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Hi, yes you can set the quest tracker window's x/y coordinates as well as its width and max height (the height is variable and will resize up to the maximum depending on how many quests it has to display after which it will scroll).

You can also give the player the option to turn the quest tracker off if they do not want to see it by adding it to the options through any plugin that can add custom options such as [CGMZ] Options.

I think you could show the story progress through the quest tracker, though it would not happen automatically as the tracker shows quests the player has pinned so you would need to tell the player to pin the quest that shows those objectives. I can add a plugin command to pin a quest in a future update so that way the developer can also have control over what quests are pinned.

AH! that would be great if the pin thing you describe is added so we can pin or unpin a quest using a command,
I don't want the player to have access to the quest menu themselves, which is already a feature.
That means then i could just pin the quest so it always shows then just change the text on the pinned quest at certain points when player has done what it ways to do.

If you do not give them access to the quest log scene, then you could use the following script to pin the quest:

$cgmz.getQuest("My Quest").pin();
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oh, that cool. So  this means then i could just set up quests for each stage then just pin each as the player reaches certain points.
Will this script overwrite the current pinned quest..?
or... will I need to unpin the current pinned quest first, then pin the new one ?
If i need to unpin first, then pin the new quest if it doesnt replace how do I unpin the quest..? Is there script code for that too?

Turn "Unpin On Complete" to true in the plugin parameters and it should automatically unpin completed quests. You can unpin them with this js though:

$cgmz.getQuest("My Quest").unpin();

Thanks!