' !! Area description to indicate what is in this area. $loc_description[loc_gen] = 'Five Eight Estate where your parents and aunt Luda live. There is also the garage that your father hires to fix his car.' !$loc_path[loc_gen] = loc_gen += 1 $loc_name[loc_gen] = 'Commercial Area' $loc_shortname[loc_gen] = 'commercial' $loc_path[loc_gen] = 'images/locations/pavlovsk/gorodok.jpg' $loc_description[loc_gen] = '' loc_gen += 1 $loc_name[loc_gen] = 'Industrial Area' $loc_shortname[loc_gen] = 'industrial' $loc_path[loc_gen] = 'images/locations/pavlovsk/factory/pav_factory.jpg' loc_gen += 1 $loc_name[loc_gen] = 'Pavlovsk Market' $loc_shortname[loc_gen] = 'market' $loc_path[loc_gen] = 'images/locations/pavlovsk/pav_market_day.jpg' loc_gen += 1 $loc_name[loc_gen] = 'Pavlovsk Park' $loc_shortname[loc_gen] = 'park' $loc_path[loc_gen] = 'images/locations/pavlovsk/park/skver.jpg' loc_gen += 1 $loc_name[loc_gen] = 'Train Station' $loc_shortname[loc_gen] = 'train_station' $loc_path[loc_gen] = 'images/locations/pavlovsk/trainstation/vokzal.jpg' end --- beta_journal_quests ---------------------------------