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Тема: Общие вопросы

  1. #4481

    По умолчанию

    (Vx ace)Столкнулся со страшным недугом при использовании паралакс маппинга....Часть карты выводимая на экран с помощью картинки перекрывает варианты ответа в диалоге, что очень грустно, посему вопрашаю слезно...можно ли изменить приоритет этим слоям картинок, дабы варианты ответа все таки были поверх всего...Вот для наглядности пример симптома.

  2. #4482
    Познающий Аватар для Morizel
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    25.11.2016
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    По умолчанию

    Да, VX Ace.
    Решил сделать квест из разряда "Собери X предметов и отнеси их NPC".

  3. #4483
    Маститый Аватар для Alisa
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    По умолчанию

    Цитата Сообщение от Fiolet Посмотреть сообщение
    (Vx ace)Столкнулся со страшным недугом при использовании паралакс маппинга....Часть карты выводимая на экран с помощью картинки перекрывает варианты ответа в диалоге, что очень грустно, посему вопрашаю слезно...можно ли изменить приоритет этим слоям картинок, дабы варианты ответа все таки были поверх всего...Вот для наглядности пример симптома.
    Варианты ответов на picture сделаны? Или это паралакс? Если так, то номера поменяй у картинок. Например, ёлки сделай по номером 1, а варианты ответов под номером 2.
    Да, VX Ace.
    Решил сделать квест из разряда "Собери X предметов и отнеси их NPC".
    А не проще тебе использовать скрипт квест журнала? Там всё это можно указать.
    Вот собственно сам скрипт:
    Спойлер Quest Journal:
    Код:
    #==============================================================================
        #    Quest Journal [VXA]
        #    Version: 1.0.3
        #    Author: modern algebra (rmrk.net)
        #    Date: 24 September 2012
        #    Support: http://rmrk.net/index.php/topic,45127.0.html
        #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
        #  Description:
        #
        #    This script provides a graphical interface for showing quest progress. It
        #   is objective-based, meaning that you choose when to reveal objectives and
        #   you can set it so that they show up as complete or failed. That said, this
        #   script does not build quests for you; it is only a supplementary scene for
        #   showing them. As such, you need to event all of the quests yourself and
        #   update quest progress via script call. Therefore, pay close attention to
        #   the instructions here and in the Editable Regions at lines 232 and 612.
        #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
        #  Instructions:
        #
        #    Paste this script into its own slot or slots, above Main and below
        #   Materials. If you are using the menu access feature, you should put any
        #   other menu scripts above this one.
        #
        #    All of the configuration is done in the QuestData module. While it is not
        #   necessary, it is recommended that you separate the configuration module
        #   from the rest of the script by cutting and pasting it into its own slot in
        #   the Script Editor (as you will see if you have the demo). The reason for
        #   this is that, if and when this script gets updated, you can preserve the
        #   configuration section and only replace the other parts of the script. If
        #   you wish to do that, you must cut everything from the first line down to
        #   the final end of the module. The first lines of the body script should be
        #   the equals bar right above # ** Game_Quest. Again, it's up to you whether
        #   you do it.
        #
        #    You can go to EDITABLE REGION A at line 232 to configure the default
        #   settings for the script. All of these will work fine without modification,
        #   of course, but even if do not want to configure now, you should familiarize
        #   yourself with all the settings so that you can make the best use of your
        #   script. I have included tons of settings so that you can make the Quest
        #   Journal unique for your game, even down to the order in which each section
        #   of the info window is drawn. A brief description of each setting is
        #   included either to the right or directly above each constant.
        #
        #    EDITABLE REGION B is the real heart of the script however - this is where
        #   you fill in all of the details for the quests. Read the instructions at
        #   line 612 very carefully!
        #
        #    You can activate and access a quest with this code in the Script event
        #   command:
        #
        #        quest(quest_id)
        #          quest_id : the integer ID of the quest you want to access
        #
        #   From that, you can access or alter any relevant data stored in the quest,
        #   like name, description, objectives, etc... Example:
        #         quest(1).name = "Rest in Pieces"
        #
        #    More relevantly, when it comes to controlling the progress of quests the
        #   following codes can be used in a Script event command. The arguments are
        #   the same for each command so I only explain them once. All of them are
        #   pretty self-explanatory and using any of them will activate the quest
        #   (unless you are using the MANUAL REVEAL setting at line 267).
        #    
        #        reveal_objective(quest_id, objective_id_1, ..., objective_id_n)
        #            quest_id : the integer ID of the quest you want to access.
        #            objective_id_1, ..., objective_id_n : a list of the IDs of the
        #              objectives you want to operate on. It can be as few as one or as
        #              many as all of them.
        #          Will show the listed objectives in the Quest's information
        #
        #        conceal_objective(quest_id, objective_id_1, ..., objective_id_n)
        #          Will hide the listed objectives in the Quest's information
        #
        #        complete_objective(quest_id, objective_id_1, ..., objective_id_n)
        #          Changes the colour of the listed objectives to the completed colour.
        #          The quest is completed once all prime objectives are.
        #
        #        uncomplete_objective (quest_id, objective_id_1, ..., objective_id_n)
        #          Changes the status of the listed complete objectives back to active
        #
        #        fail_objective(quest_id, objective_id_1, ..., objective_id_n)
        #          Changes the colour of the listed objectives to the failed colour.
        #          The quest is failed once one prime objective is.
        #
        #        unfail_objective(quest_id, objective_id_1, ..., objective_id_n)
        #          Changes the status of the listed failed objectives back to active
        #
        #        change_reward_status(quest_id, value)
        #            value : either true or false. If excluded, defaults to true.
        #          Totally optional, but this is just a personal switch which you can
        #          turn on when the reward is given. You can then make it a condition
        #          so you don't reward the players more than once. (see line 180)
        #
        #  EXAMPLES:
        #    reveal_objective(1, 0)
        #      This would reveal the first objective of the quest with ID 1
        #    complete_objective(6, 2, 3)
        #      This would complete the third & fourth objectives of the quest with ID 6
        #    change_reward_status(8)
        #      This would set the reward switch to true for the quest with ID 8.
        #
        #   Another new feature is the ability to set rewards that will show up in the
        #  menu (see EDITABLE REGION B). In addition to that, you can use the following
        #  code to automatically distribute the specified rewards for a quest if the
        #  quest is complete and no reward has yet been given:
        #
        #        distribute_quest_rewards(quest_id)
        #          quest_id : the ID of the quest whose rewards you want to distribute
        #
        #   Of course, it can only distribute the material rewards (items, weapons,
        #   armors, gold, or exp). It won't distribute rewards you specify by string.
        #   To that end though, you can also use this code in a conditional branch and
        #   it will be satisfied only if it distributes the rewards. Thus, if you
        #   wanted to add some special rewards or do things like that, you can just put
        #   that in the branch for when it is true. This feature is not really
        #   recommended, since I think it is better to do it by events.
        #
        #    Other codes for the Script event command that can be useful are:
        #    
        #        reset_quest(quest_id)
        #            quest_id : the integer ID of the quest you want to access.
        #          This will re-initialize the quest, meaning all quest progress to
        #          date will be lost
        #
        #        delete_quest(quest_id)
        #          Deactivates the quest and resets it
        #
        #        conceal_quest(quest_id)
        #          Deactivates the quest so it won't show up in the scene, but progress
        #          is saved
        #
        #        reveal_quest(quest_id)
        #          Activates or reactivates the quest. This command is NECESSARY if
        #          MANUAL_REVEAL at line 284 is true or it has previously been
        #          concealed. Otherwise, it is sufficient just to operate on the quest
        #
        #        change_quest_access(:symbol)
        #          :symbol must be one of six options (include the colon!):
        #            :disable - prevents access to the quest scene (greys out in menu)
        #            :enable - enables access to the quest scene
        #            :disable_menu - this removes the quest option from the menu
        #            :enable_menu - this adds the quest option to the menu
        #            :disable_map - this prevents access by key from the map
        #            :enable_map - this allows access by key to the map
        #
        #        change_quest_background("bg_filename", bg_opacity, bg_blend_type)
        #            bg_filename   : the filename of the picture for the background in  
        #              the Pictures folder
        #            bg_opacity    : the opacity of the background graphic. If
        #              excluded, this defaults to the value of the setting at line 434.
        #            bg_blend_type : the blend type of the background graphic. If
        #              excluded, this defaults to the value of the setting at line 437.
        #
        #        change_quest_windows ("windowskin_filename", tone, opacity)
        #            windowskin_filename : the name of the Window graphic in the
        #              System folder of Graphics
        #            opacity             : the opacity of the windows. If excluded,
        #              this defaults to the value of the setting at line 423.
        #            blend_type          : the blend_type of the windows. If excluded,
        #              this defaults to the value of the setting at line 426.
        #
        #    Also, there are a few codes that can be used in the Script command of a
        #   conditional branch. I note here that all of these are optional. You could
        #   use switch and variable checks and monitor quest progress solely through
        #   events. However, these commands make it a little easier and they are:
        #
        #        quest_revealed?(quest_id)
        #            quest_id : the integer ID of the quest you want to access.
        #          This is satisfied if the quest has been activated.
        #
        #        quest_complete?(quest_id)
        #          This is satisfied if all prime objectives of the quest are complete
        #
        #        quest_failed?(quest_id)
        #          This is satisfied if any prime objective of the quest is failed
        #
        #        quest_rewarded?(quest_id)
        #          This is satisfied if you have changed the reward status to true.
        #
        #        objective_revealed?(quest_id, objective_id_1, ... objective_id_n)
        #            objective_id_1, ..., objective_id_n : a list of the IDs of the
        #              objectives you want to operate on. It can be as few as one or as
        #              many as all of them.
        #          This is satisfied if the listed objectives have been revealed
        #
        #        objective_active?(quest_id, objective_id_1, ... objective_id_n)
        #          This is satisfied if all the listed objectives are revealed and
        #          neither complete nor failed.
        #
        #        objective_complete?(quest_id, objective_id_1, ... objective_id_n)
        #          This is satisfied if all the listed objectives have been completed
        #
        #        objective_failed?(quest_id, objective_id_1, ... objective_id_n)
        #          This is satisfied if all the listed objectives have been failed
        #
        #    If you want to call the Quest scene from an event, you use the following
        #   code in a call script:
        #
        #        call_quest_journal
        #        call_quest_journal(quest_id)
        #          quest_id : ID of the quest you want to open the scene on
        #
        #  If you do not specify a quest_id (line 198) then it will simply open the
        #  scene as it would normally. If you do specify a quest_id (line 199) then it
        #  will open the scene on that quest so long as it has been revealed and it is
        #  normally accessible through the quest menu.
        #
        #   Finally, the default way this script operates is that quests automatically
        #  complete or fail based on the status of the prime objectives. However, you
        #  can set it so that there are no prime objectives, in which case you can only
        #  complete, fail, or (re)activate a quest manually through the following code
        #  in a script call:
        #
        #        manually_complete_quest(quest_id)
        #          quest_id : ID of the quest you want to manually complete
        #        manually_fail_quest(quest_id)
        #          quest_id : ID of the quest you want to manually fail
        #        manually_activate_quest(quest_id)
        #          quest_id : ID of the quest you want to manually activate
        #==============================================================================
         
        $imported ||= {}
        $imported[:"MA_QuestJournal_1.0"] = true
        $imported[:"MA_QuestJournal_1.0.1"] = true
         
        #==============================================================================
        # *** QuestData
        #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
        #  This module contains all the configuration data for the quest journal
        #==============================================================================
         
        module QuestData
          #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
          #  BEGIN Editable Region A
          #||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
          #  MENU_ACCESS - If true, you can access the quest journal through a command
          # in the menu. If false, there will be no such command.
          MENU_ACCESS = true
          #  MENU_INDEX - If MENU_ACCESS is true, this determines where it appears
          MENU_INDEX = 4
          #  MAP_ACCESS - If true, this allows you to access the quest journal by
          # pressing a key on the map.
          MAP_ACCESS = false
          #  MAP_BUTTON - If MAP_ACCESS is true, this determines which button calls the
          # Quest Journal
          MAP_BUTTON = :L
          #  OPEN_TO_LAST_REVEALED_QUEST - If true, then the first time you open the
          # quest journal after revealing a new quest, it will open to the new quest.
          OPEN_TO_LAST_REVEALED_QUEST = true
          #  OPEN_TO_LAST_CHANGED_QUEST - If true, then the Quest Journal will open to
          # the last quest whose objective status has changed.
          OPEN_TO_LAST_CHANGED_QUEST = false
          #  LIST_WINDOW_WIDTH - The width, in pixels, of the List Window
          LIST_WINDOW_WIDTH = 192
          #  BASIC_DATA_TYPES  - This lets you set up additional types of data. Just
          # include an identifying signal in the Array. Then, you will need to give
          # each signal an icon (in the ICONS hash at line 322) and a signal text (in
          # the VOCAB array at line 333, though it can be an empty string). Then, you
          # can set the data itself when setting up quests by simply adding a:
          #    q[:symbol] = ""
          # line to the quest. You will also need to include the data type somewhere in
          # the DATA_LAYOUT at line 306. As an example of this, I have included :client
          # and :location by default. You can CTRL+F for anything in this section with
          # one of those symbols (excluding :) and you will there need to add something
          # for any new data types you add.
          BASIC_DATA_TYPES = [:client, :location]
          #  BASIC_DATA_WIDTH - This determines how much room, in pixels, is given to  
          # any basic data types you set up in the data window.
          BASIC_DATA_WIDTH = 240
          #  CONCURRENT_ACTIVITY - If true, then when in the Quest Journal scene, you
          # can switch categories or scroll down the quest list at the same time. If
          # false, you will first need to select a category before you can start
          # scrolling through the quest list.
          CONCURRENT_ACTIVITY = true
          #  HIDE_CATEGORY_CURSOR - If true, then the Category Window will not have a
          # cursor and will instead just highlight the currently selected category.
          # This is best when CONCURRENT_ACTIVITY is true.
          HIDE_CATEGORY_CURSOR = true
          #  SHOW_QUEST_ICONS - If true, then the icon you choose for each quest will
          # be displayed to the left of its name in the Quest List window
          SHOW_QUEST_ICONS = true
          #  MANUAL_REVEAL - If false, then quests will be revealed the moment you
          # first reveal, complete, or fail an objective. If this is true, you will
          # need to specifically reveal each quest via a separate script call:
          #    reveal_quest(quest_id)
          MANUAL_REVEAL = false
          #  DATA_LAYOUT - This controls the way that the quest window lays out all of
          # the relevant data. If you set one of the entries to be an array, then any
          # of the commands there will be drawn at the same y. With exception to :line,
          # none of the commands will be drawn if the quest is not set to have that
          # particular data. The symbols are:
          #    :line        - Draws a horizontal line across the window.
          #    :name        - Draws the name of the quest
          #    :level       - Draws the level of the quest
          #    :banner      - Draws the banner for the quest
          #    :client      - Draws the client set in the quest   (basic data)
          #    :location    - Draws the location set in the quest (basic data)
          #    :description - Draws the quest's description
          #    :objectives  - Draws all the quest's objectives that have been revealed
          #    :rewards     - Draws whatever rewards have been set
          #
          # You will also need to add an entry for any new BASIC_DATA that you place
          # in BASIC_DATA_TYPES at line 264.
          #
          # Remember to place a comma after each entry. Also note that this is only the
          # default layout. You can set a different layout for any quest, and when
          # viewing that quest, it will be the custom layout that is shown.
          DATA_LAYOUT = [
            [:line, :name, :level],
            :banner,
            :client,
            :location,
            :description,
            :objectives,
            [:line, :rewards],
            :line,
          ] # <= Do not touch.
          #  ICONS - This is where you setup many of the icons used in the script. The
          # purpose of each is listed next to it. Also, if you make any custom
          # categories, you NEED to give them an icon by placing a line like the
          # others. So, if the new custom category is :romance then you would need to
          # set it like this:
          #    romance:     107,
          ICONS = {
            all:         184, # The icon for the All Quests category
            active:      187, # The icon for the Active Quests category
            complete:    189, # The icon for the Complete Quests category
            failed:      185, # The icon for the Failed Quests category
            client:      121, # The icon for client data. If none wanted, set to 0
            location:    231, # The icon for location data. If none wanted, set to 0
            reward_gold: 261, # The icon for gold rewards. If none wanted, set to 0
            reward_exp:  117, # The icon for exp rewards. If none wanted, set to 0
          } # <= Do not touch.
          #  VOCAB - This lets you choose some of the words used in the quest scene
          VOCAB = {
            # menu_label:  The command name in the menu if MENU_ACCESS is true
            menu_label:       "Задания",
            # scene_label: The label at the top of the scene. If empty, no window
            scene_label:      "Задания",
            # description: The heading to identify the description
            description:      "Описание",
            # objectives: The heading to identify the objectives
            objectives:       "Задачи",
            # objective_bullet: The bullet which shows up to the left of every
            #  objective. If %d is included, it shows the objective's ID.
            objective_bullet: "◊ ",
            # rewards: The heading to identify the rewards.
            rewards:          "Награда",
            # reward_amount: For item rewards, this is the text to show the amount.
            #  It should include %d to show the amount.
            reward_amount:    "x%d",
            # reward_gold: Text to identify gold rewards
            reward_gold:      "",
            # reward_exp: Text to identify exp rewards
            reward_exp:       "",
            # level: If LEVEL_ICON is 0, this is the text which precedes the level
            level:            "Rank: ",
            # location: The text label for quest location
            location:         "",
            # location: The text label for quest client
            client:           "",
          } # <= Do not touch.
          #  CATEGORIES - This array allows you to set which categories are available
          # in the Quest scene. The default categories are :all, :active, :complete,
          # and :failed, and their names are self-explanatory. You can add custom
          # categories as well, but note that you will need to make sure that each new
          # category has an icon set in the ICONS hash, as well as a label set in the
          # CATEGORY_VOCAB hash (if you are using SHOW_CATEGORY_LABEL). It is also
          # advisable to give it a sort type, unless you are fine with it being sorted
          # by ID, as is default.
          CATEGORIES = [:all, :active, :complete, :failed]
          #  SHOW_CATEGORY_LABEL - This allows you to choose whether to show the name
          # of the currently selected category. If true, it will choose the name out
          # of the CATEGORY_VOCAB hash.
          SHOW_CATEGORY_LABEL = true
          #  CATEGORY_LABEL_IN_SAME_WINDOW - If SHOW_CATEGORY_LABEL is true, then this
          # options lets you choose whether the label is shown in the same window as
          # the category icons or in a separate window below. true = same window.
          CATEGORY_LABEL_IN_SAME_WINDOW = true
          #  CATEGORY_VOCAB - If SHOW_CATEGORY_LABEL is true, this hash lets you set the
          # label for each category. For any custom categories you create, you will
          # need to add a line for each below and in the same format:
          #    :category => "Label",
          # Don't forget to add the comma at the end of each line.
          CATEGORY_VOCAB = {
            :all =>      "Все",      # The label for the :all category
            :active =>   "Активные",   # The label for the :active category
            :complete => "Выполненые", # The label for the :complete category
            :failed =>   "Проваленные",   # The label for the :failed category
          } # <= Do not touch.
          #  SORT_TYPE - This hash allows you to choose how each category is sorted.
          # For each category, default or custom, you can set a different sort method
          # There are seven options to choose from:
          #    :id - The quests are sorted from lowest to highest ID
          #    :alphabet - The quests are sorted in alphabetical order
          #    :level - The quests are sorted from the lowest to highest level
          #    :reveal - The quests are sorted from most recently revealed on.
          #            Every time a new quest is revealed, it will be at the top.
          #    :change - The quests are sorted from the one whose status most recently
          #            changed on. So, every time an objective is modified, that quest
          #            will be thrown to the top.
          #    :complete - The quests are sorted from the most recently completed on.
          #            Every time a quest is completed, it will be thrown to the top.
          #    :failed - The quests are sorted from the most recently failed on.
          #            Every time a quest is failed, it will be thrown to the top.
          #
          # Additionally, you can put _r at the end of any of the sort options and it
          # will reverse the order. So, for instance, if the sort method for a category
          # is :alphabet_r, then the quests will show up from Z-A
          SORT_TYPE = {
            :all =>      :id,       # Sort type for the All Quests category
            :active =>   :change,   # Sort type for the Active Quests category
            :complete => :complete, # Sort type for the Complete Quests category
            :failed =>   :failed,   # Sort type for the Failed Quests category
          } # <= Do not touch.
          #  WINDOWSKIN - The windowskin for each window in the Quest scene. It must
          # refer to a graphic in the System folder of Graphics. If set to false, then
          # it will use whatever windowskin is default. If you are using a script which
          # lets the player choose the windowskin, false is the recommended value.
          WINDOWSKIN = false
          #  WINDOW_TONE - The tone for each window. It must be an array in the form:
          #      WINDOW_TONE = [red, green, blue, gray]
          # gray can be excluded, but the other three must be present. If you set this
          # value to false, then the windows will have whatever tone is default.
          WINDOW_TONE = false
          #  WINDOW_OPACITY - The opacity of the windows in the Quest scene. If set to
          # false, it will use the default opacity for windows.
          WINDOW_OPACITY = false
          #  BG_PICTURE - This is a string referring to a picture in the Picture folder
          # of Graphics. If set to "", then there will be no picture. Otherwise, it
          # will display the selected picture below the windows but above the map in
          # the Quest scene.
          BG_PICTURE = ""
          #  BG_OPACITY - This allows you to set the opacity of the background picture,
          # if you have selected one.
          BG_OPACITY = 255
          #  BG_BLEND_TYPE - This allows you to set the blend type of the background
          # picture, if you have selected one.
          BG_BLEND_TYPE = 0
          #  DESCRIPTION_IN_BOX - This is a graphical option, and it allows you to
          # choose whether the description should be shown in a box.
          DESCRIPTION_IN_BOX = true
          #  LEVEL_ICON - This sets how levels are shown. If set to an integer, then it
          # will draw the same icon numerous times up to the level of the quest. Ie. If
          # the level's quest is 1, then the icon will only be drawn once, but if the
          # level's quest is 4, it will be drawn 4 times. LEVEL_ICONS_SPACE determines
          # the space between them. If you set LEVEL_ICON to 0, however, then it will
          # instead draw a signal for the level, corresponding to that index in the
          # LEVEL_SIGNALS array. If the LEVEL_SIGNALS array is empty, then it will just
          # draw the integer for the level. Finally, LEVEL_ICON can also be an array of
          # integers, in which case the level will be represented only by the icon set
          # which corresponds to it in the array.
          LEVEL_ICON = 125
          #  LEVEL_ICONS_SPACE - If LEVEL_ICON is an integer, this is the amount of
          # space between each time the icon is drawn.
          LEVEL_ICONS_SPACE = 16
          #  LEVEL_SIGNALS - If LEVEL_ICON is 0, this allows you to set what string
          # should be the signal for each level. If this array is empty, then it will
          # just draw the level integer. Ie. if the Quest is Level 4, it will draw 4.
          LEVEL_SIGNALS = ["F", "E", "D", "C", "B", "A", "S"]
          #  COLOURS - This lets you change the colour for various aspects of the
          # quest scene. Each can be set in one of three ways:
          #    :symbol - If you use a symbol, the colour will be the result of calling
          #      the method of the same name. For instance, if you set something to
          #      :system_color, it will set the colour to the result of the Window_Base
          #      system_color method.
          #    Integer - If you set the colour to an integer, then it will take its
          #      colour from the windowskin palette, just like using \c[x] in messages.
          #    Array - You can also set the rgba values directly with an array in the
          #      format: [red, green, blue, alpha]. alpha can be excluded, but you must
          #      have values for red, green, and blue.
          COLOURS = {
            # active: This sets the colour for active quests in the list and the name
            #  of the active quest when shown in the data window.
            active:           :normal_color,
            # complete: This sets the colour for complete quests in the list and the
            #  name of the complete quest when shown in the data window.
            complete:         3,
            # failed: This sets the colour for failed quests in the list and the name
            #  of the failed quest when shown in the data window.
            failed:           10,
            # line:  This sets the colour for lines or boxes drawn in the quest scene
            line:             :system_color,
            # line_shadow:  This sets the colour of the shadow for lines or boxes drawn
            #  in the quest scene
            line_shadow: [0, 0, 0, 128],
            # scene_label: This sets the colour for the scene label, if shown
            scene_label:      :system_color,
            # category_label: This sets the colour for the category label, if shown
            category_label:   :normal_color,
            # level_signal: This sets the colour for the level signal, if shown
            level_signal:     :normal_color,
            # objective_bullet: This sets the colour for objectives; if set to
            #  :maqj_objective_color, it will reflect the completion status of the
            #  objective, but you can change it to something else if you prefer
            objective_bullet: :maqj_objective_color,
            # reward_amount: The colour of the item amount, when shown
            reward_amount:    :normal_color,
            # heading: The colour of any headings in the script, like "Description"
            heading:          :system_color,
            # basic_label: For basic data, like client, the colour of the label
            basic_label:      :system_color,
            # basic_value: For basic data, like client, the colour of the value
            basic_value:      :normal_color,
          } # <= Do not touch.
          #  HEADING_ALIGN - This sets the alignment for the aspects listed. 0 is Left;
          # 1 is Centre; 2 is Right
          HEADING_ALIGN = {
            description: 0, # Alignment for the Description heading
            objectives:  0, # Alignment for the Objectives heading
            rewards:     1, # Alignment for the Rewards heading
            level:       2  # Alignment when showing the level
          } # <= Do not touch.
          #````````````````````````````````````````````````````````````````````````````
          #    Font Aspects
          #
          #  All of the following options (FONTNAMES, FONTSIZES, FONTBOLDS, and
          # FONTITALICS) allow you to alter the fonts used for various aspects of the
          # scene. The only one listed there by default is normal:, which is the
          # font used by default for the entire scene. However, you can change the  
          # fonts for almost any aspect - all you need to do is add a line like so:
          #
          #    description: value,
          #
          # and that will change that font aspect when drawing the description. The
          # following symbols are available for changing:
          #
          #   normal:         The default font used for every part of the scene
          #   list:           The font used in the List Window
          #   scene_label:    The font used when drawing the Scene Label, if shown
          #   category_label: The font used when drawing the Category Label, if shown
          #   heading:        The font used when drawing any headings, like "Description"
          #   name:           The font used when drawing the quest name in data window
          #   description:    The font used when drawing the Description
          #   objectives:     The font used when drawing the objectives
          #   rewards:        The font used when drawing the rewards
          #   client:         The font used when drawing the client
          #   location:       The font used when drawing the location
          #
          # For any of them, you need to set a value. What the value can be depends
          # on which font aspect you are changing and is described below, but for any
          # of them setting it to the false will mean it will simply use the default
          #
          # For any that you add, remember that you must put a comma after the value.
          #````````````````````````````````````````````````````````````````````````````
          #  FONTNAMES - Here you can change the font used for any of the various
          # options. It can take any of the following types of values:
          #     false    - The default font will be used
          #     "String" - The font with the name "String" will be used.
          #     [Array]  - The array must be in the form: ["String1", "String2", ...]
          #               The font used will be the first one in the array that the
          #               player has installed.
          #
          #  EXAMPLES:
          #
          #    normal:      false,
          #      The font used for unaltered aspects of the scene is the default font
          #    scene_label: "Algerian",
          #      The font used for the Scene Label will be Algerian.
          #    description: ["Cambria", "Times New Roman"],
          #      The font used when drawing the description will be Cambria if the
          #      player has Cambria installed. If the player does not have Cambria
          #      installed, then the font used will be Times New Roman
          FONTNAMES = {
            normal: false, # normal: the default font name
          } # <= Do not touch.
          #  FONTSIZES - Here you can change the size of the font. There are two types
          # of values you can set:
          #    false   - The default fontsize will be used
          #    Integer - The fontsize will be equal to the value of the Integer.
          #  
          # For everything but the label windows, this shouldn't exceed 24, since that
          # is the line_height. However, for scene_label: and category_label:, the size
          # of the window will be adjusted to whatever size you set the font.
          FONTSIZES = {
            normal:         false, # normal: default font size
            scene_label:    28,    # scene_label: fontsize for the Scene Label window
            category_label: 24,    # category_label: fontsize for Category Label window
          } # <= Do not touch.
          #  FONTBOLDS - Here you can set whether the font will be bolded. You can set
          # it to either false, in which case it will not be bolded, or true, in which
          # case it will be bolded.
          FONTBOLDS = {
            scene_label:  true, # scene_label: whether font is bold for Scene Label
            heading:      true, # heading: whether font is bold for the headings
            level_signal: true, # level_signal: whether font is bold for level
          } # <= Do not touch.
          #  FONTITALICS - Here you can set whether the font will be italicized. You
          # can set it to either false, in which case it will not be italicized, or
          # true, in which case it will be italicized.
          FONTITALICS = {
          }
          #||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
          #  END Editable Region A
          #//////////////////////////////////////////////////////////////////////////
          CATEGORIES = [:all] if !CATEGORIES || CATEGORIES.empty?
          VOCAB.default = ""
          ICONS.default = 0
          CATEGORY_VOCAB.default = ""
          SORT_TYPE.default = :id
          COLOURS.default = :normal_color
          HEADING_ALIGN.default = 0
          FONTNAMES.default = false
          FONTSIZES.default = false
          FONTBOLDS.default = false
          FONTITALICS.default = false
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Setup Quest
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def self.setup_quest(quest_id)
            q = { objectives: [] }
            case quest_id
            #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
            #  BEGIN Editable Region B
            #||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
            #    Quest Setup
            #
            #  This is where you set up the data for every quest in the game. While
            # it may seem complicated, I urge you to pay attention and, once you get
            # the hang of it, I am sure it will quickly become second nature.
            #
            #  Every single quest should be set up in the following format, but note
            # that if you are not setting anything for a particular aspect, you can
            # delete that line. Anyway, this is what each quest should look like, with
            # the values on the left being the default values if you don't set them:
            #
            #  when quest_id
            #   q[:name]              = "??????"
            #   q[:icon_index]        = 0
            #   q[:level]             = 0
            #   q[:description]       = ""
            #   q[:banner]            = ""
            #   q[:banner_hue]        = 0
            #   q[:objectives][0]     = ""
            #   q[:objectives][1]     = ""
            #   q[:objectives][2]     = ""
            #   q[:objectives][n]     = ""
            #   q[:prime_objectives]  = [0, 1, 2, n]
            #   q[:custom_categories] = []
            #   q[:client]            = ""
            #   q[:location]          = ""
            #   q[:rewards]           = []
            #   q[:common_event_id]   = 0
            #   q[:layout]            = false
            #
            #  For each line, with the exception of objectives, it is only the value on
            # the right of the equals sign that you will need to change. Now I will
            # explain each line:
            #
            # when quest_id
            #    quest_id - is an integer of your choosing, and this is how you
            #        reference a quest in order to advance and do anything else. It
            #        must be unique for every quest; if you use 1 for the first quest,
            #        you cannot use 1 for any other quest.
            #
            #   q[:name]              = ""
            #     "" - This line sets the name of the quest which shows in the Quest
            #        List.
            #  
            #   q[:icon_index]        = 0
            #     0  - This line sets the icon to be used for this quest. It will show
            #        to the left of the quest's name in the Quest List.
            #
            #   q[:level]             = 0
            #     0  - This line sets the level of the quest. If 0, no level will be
            #        shown. See the level options at lines 441-458 for more detail.
            #  
            #   q[:description]       = ""
            #     "" - This line sets the description of the quest. You can use message
            #        codes in this string, but if you are using "" then you need to use
            #        \\ to identify codes and not just \. Ie. It's \\v[x], not \v[x]
            #
            #   q[:objectives][0]     = ""
            #   q[:objectives][1]     = ""
            #   q[:objectives][2]     = ""
            #   q[:objectives][n]     = ""
            #  Objectives are slightly different. Notice that after q[:objectives] on
            # each line there is an integer enclosed in square brackets:
            #    [n] - This is the ID of the objective, and n MUST be an integer. No
            #       quest can have more than one objective with the same ID. This is
            #       how you identify which objective you want to reveal, complete or
            #       fail. That said, you can make as many objectives as you want, as
            #       long as you give them all distinct IDs. The IDs should be in
            #       sequence as well, so there shouldn't be a q[:objectives][5] if
            #       there is no q[:objectives][4].
            #     "" - This is the text of the objective. You can use message codes in
            #        this string, but if you are using "" then you will need to use
            #        \\ to identify codes and not just \. Ie: It's \\v[x], not \v[x]
            #
            #   q[:prime_objectives]  = [0, 1, 2, n]
            #     [0, 1, 2, n] - This array determines what objectives need to be
            #        completed in order for the quest to be complete. In other words,
            #        all of the objectives with the IDs in this array need to be
            #        complete for the quest to be complete. If any one of them is
            #        failed, the quest will be failed. If you remove this line
            #        altogether, then all objectives are prime. If you set this to [],
            #        then the quest will never be automatically completed or failed and
            #        you need to use the manual options described at lines 208-219.
            #
            #   q[:custom_categories] = []
            #     [] - This allows you to set an array of custom categories for this
            #        quest, whiich means this quest will show up in each of those
            #        categories if you add it to the CATEGORIES array at line 370.
            #        Note that each category you make must be identified by a unique
            #        :symbol, and you must set up all the category details for that
            #        :symbol.
            #
            #   q[:banner]            = ""
            #     "" - This line sets the banner to be used for a quest. It must be the
            #        filename of an image in the Pictures folder of Graphics.
            #
            #   q[:banner_hue]        = 0
            #     0 - The hue of the banner graphic, if used
            #
            #   q[:client]            = ""
            #     "" - This line sets the client name for this quest. (basic data)
            #
            #   q[:location]          = ""
            #     "" - This line sets the location of the quest. (basic data)
            #
            #   q[:rewards]           = []
            #    [] - In this array, you can identify particular rewards that will
            #       show up. Each reward should be in its own array and can be any of
            #       the following:
            #          [:item, ID, n],
            #          [:weapon, ID, n],
            #          [:armor, ID, n],
            #          [:gold, n],
            #          [:exp, n],
            #       where ID is the ID of the item, weapon or armour you want
            #       distributed and n is the amount of the item, weapon, armor, gold,
            #       or experience you want distributed. Additionally, you can also set
            #       some text to show up in the rewards format but which wouldn't be
            #       automatically distributed. You would need to specify that type of
            #       reward text in the following format:
            #          [:string, icon_index, "string", "vocab"],
            #       where icon_index is the icon to be shown, "string" is what you
            #       would show up as the amount, and "vocab" is what would show up as a
            #       label between the icon and the amount.
            #      
            #
            #   q[:common_event_id]   = 0
            #     0  - This allows you to call the identified common event immediately
            #        and automatically once the quest is completed. It is generally
            #        not recommended, as for most quests you should be controlling it
            #        enough not to need this feature.
            #
            #   q[:layout]            = false
            #     false - The default value for this is false, and when it is false the
            #        layout for the quest will be inherited from the default you set at
            #        302. However, you can also give the quest its own layout - the
            #        format would be the same as you set for the default at line 307.
            #  
            # Template:
            #
            #  When making a new quest, I recommend that you copy and paste the
            # following template, removing whichever lines you don't want to alter.
            # Naturally, you need to remove the #~. You can do so by highlighting
            # the entire thing and pressing CTRL+Q:
        #~     when 2 # <= REMINDER: The Quest ID MUST be unique
        #~       q[:name]              = "??????"
        #~       q[:icon_index]        = 0
        #~       q[:level]             = 0
        #~       q[:description]       = ""
        #~       # REMINDER: You can make as many objectives as you like, but each must
        #~       # have a unique ID.
        #~       q[:objectives][0]     = ""
        #~       q[:objectives][1]     = ""
        #~       q[:objectives][2]     = ""
        #~       q[:prime_objectives]  = [0, 1, 2]
        #~       q[:custom_categories] = []
        #~       q[:banner]            = ""
        #~       q[:banner_hue]        = 0
        #~       q[:client]            = ""
        #~       q[:location]          = ""
        #~       q[:rewards]           = []
        #~       q[:common_event_id]   = 0
            when 1 # Quest 1 - SAMPLE QUEST
              q[:name]              = "Runaway Bride"
              q[:level]             = 3
              q[:icon_index]        = 7
              q[:description]       = "A local woman was abducted by bandits on the night of her wedding."
              q[:objectives][0]     = "Talk to Boris"
              q[:objectives][1]     = "Search the Haunted Woods for Boris' wife, Ladia"
              q[:objectives][2]     = "Slay the Bandits"
              q[:objectives][3]     = "Escort Ladia back to Boris"
              q[:prime_objectives]  = [1, 2]
              q[:custom_categories] = []
              q[:banner]            = ""
              q[:banner_hue]        = 0
              q[:client]            = "Boris"
              q[:location]          = "The Haunted Woods"
              q[:common_event_id]   = 0
              q[:rewards]           = [
                [:item, 1, 3],
                [:gold, 500],
              ]
              q[:layout]            = false
            #||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
            #  END Editable Region B
            #//////////////////////////////////////////////////////////////////////
            
             when 2
           q[:name]              = "Визит к кузнецу"
           q[:icon_index]        = 238
           q[:level]             = 1
           q[:description]       = "Алиса отправилась к кузнецу. Интересно, какое дело может быть у ней, к нему."
           q[:banner]            = ""
           q[:banner_hue]        = 0
           q[:objectives][0]     = "Посетить кузню"
           q[:prime_objectives]  = [0]
           q[:custom_categories] = []
           q[:client]            = ""
           q[:location]          = "Деревня Бин"
           q[:rewards]           = [[:item, 26, 1]]
           q[:common_event_id]   = 0
           q[:layout]            = false
            
           when 3
           q[:name]              = "Отшельник Винсет"
           q[:icon_index]        = 238
           q[:level]             = 1
           q[:description]       = "За деревней Бин есть болото. Рядом с которым живёт отшельник Винсет. Именно туда отправилась Алиса."
           q[:banner]            = ""
           q[:banner_hue]        = 0
           q[:objectives][1]     = "Отыскать болото среди леса"
           q[:objectives][2]     = "Встретиться с Винсетом"
           q[:prime_objectives]  = [2]
           q[:custom_categories] = []
           q[:client]            = ""
           q[:location]          = "Болото"
           q[:rewards]           = [[:item, 27, 1]]
           q[:common_event_id]   = 0
           q[:layout]            = false
           
            when 4
           q[:name]              = "Урожай"
           q[:icon_index]        = 236
           q[:level]             = 2
           q[:description]       = "Засуха убивает лес. По просьбе говорящего дерева, вы согласились помочь лесу."
           q[:banner]            = ""
           q[:banner_hue]        = 0
           q[:objectives][1]     = "Посадить зерно в северной части леса."
           q[:objectives][2]     = "Посадить зерно в южной части леса."
           q[:objectives][3]     = "Посадить зерно в восточной части леса."
           q[:objectives][4]     = "Вернуться к говорящему дереву."
           q[:prime_objectives]  = [4]
           q[:custom_categories] = []
           q[:client]            = "Говорящее Дерево"
           q[:location]          = "Лес в горах"
           q[:rewards]           = [[:item, 25, 1]]
           q[:common_event_id]   = 0
           q[:layout]            = false
    
           when 5
           q[:name]              = "Гербарий"
           q[:icon_index]        = 236
           q[:level]             = 3
           q[:description]       = "Помочь девушке найти три полевых цветка"
           q[:banner]            = ""
           q[:banner_hue]        = 0
           q[:objectives][0]     = "Отыскать колокольчик"
           q[:objectives][1]     = "Найти чистотел"
           q[:objectives][2]     = "Добыть зверобой"
           q[:objectives][3]     = "Отнести цветы девушке"
           q[:prime_objectives]  = [3]
           q[:custom_categories] = []
           q[:client]            = "Соломенная Эни"
           q[:location]          = "Лес в горах"
           q[:rewards]           = [[:gold, 300],[:item, 6, 1]]
           q[:common_event_id]   = 0
           q[:layout]            = false
    
           when 6
           q[:name]              = "Тайный грот"
           q[:icon_index]        = 238
           q[:level]             = 1
           q[:description]       = "Это единственный путь что бы попасть на другой берег топкого болота."
           q[:banner]            = ""
           q[:banner_hue]        = 0
           q[:objectives][1]     = "Пройти сквозь грот и найти выход"
           q[:prime_objectives]  = [1]
           q[:custom_categories] = []
           q[:client]            = ""
           q[:location]          = ""
           q[:rewards]           = [[:item, 34, 1]]
           q[:common_event_id]   = 0
           q[:layout]            = false
           
           when 7
           q[:name]              = "Свет для души"
           q[:icon_index]        = 236
           q[:level]             = 2
           q[:description]       = "Зажечь огонь у трёх алтарей"
           q[:banner]            = ""
           q[:banner_hue]        = 0
           q[:objectives][0]     = "Найти факел и масло"
           q[:objectives][1]     = "Алтарь Прошлого освещён"
           q[:objectives][2]     = "Алтарь Настоящего освещён"
           q[:objectives][3]     = "Алтарь Будущего освещён"
           q[:objectives][4]     = "Дождаться появления души"
           q[:prime_objectives]  = [4]
           q[:custom_categories] = []
           q[:client]            = ""
           q[:location]          = "Тайный Грот"
           q[:rewards]           = [[:weapon, 63, 1]]
           q[:common_event_id]   = 0
           q[:layout]            = false
           
             when 8
           q[:name]              = "Сокровище пирата"
           q[:icon_index]        = 236
           q[:level]             = 2
           q[:description]       = "Вам довелось найти настоящую карту сокровищ. Судя по ней, они где-то близко."
           q[:banner]            = ""
           q[:banner_hue]        = 0
           q[:objectives][1]     = "Найти тайник с сокровищами"
           q[:prime_objectives]  = [1]
           q[:custom_categories] = []
           q[:client]            = ""
           q[:location]          = "Тайный Грот"
           q[:rewards]           = [[:item, 35, 1]]
           q[:common_event_id]   = 0
           q[:layout]            = false
           
           
           when 9
           q[:name]              = "Гробница Урзуна"
           q[:icon_index]        = 238
           q[:level]             = 1
           q[:description]       = "Древняя гробница некого царя Урзуна.У этого места дурная слава. Возможно Алиса пришла именно сюда."
           q[:banner]            = ""
           q[:banner_hue]        = 0
           q[:objectives][1]     = "Войти в гробницу"
           q[:objectives][2]     = "Отыскать Алису"
           q[:prime_objectives]  = [2]
           q[:custom_categories] = []
           q[:client]            = ""
           q[:location]          = ""
           q[:rewards]           = [[:item, 39, 1]]
           q[:common_event_id]   = 0
           q[:layout]            = false
           
           when 10
           q[:name]              = "Омолаживающее Зелье"
           q[:icon_index]        = 236
           q[:level]             = 3
           q[:description]       = "По просьбе старой ведьмы, вы должны собрать три ингридиента для омолаживающего зелья."
           q[:banner]            = ""
           q[:banner_hue]        = 0
           q[:objectives][1]     = "Глаз Трупного Слизня"
           q[:objectives][2]     = "Клык Айриса"
           q[:objectives][3]     = "Перо Красного Ястреба"
           q[:objectives][4]     = "Отнести компоненты ведьме"
           q[:prime_objectives]  = [4]
           q[:custom_categories] = []
           q[:client]            = "Старая Ведьма"
           q[:location]          = "Окрестности Гробницы Урзуна"
           q[:rewards]           = [[:weapon, 64, 1]]
           q[:common_event_id]   = 0
           q[:layout]            = false
           
             when 11
           q[:name]              = "Семейная Ценность"
           q[:icon_index]        = 236
           q[:level]             = 2
           q[:description]       = "Вы встретили импа, которому требуется помощь. Отыщите его двух братьев и узнайте где искать украденную семейную ценность."
           q[:banner]            = ""
           q[:banner_hue]        = 0
           q[:objectives][1]     = "Найти и расспросить Сумеречного Импа"
           q[:objectives][2]     = "Найти и расспросить Пыльного Импа"
           q[:objectives][3]     = "Собрать 5 костей для ловушки"
           q[:objectives][4]     = "Установить ловушку на входе гробницы"
           q[:objectives][5]     = "Поймать вора"
           q[:prime_objectives]  = [5]
           q[:custom_categories] = []
           q[:client]            = "Старший Имп"
           q[:location]          = "Окрестности Гробницы Урзуна"
           q[:rewards]           = [[:item, 38, 1],[:armor, 74, 1]]
           q[:common_event_id]   = 0
           q[:layout]            = false
           
              
             when 12
           q[:name]              = "Назад в Бин"
           q[:icon_index]        = 238
           q[:level]             = 1
           q[:description]       = "Вы нашли Алису. По стечению обстоятельств, вам нужно вернутся назад в Бин."
           q[:banner]            = ""
           q[:banner_hue]        = 0
           q[:objectives][1]     = "Вернуться в Деревню Бин"
           q[:prime_objectives]  = [1]
           q[:custom_categories] = []
           q[:client]            = ""
           q[:location]          = ""
           q[:rewards]           = []
           q[:common_event_id]   = 0
           q[:layout]            = false
           
           
              
             when 13
           q[:name]              = "Лягушачая Охота"
           q[:icon_index]        = 236
           q[:level]             = 2
           q[:description]       = "Отшельник Винсет попросил вас поймать для него 6 лягушек. Только после этого он согласится помочь справиться с плотоядным цветком."
           q[:banner]            = ""
           q[:banner_hue]        = 0
           q[:objectives][1]     = "Поймать 6 лягушек"
           q[:objectives][2]     = "Отнесите улов Отшельнику Винсету"
           q[:prime_objectives]  = [2]
           q[:custom_categories] = []
           q[:client]            = "Отшельник Винсет"
           q[:location]          = "Болото"
           q[:rewards]           = [[:item, 32, 1]]
           q[:common_event_id]   = 0
           q[:layout]            = false
       
         
              when 14
           q[:name]              = "Грибная Проблема"
           q[:icon_index]        = 236
           q[:level]             = 3
           q[:description]       = "Вы встретили говорящий гриб. По его просьбе, вы должны очистить часть леса, как утверждает гриб, от ложных грибов-самозванцев"
           q[:banner]            = ""
           q[:banner_hue]        = 0
           q[:objectives][0]     = "Уничтожить 7 ложных грибов"
           q[:objectives][1]     = "Поговорить с говорящим грибом"
           q[:prime_objectives]  = [1]
           q[:custom_categories] = []
           q[:client]            = "Говорящий Гриб"
           q[:location]          = "Дорога к деревни Бин"
           q[:rewards]           = [[:item, 53, 1]]
           q[:common_event_id]   = 0
           q[:layout]            = false
           
                when 15
           q[:name]              = "Дорога в Белое Королевство"
           q[:icon_index]        = 238
           q[:level]             = 1
           q[:description]       = "Вам предстоит пройти долгий путь к границе земель Белого Королевства."
           q[:banner]            = ""
           q[:banner_hue]        = 0
           q[:objectives][0]     = "Покинуть окрестности Деревни Бин"
           q[:objectives][1]     = "Пройти Холодный Лес"
           q[:objectives][2]     = "Войти в ворота Белого Королевства"
           q[:prime_objectives]  = [2]
           q[:custom_categories] = []
           q[:client]            = ""
           q[:location]          = ""
           q[:rewards]           = []
           q[:common_event_id]   = 0
           q[:layout]            = false
           
             when 16
           q[:name]              = "Три просьбы"
           q[:icon_index]        = 236
           q[:level]             = 4
           q[:description]       = "Выполните три просьбы ледяного духа, и тогда он готов помочь вам."
           q[:banner]            = ""
           q[:banner_hue]        = 0
           q[:objectives][0]     = "Выполнить первую просьбу"
           q[:objectives][1]     = "Выполнить вторую просьбу"
           q[:objectives][2]     = "Выполнить третью просьбу"
           q[:prime_objectives]  = [2]
           q[:custom_categories] = []
           q[:client]            = "Ледяной дух"
           q[:location]          = "Холодный Лес"
           q[:rewards]           = [[:item, 55, 1]]
           q[:common_event_id]   = 0
           q[:layout]            = false
           
    
                    when 17
           q[:name]              = "Демон хулиган"
           q[:icon_index]        = 236
           q[:level]             = 2
           q[:description]       = "В Холодном Лесу объявился демон. Ледяной дух попросил прогнать его."
           q[:banner]            = ""
           q[:banner_hue]        = 0
           q[:objectives][1]     = "Найти демона в Холодном Лесу"
           q[:objectives][2]     = "Победить демона и вернуться к Ледяному Духу"
           q[:prime_objectives]  = [2]
           q[:custom_categories] = []
           q[:client]            = "Ледяной Дух"
           q[:location]          = "Холодный Лес"
           q[:rewards]           = []
           q[:common_event_id]   = 0
           q[:layout]            = false
           
           
                           when 18
           q[:name]              = "Замёрзшие сердца"
           q[:icon_index]        = 236
           q[:level]             = 4
           q[:description]       = "Ледяной дух направил вас в свой лабиринт, в котором он спрятал три ледяные клетки. Отыскав их, он зачтёт вторую просьбу выполненной, заодно он дал согласие, что отпустит людей, запертых в этих клетках."
           q[:banner]            = ""
           q[:banner_hue]        = 0
           q[:objectives][1]     = "Найти три ледяные клетки"
           q[:objectives][2]     = "Вернуться к Ледяному духу"
           q[:prime_objectives]  = [2]
           q[:custom_categories] = []
           q[:client]            = "Ледяной Дух"
           q[:location]          = "Холодный Лес"
           q[:rewards]           = []
           q[:common_event_id]   = 0
           q[:layout]            = false
           
                       when 19
           q[:name]              = "Фрукт замёрзшего озера"
           q[:icon_index]        = 236
           q[:level]             = 3
           q[:description]       = "В Холодном лесу есть замёрзшее озеро. Если вы добудете холодный фрукт, растущий там, третья просьба будет считатся выполненной."
           q[:banner]            = ""
           q[:banner_hue]        = 0
           q[:objectives][1]     = "Сорвать холодный фрукт с дерева"
           q[:objectives][2]     = "Вернуться к Ледяному Духу"
           q[:prime_objectives]  = [2]
           q[:custom_categories] = []
           q[:client]            = "Ледяной Дух"
           q[:location]          = "Холодный Лес"
           q[:rewards]           = []
           q[:common_event_id]   = 0
           q[:layout]            = false
           
                when 20
           q[:name]              = "Пастырь против Пастушки"
           q[:icon_index]        = 227
           q[:level]             = 0
           q[:description]       = "Дриада Пастушка давно не получала даров от крестьян"
           q[:banner]            = ""
           q[:banner_hue]        = 0
           q[:objectives][0]     = "Положить Дар на алтарь Пастушки"
           q[:objectives][1]     = "ИЛИ Осквернить алтарь"
           q[:objectives][2]     = "Получить обещанную награду"
           q[:prime_objectives]  = [2]
           q[:custom_categories] = []
           q[:client]            = ""
           q[:location]          = ""
           q[:rewards]           = []
           q[:common_event_id]   = 0
           q[:layout]            = false
           
            when 21
           q[:name]              = "Охотник-подранок"
           q[:icon_index]        = 227
           q[:level]             = 0
           q[:description]       = "Нужно собрать ингредиенты для противоядия, чтобы вылечить отравленного охотника"
           q[:banner]            = ""
           q[:banner_hue]        = 0
           q[:objectives][0]     = "Собрать 6 хвостов речных дракончиков"
           q[:objectives][1]     = "Собрать 7 порций серебристого мха"
           q[:objectives][2]     = "Поймать 5 трупоедов"
           q[:objectives][3]     = "Отнести игредиенты Люцию"
           q[:prime_objectives]  = [3]
           q[:custom_categories] = []
           q[:client]            = ""
           q[:location]          = ""
           q[:rewards]           = []
           q[:common_event_id]   = 0
           q[:layout]            = false
           
      when 22
           q[:name]              = "Родная кровь"
           q[:icon_index]        = 227
           q[:level]             = 0
           q[:description]       = "Вы оказались втянуты в кровавую вражду между двумя братьями"
           q[:banner]            = ""
           q[:banner_hue]        = 0
           q[:objectives][0]     = "Добраться до Кормака вместе с его сподвижником"
           q[:objectives][1]     = "Участвовать в нападении на купца"
           q[:objectives][2]     = "Обыскать сиды Шейдвуда и Скайвуда"
           q[:objectives][3]     = "Встать на сторону Кормака"
           q[:objectives][4]     = "Встать на сторону Артура"
           q[:objectives][5]     = "Заключить договор с ши в Змеином Ущелье"
           q[:objectives][6]     = "Отнести шлем Нимийена законному лорду"
           q[:objectives][7]     = "Помочь Кормаку Талону захватить город"
           q[:objectives][8]     = "Помочь Артуру Талону защитить город"
           q[:objectives][9]     = "Забрать награду в замке и покинуть Талон"
           q[:prime_objectives]  = [9]
           q[:custom_categories] = []
           q[:client]            = ""
           q[:location]          = ""
           q[:rewards]           = []
           q[:common_event_id]   = 0
           q[:layout]            = false
           
           when 23
           q[:name]              = "Семейная реликвия"
           q[:icon_index]        = 227
           q[:level]             = 0
           q[:description]       = "Вам необходимо найти шлем Нимийена Талона"
           q[:banner]            = ""
           q[:banner_hue]        = 0
           q[:objectives][0]     = "Найти тайник в одном из сидов Талона"
           q[:objectives][1]     = "Сообщите, что тайник оказался ловушкой"
           q[:objectives][2]     = "Узнать о шлеме Нимийена от ши из Змеиного Ущелья"
           q[:objectives][3]     = "Убить слизь и получить шлем Нимийена"
           q[:prime_objectives]  = [3]
           q[:custom_categories] = []
           q[:client]            = ""
           q[:location]          = ""
           q[:rewards]           = []
           q[:common_event_id]   = 0
           q[:layout]            = false
           
           when 24
           q[:name]              = "Защитить Талон!"
           q[:icon_index]        = 227
           q[:level]             = 0
           q[:description]       = "Вам нужно помочь в защите Талона от войска Кормака"
           q[:banner]            = ""
           q[:banner_hue]        = 0
           q[:objectives][0]     = "Отступать к замку"
           q[:objectives][1]     = "Спутиться в канализацию и запереть решётки"
           q[:objectives][2]     = "Укрыться за воротами Камня Василиска"
           q[:prime_objectives]  = [2]
           q[:custom_categories] = []
           q[:client]            = ""
           q[:location]          = ""
           q[:rewards]           = []
           q[:common_event_id]   = 0
           q[:layout]            = false
           
           when 25
           q[:name]              = "Захватить Талон!"
           q[:icon_index]        = 227
           q[:level]             = 0
           q[:description]       = "Кормак идёт в поход на Талон"
           q[:banner]            = ""
           q[:banner_hue]        = 0
           q[:objectives][1]     = "Отправиться вместе с войском"
           q[:objectives][2]     = "Прорваться к замку"
           q[:prime_objectives]  = [2]
           q[:custom_categories] = []
           q[:client]            = ""
           q[:location]          = ""
           q[:rewards]           = []
           q[:common_event_id]   = 0
           q[:layout]            = false
           
                when 26
           q[:name]              = "Побег!"
           q[:icon_index]        = 227
           q[:level]             = 0
           q[:description]       = "Нужно выбраться из подземелья"
           q[:banner]            = ""
           q[:banner_hue]        = 0
           q[:objectives][0]     = "Переодеться в доспехи стражи"
           q[:objectives][1]     = "Найти жертву для призрака"
           q[:objectives][2]     = "Добраться до тайного хода за статуей гаргульи"
           q[:prime_objectives]  = [2]
           q[:custom_categories] = []
           q[:client]            = ""
           q[:location]          = ""
           q[:rewards]           = []
           q[:common_event_id]   = 0
           q[:layout]            = false
           
                    when 27
           q[:name]              = "Одинокое серебро"
           q[:icon_index]        = 227
           q[:level]             = 0
           q[:description]       = "Вы случайно узнали сведения о воровском тайнике в Шейдвуде."
           q[:banner]            = ""
           q[:banner_hue]        = 0
           q[:objectives][1]     = "Найти тайник под камнем в скотомогильнике"
           q[:prime_objectives]  = [1]
           q[:custom_categories] = []
           q[:client]            = ""
           q[:location]          = ""
           q[:rewards]           = []
           q[:common_event_id]   = 0
           q[:layout]            = false
           
                           when 28
           q[:name]              = "Сокрытое в тумане"
           q[:icon_index]        = 227
           q[:level]             = 0
           q[:description]       = "Вы немного заблудились, и сумерки настигли вас на туманном болоте. Нужно искать место для ночлега."
           q[:banner]            = ""
           q[:banner_hue]        = 0
           q[:objectives][1]     = "Найти место для ночлега"
           q[:objectives][2]     = "Разгадать загадку Путеводительницы и выбраться из тумана"
           q[:objectives][3]     = "Снять комнату"
           q[:objectives][4]     = "Узнать последние новости"
           q[:objectives][5]     = "Рассказать Рианнон, что узнали"
           q[:objectives][6]     = "Найти Бранна и привести его к Рианнон"
           q[:objectives][7]     = "Лечь спать"
           q[:prime_objectives]  = [7]
           q[:custom_categories] = []
           q[:client]            = ""
           q[:location]          = ""
           q[:rewards]           = []
           q[:common_event_id]   = 0
           q[:layout]            = false
           
                                when 29
           q[:name]              = "Благодеяние"
           q[:icon_index]        = 227
           q[:level]             = 0
           q[:description]       = "Бранн попросил вас сделать кое-что для него."
           q[:banner]            = ""
           q[:banner_hue]        = 0
           q[:objectives][1]     = "Поговорить с пьяным стариком"
           q[:objectives][2]     = "Бранн?...."
           q[:objectives][3]     = "Потребовать объяснений"
           q[:objectives][4]     = "Инцидент исчерпан"
           q[:prime_objectives]  = [4]
           q[:custom_categories] = []
           q[:client]            = ""
           q[:location]          = ""
           q[:rewards]           = []
           q[:common_event_id]   = 0
           q[:layout]            = false
     
                                    when 30
           q[:name]              = "Сон во сне: всё глубже в ад"
           q[:icon_index]        = 227
           q[:level]             = 0
           q[:description]       = "Кошмары вернулись. Ваш разум медленно, но верно проигрывает борьбу. Нужно что-то делать..."
           q[:banner]            = ""
           q[:banner_hue]        = 0
           q[:objectives][1]     = "Найти способ выбраться из кошмара"
           q[:objectives][2]     = "Собрать все фрагменты истории"
           q[:objectives][3]     = "Шагнуть в портал"
           q[:prime_objectives]  = [4]
           q[:custom_categories] = []
           q[:client]            = ""
           q[:location]          = ""
           q[:rewards]           = []
           q[:common_event_id]   = 0
           q[:layout]            = false
           
              when 31
           q[:name]              = "Кровавая сделка"
           q[:icon_index]        = 227
           q[:level]             = 0
           q[:description]       = "Демон предложил вам заключить с ним сделку в обмен на силу и защиту от других демонов... И вы согласились."
           q[:banner]            = ""
           q[:banner_hue]        = 0
           q[:objectives][1]     = "Найти Кровяной Алмаз, ярко-красный кристалл."
           q[:objectives][2]     = ""
           q[:objectives][3]     = ""
           q[:prime_objectives]  = [4]
           q[:custom_categories] = []
           q[:client]            = ""
           q[:location]          = ""
           q[:rewards]           = []
           q[:common_event_id]   = 0
           q[:layout]            = false
           
           end
            q
          end      
        end
         
        #==============================================================================
        # *** DataManager
        #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
        #  Summary of Changes:
        #    aliased method - self.extract_save_contents
        #==============================================================================
         
        class << DataManager
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Extract Save Contents
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          alias maqj_extractsavecons_2kw5 extract_save_contents
          def extract_save_contents(*args, &block)
            maqj_extractsavecons_2kw5(*args, &block) # Call Original Method
            if $game_party.quests.nil?
              $game_party.init_maqj_data
              $game_system.init_maqj_data
            end
          end
        end
         
        #==============================================================================
        # ** MAQJ_SortedArray
        #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
        #  This module mixes in to an array to maintain the sorted order when inserting
        #==============================================================================
         
        module MAQJ_SortedArray
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Insert to Array
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def maqj_insert_sort(el, &block)
            index = bsearch_index(el, 0, size, &block)
            index ? insert(index, el) : push(el)
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Retrieve Index from Binary Search
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def bsearch_index(el, b = 0, e = size, &block)
            return bsearch_index(el, b, e) { |a,b| a <=> b } if block.nil?
            return b if b == e # Return the discovered insertion index
            return if b > e
            m = (b + e) / 2    # Get Middle
            block.call(el, self[m]) > 0 ? b = m + 1 : e = m
            bsearch_index(el, b, e, &block)
          end
        end
         
        #==============================================================================
        # ** Game_Quest
        #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
        #  This class holds all instance data for a quest
        #==============================================================================
         
        class Game_Quest
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Public Instance Variables
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          attr_reader   :id                  # Unique identifier for this quest
          attr_reader   :name                # The name to be shown for the quest
          attr_reader   :level               # The level of difficulty of the quest
          attr_reader   :objectives          # An array of objective strings
          attr_reader   :prime_objectives    # An array of crucial objective IDs
          attr_reader   :revealed_objectives # An array of revealed objective IDs
          attr_reader   :complete_objectives # An array of completed objective IDs
          attr_reader   :failed_objectives   # An array of failed objective IDs
          attr_reader   :custom_categories   # An array of category symbols
          attr_accessor :icon_index          # Icon associated with this quest
          attr_accessor :common_event_id     # ID of common event to call upon complete
          attr_accessor :description         # The description for the quest
          attr_accessor :banner              # Picture shown to represent the quest
          attr_accessor :banner_hue          # The hue of the banner
          attr_accessor :layout              # The layout of this quest in scene
          attr_accessor :rewards             # An array of rewards to show
          attr_accessor :reward_given        # Boolean tracking if quest was rewarded
          attr_accessor :concealed           # Whether or not the quest is visible
          attr_accessor :manual_status       # Quest status if not using prime objectives
          QuestData::BASIC_DATA_TYPES.each { |data_type| attr_accessor(data_type) }
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Object Initialization
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def initialize(quest_id)
            @id = quest_id
            @concealed = default_value_for(:concealed)
            @reward_given = default_value_for(:reward_given)
            reset
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Reset
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def reset
            data = QuestData.setup_quest(@id)
            data_symbol_array.each { |meth| instance_variable_set(:"@#{meth}",
              data[meth] ? data[meth] : default_value_for(meth)) }
            @revealed_objectives = [].send(:extend, MAQJ_SortedArray)
            @complete_objectives = [].send(:extend, MAQJ_SortedArray)
            @failed_objectives =   [].send(:extend, MAQJ_SortedArray)
            @manual_status = default_value_for(:manual_status)
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Data Symbol Array
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def data_symbol_array
            [:name, :level, :objectives, :prime_objectives, :custom_categories,
              :icon_index, :description, :banner, :banner_hue, :common_event_id,
              :layout, :rewards] + QuestData::BASIC_DATA_TYPES
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Default Value
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def default_value_for(method)
            case method
            when :name then "??????"
            when :description, :banner then ""
            when :level, :banner_hue, :icon_index, :common_event_id then 0
            when :objectives, :rewards, :custom_categories then []
            when :prime_objectives then Array.new(objectives.size) { |x| x }
            when :concealed then QuestData::MANUAL_REVEAL
            when :manual_status then :active
            when :layout, :reward_given then false
            else ""
            end
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Reveal/Conceal Objective
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def reveal_objective(*obj)
            valid_obj = obj.select {|x| x < objectives.size && !@revealed_objectives.include?(x) }
            valid_obj.each {|i| @revealed_objectives.maqj_insert_sort(i) }
            quest_status_changed unless valid_obj.empty?
          end
          def conceal_objective(*obj)
            quest_status_changed unless (obj & @revealed_objectives).empty?
            obj.each { |obj_id| @revealed_objectives.delete(obj_id) }
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Complete/Uncomplete Objective
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def complete_objective(*obj)
            valid_obj = obj.select {|x| x < objectives.size && !@complete_objectives.include?(x) }
            reveal_objective(*valid_obj)
            unfail_objective(*valid_obj)
            was_complete = status?(:complete)
            valid_obj.each {|i| @complete_objectives.maqj_insert_sort(i) }
            quest_status_changed unless valid_obj.empty?
            # If just completed
            if status?(:complete) && !was_complete
              $game_temp.reserve_common_event(common_event_id)
              $game_party.quests.add_to_sort_array(:complete, @id)
            end
          end
          def uncomplete_objective(*obj)
            quest_status_changed unless (obj & @complete_objectives).empty?
            obj.each { |obj_id| @complete_objectives.delete(obj_id) }
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Fail/Unfail Objective
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def fail_objective(*obj)
            valid_obj = obj.select {|x| x < objectives.size && !@failed_objectives.include?(x) }
            reveal_objective(*valid_obj)
            uncomplete_objective(*valid_obj)
            was_failed = status?(:failed)
            valid_obj.each {|i| @failed_objectives.maqj_insert_sort(i) }
            quest_status_changed unless valid_obj.empty?
            $game_party.quests.add_to_sort_array(:failed, @id) if status?(:failed) && !was_failed
          end
          def unfail_objective(*obj)
            quest_status_changed unless (obj & @failed_objectives).empty?
            obj.each { |obj_id| @failed_objectives.delete(obj_id) }
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Updates when the quest status has been changed
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def quest_status_changed
            $game_party.quests.add_to_sort_array(:change, @id)
            $game_system.last_quest_id = @id if QuestData::OPEN_TO_LAST_CHANGED_QUEST
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Objective Status?
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def objective_status?(status_check, *obj)
            return false if obj.empty?
            case status_check
            when :failed   then !(obj & @failed_objectives).empty?
            when :complete then obj.size == (obj & @complete_objectives).size
            when :revealed then obj.size == (obj & @revealed_objectives).size
            when :active then objective_status?(:revealed, *obj) &&
              !objective_status?(:complete, *obj) && !objective_status?(:failed, *obj)
            end
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Status?
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def status?(status_check)
            case status_check
            when :failed  
              @prime_objectives.empty? ? @manual_status == :failed :
                !(@failed_objectives & @prime_objectives).empty?
            when :complete
              @prime_objectives.empty? ? @manual_status == :complete : !status?(:failed) &&
                ((@prime_objectives & @complete_objectives) == @prime_objectives)
            when :active then !concealed && !status?(:complete) && !status?(:failed)
            when :reward then @reward_given
            end
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Set Name
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def name=(new_name)
            @name = new_name
            $game_party.quests.add_to_sort_array(:alphabet, @id) if $game_party &&
              $game_party.quests
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Set Level
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def level=(new_lvl)
            @level = new_lvl
            $game_party.quests.add_to_sort_array(:level, @id) if $game_party &&
              $game_party.quests
          end
        end
         
        #==============================================================================
        # ** Game_Quests
        #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
        #  This is a wrapper for an array holding Game_Quest objects
        #==============================================================================
         
        class Game_Quests
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Object Initialization
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def initialize
            @data = {}
            @sort_arrays = {
              reveal: [], change: [], complete: [], failed: [],
              id:       [].send(:extend, MAQJ_SortedArray),
              alphabet: [].send(:extend, MAQJ_SortedArray),
              level:    [].send(:extend, MAQJ_SortedArray)
            }
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Get Quest
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def [](quest_id)
            reset_quest(quest_id) if !@data[quest_id]
            @data[quest_id]
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Set Quest <- Not sure when this would ever be useful.
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def []=(quest_id, value)
            @data[quest_id] = value
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * List
          #    list_type : the type of list to return
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def list(list_type = :all, sort_type = $game_system.quest_sort_type[list_type])
            sort_type_s = sort_type.to_s
            reverse = !(sort_type_s.sub!(/_r$/, "")).nil?
            sort_type = sort_type_s.to_sym
            list = @sort_arrays[sort_type].select { |quest_id| include?(quest_id, list_type) }
            list.reverse! if reverse
            list.collect { |quest_id| @data[quest_id] }
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Include?
          #    determines whether to include a particular quest depending on list type
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def include?(quest_id, list_type = :all)
            return false if !revealed?(quest_id)
            case list_type
            when :all then true
            when :complete, :failed, :active then @data[quest_id].status?(list_type)
            else
              @data[quest_id].custom_categories.include?(list_type)
            end
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Revealed?
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def revealed?(quest_id)
            (!@data[quest_id].nil? && !@data[quest_id].concealed)
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Setup Quest
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def setup_quest(quest_id)
            return if @data[quest_id]
            @data[quest_id] = Game_Quest.new(quest_id)
            # Open to this quest next time the QJ is opened
            $game_system.last_quest_id = quest_id if QuestData::OPEN_TO_LAST_REVEALED_QUEST
            # Save sorting order in separate arrays to avoid re-sorting every time
            @sort_arrays.keys.each { |sym| add_to_sort_array(sym, quest_id) }
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Delete Quest
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def delete_quest(quest_id)
            @data.delete(quest_id)
            @sort_arrays.values.each { |ary| ary.delete(quest_id) }
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Reset Quest
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def reset_quest(quest_id)
            delete_quest(quest_id)
            setup_quest(quest_id)
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Add to Sorted Array
          #    sort_type : array to alter
          #    quest_id  : ID of the quest to add.
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def add_to_sort_array(sort_type, quest_id)
            @sort_arrays[sort_type].delete(quest_id) # Make sure always unique
            case sort_type
            when :reveal, :change, :complete, :failed
              @sort_arrays[sort_type].unshift(quest_id)
            when :id
              @sort_arrays[sort_type].maqj_insert_sort(quest_id)
            when :alphabet
              @sort_arrays[sort_type].maqj_insert_sort(quest_id) { |a, b| @data[a].name.downcase <=> @data[b].name.downcase }
            when :level
              @sort_arrays[sort_type].maqj_insert_sort(quest_id) { |a, b| @data[a].level <=> self[b].level }
            end
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Find Location
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def find_location(quest_id, cat = nil)
            if revealed?(quest_id)
              categories = $game_system.quest_categories.dup
              # If cat specified, check in that category first.
              if cat && categories.include?(cat)
                categories.delete(cat)
                categories.unshift(cat)
              end
              for category in categories # Check all categories
                index = list(category).index(@data[quest_id])
                return category, index if index != nil
              end
            end
            return nil, nil
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Clear
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def clear
            @data.clear
          end
        end
         
        #==============================================================================
        # ** Game System
        #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
        #  Summary of Changes:
        #    new attr_accessor - quest_menu_access; quest_map_access; quest_sort_type;
        #      quest_bg_picture; quest_bg_opacity; quest_windowskin;
        #      quest_window_opacity; quest_access_disabled; last_quest_cat;
        #      last_quest_id
        #    aliased methods - initialize
        #    new methods - init_maqj_data
        #==============================================================================
         
        class Game_System
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Public Instance Variables
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          attr_reader   :quest_menu_access     # Whether the scene is called from menu
          attr_accessor :quest_map_access      # Whether the scene is called from map
          attr_accessor :quest_sort_type       # The sort types for each category
          attr_accessor :quest_bg_picture      # The filename of the background picture
          attr_accessor :quest_bg_opacity      # The opacity of the background picture
          attr_accessor :quest_bg_blend_type   # The blend type of the background pic
          attr_accessor :quest_windowskin      # The windowskin used for the scene
          attr_accessor :quest_window_tone     # The tone of windows in the scene
          attr_accessor :quest_window_opacity  # The opacity of windows in the scene
          attr_accessor :quest_access_disabled # Whether access to Quests is disabled
          attr_accessor :quest_categories      # The categories to show in the scene
          attr_accessor :quest_scene_label     # The label to show in the scene
          attr_accessor :last_quest_cat        # The category to open to
          attr_accessor :last_quest_id         # The ID to open to
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Object Initialization
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          alias maqj_initialze_2cy9 initialize
          def initialize(*args, &block)
            maqj_initialze_2cy9(*args, &block)
            init_maqj_data
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Initialize Quest Data
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def init_maqj_data
            # Initialize new variables
            self.quest_menu_access = QuestData::MENU_ACCESS
            @quest_map_access = QuestData::MAP_ACCESS
            @quest_sort_type = QuestData::SORT_TYPE
            @quest_bg_picture = QuestData::BG_PICTURE
            @quest_bg_opacity = QuestData::BG_OPACITY
            @quest_bg_blend_type = QuestData::BG_BLEND_TYPE
            @quest_windowskin = QuestData::WINDOWSKIN
            @quest_window_tone = QuestData::WINDOW_TONE
            @quest_window_opacity = QuestData::WINDOW_OPACITY
            @quest_access_disabled = false
            @quest_categories = QuestData::CATEGORIES
            @quest_scene_label = QuestData::VOCAB[:scene_label]
            @last_quest_cat = @quest_categories[0]
            @last_quest_id = 0
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Set Quest Menu Access
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def quest_menu_access=(boolean)
            @quest_menu_access = boolean
            maic_inserted_menu_commands.delete(:quest_journal)
            maic_inserted_menu_commands.push(:quest_journal) if @quest_menu_access
            maic_inserted_menu_commands.sort!
          end
        end
         
        #==============================================================================
        # ** Game_Party
        #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
        #  Summary of Changes:
        #    new attr_reader - quests
        #    aliased method - initialize
        #    new method - init_maqj_data
        #==============================================================================
         
        class Game_Party
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Public Instance Variables
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          attr_reader :quests
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Object Initialization
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          alias maqj_intiaze_2si9 initialize
          def initialize(*args, &block)
            maqj_intiaze_2si9(*args, &block) # Call Original Method
            init_maqj_data
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Initialize Quests
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def init_maqj_data
            @quests = Game_Quests.new # Initialize @quests
          end
        end
         
        #==============================================================================
        # ** Game_Interpreter
        #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
        #  Summary of Changes:
        #    new methods - change_quest_access; change_quest_background;
        #      change_quest_windows; setup_quest; delete_quest; reset_quest; quest;
        #      reveal_quest; conceal_quest; manually_complete_quest;
        #      manually_fail_quest; reveal_objective; conceal_objective;
        #      complete_objective; uncomplete_objective; fail_objective;
        #      unfail_objective; quest_revealed?; quest_complete?; quest_active?;
        #      quest_failed?; objective_complete?; objective_active?;
        #      objective_failed?; distribute_quest_rewards; distribute_quest_reward;
        #      call_quest_journal
        #==============================================================================
         
        class Game_Interpreter
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Change Quest Access
          #    sym : symbol representing what aspect of access is being changed
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def change_quest_access(sym)
            case sym
            when :enable then $game_system.quest_access_disabled = false
            when :disable then $game_system.quest_access_disabled = true
            when :enable_menu then $game_system.quest_menu_access = true
            when :disable_menu then $game_system.quest_menu_access = false
            when :enable_map then $game_system.quest_map_access = true
            when :disable_map then $game_system.quest_map_access = false
            end
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Change Quest Background
          #    picture : picture to show in the scene's background
          #    opacity : opacity of the picture shown in the scene's background
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def change_quest_background(picture, opacity = $game_system.quest_bg_opacity,
              blend_type = $game_system.quest_bg_blend_type)
            $game_system.quest_bg_picture = picture
            $game_system.quest_bg_opacity = opacity
            $game_system.quest_bg_blend_type = blend_type
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Change Quest Windows
          #    skin    : windowskin name to use in the scene
          #    tone    : tone for the windowskin
          #    opacity : opacity of windows in the scene
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def change_quest_windows(skin, tone = $game_system.quest_window_tone,
              opacity = $game_system.quest_window_opacity)
            $game_system.quest_windowskin = skin
            $game_system.quest_window_tone = tone
            $game_system.quest_window_opacity = opacity
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Setup/Delete/Reset Quest
          #    quest_id : ID of the quest to be setup or deleted or reset
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          [:setup_quest, :delete_quest, :reset_quest].each { |method|
            define_method(method) do |quest_id|
              $game_party.quests.send(method, quest_id)
            end
          }
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Retrieve Quest
          #    quest_id : ID of the quest to retrieve
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def quest(quest_id);         $game_party.quests[quest_id];      end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Reveal/Conceal Quest
          #    quest_id : ID of the quest to be revealed or concealed
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def reveal_quest(quest_id);  quest(quest_id).concealed = false; end
          def conceal_quest(quest_id); quest(quest_id).concealed = true;  end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Manually Complete/Fail Quest
          #    quest_id : ID of the quest to be revealed or concealed
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def manually_complete_quest(quest_id)
            quest(quest_id).prime_objectives.clear
            quest(quest_id).manual_status = :complete
          end
          def manually_fail_quest(quest_id)
            quest(quest_id).prime_objectives.clear
            quest(quest_id).manual_status = :failed
          end
          def manually_activate_quest(quest_id)
            quest(quest_id).manual_status = :active
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Reveal/Complete/Fail/Conceal/Uncomplete/Unfail Objective
          #    quest_id : ID of the quest whose objectives will be modified
          #    *obj     : IDs of objectives to reveal or complete or fail (or opposite)
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          [:reveal_objective, :complete_objective, :fail_objective, :conceal_objective,
          :uncomplete_objective, :unfail_objective].each { |method|
            define_method(method) do |quest_id, *obj|
              quest(quest_id).send(method, *obj)
            end
          }
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Quest Revealed?
          #    quest_id : ID of the quest you are checking is revealed
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def quest_revealed?(quest_id)
            $game_party.quests.revealed?(quest_id)
          end
          [:complete, :failed, :active].each { |method|
            #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
            # * Quest Complete/Failed/Active?
            #    quest_id : ID of the quest whose completion status is being checked
            #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
            define_method(:"quest_#{method}?") do |quest_id|
              quest_revealed?(quest_id) && quest(quest_id).status?(method)
            end
            #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
            # * Objective Complete/Failed/Active?
            #    quest_id : ID of the quest whose objectives are being checked
            #    *obj     : IDs of objectives to check completion status
            #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
            define_method(:"objective_#{method}?") do |quest_id, *obj|
              quest_revealed?(quest_id) && quest(quest_id).objective_status?(method, *obj)
            end
          }
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Objective Revealed?
          #    quest_id : ID of the quest you are checking is revealed
          #    *obj     : IDs of objectives to check completion status
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def objective_revealed?(quest_id, *obj)
            quest_revealed?(quest_id) && quest(quest_id).objective_status?(:revealed, *obj)
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Quest Rewarded?
          #    quest_id : ID of the quest you are checking is revealed
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def quest_rewarded?(quest_id)
            quest_revealed?(quest_id) && quest(quest_id).status?(:reward)
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Change Reward Status
          #    quest_id : ID of the quest you are checking is revealed
          #    value    : true or false
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def change_reward_status(quest_id, value = true)
            quest(quest_id).reward_given = value
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Distribute Rewards
          #    quest_id : ID of the quest whose rewards are to be distributed
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def distribute_quest_rewards(quest_id)
            if quest_revealed?(quest_id) && !quest_rewarded?(quest_id)
              params = @params.dup
              change_reward_status(quest_id, true)
              quest(quest_id).rewards.each { |reward| distribute_quest_reward(reward) }
              @params = params
              true
            else
              false
            end
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Distribute Reward
          #    reward : an array identifying the reward
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def distribute_quest_reward(reward)
            @params = [reward[1], 0, 0, (reward[2] ? reward[2] : 1)]
            case reward[0]
            when :item, 0 then   command_126 # Item
            when :weapon, 1 then command_127 # Weapon
            when :armor, 2 then  command_128 # Armor
            when :gold, 3   # Gold
              @params = [0, 0, reward[1] ? reward[1] : 0]
              command_125
            when :exp, 4    # Exp
              @params = [0, 0, 0, 0, reward[1] ? reward[1] : 0, true]
              command_315
            end
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Call Quest Journal
          #    quest_id : ID of the quest to open the journal to
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def call_quest_journal(quest_id = nil)
            return if $game_party.in_battle
            $game_system.last_quest_id = quest_id if quest_id
            SceneManager.call(Scene_Quest)
            Fiber.yield
          end
        end
         
        unless $imported[:"MA_ParagraphFormat_1.0"]
        #==============================================================================
        # ** MA_Window_ParagraphFormat
        #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
        #  This module inserts into Window_Base and provides a method to format the
        # strings so as to go to the next line if it exceeds a set limit. This is
        # designed to work with draw_text_ex, and a string formatted by this method
        # should go through that, not draw_text.
        #==============================================================================
         
        module MA_Window_ParagraphFormat
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Calc Line Width
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def mapf_calc_line_width(line, tw = 0, contents_dummy = false)
            return tw if line.nil?
            line = line.clone
            unless contents_dummy
              real_contents = contents # Preserve Real Contents
              # Create a dummy contents
              self.contents = Bitmap.new(contents_width, 24)
              reset_font_settings
            end
            pos = {x: 0, y: 0, new_x: 0, height: calc_line_height(line)}
            while line[/^(.*?)\e(.*)/]
              tw += text_size($1).width
              line = $2
              # Remove all ancillaries to the code, like parameters
              code = obtain_escape_code(line)
              # If direct setting of x, reset tw.
              tw = 0 if ($imported[:ATS_SpecialMessageCodes] && code.upcase == 'X') ||
                ($imported["YEA-MessageSystem"] && code.upcase == 'PX')
              #  If I need to do something special on the basis that it is testing,
              # alias process_escape_character and differentiate using @atsf_testing
              process_escape_character(code, line, pos)
            end
            #  Add width of remaining text, as well as the value of pos[:x] under the
            # assumption that any additions to it are because the special code is
            # replaced by something which requires space (like icons)
            tw += text_size(line).width + pos[:x]
            unless contents_dummy
              contents.dispose # Dispose dummy contents
              self.contents = real_contents # Restore real contents
            end
            return tw
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Format Paragraph
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def mapf_format_paragraph(text, max_width = contents_width)
            text = text.clone
            #  Create a Dummy Contents - I wanted to boost compatibility by using the
            # default process method for escape codes. It may have the opposite effect,
            # for some :(
            real_contents = contents # Preserve Real Contents
            self.contents = Bitmap.new(contents_width, 24)
            reset_font_settings
            paragraph = ""
            while !text.empty?
              text.lstrip!
              oline, nline, tw = mapf_format_by_line(text.clone, max_width)
              # Replace old line with the new one
              text.sub!(/#{Regexp.escape(oline)}/m, nline)
              paragraph += text.slice!(/.*?(\n|$)/)
            end
            contents.dispose # Dispose dummy contents
            self.contents = real_contents # Restore real contents
            return paragraph
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Format By Line
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def mapf_format_by_line(text, max_width = contents_width)
            oline, nline, tw = "", "", 0
            loop do
              #  Format each word until reach the width limit
              oline, nline, tw, done = mapf_format_by_word(text, nline, tw, max_width)
              return oline, nline, tw if done
            end
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Format By Word
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def mapf_format_by_word(text, line, tw, max_width)
            return line, line, tw, true if text.nil? || text.empty?
            # Extract next word
            if text.sub!(/([ \t\r\f]*)(\S*)([\n\f]?)/, "") != nil
              prespace, word, line_end = $1, $2, $3
              ntw = mapf_calc_line_width(word, tw, true)
              pw = contents.text_size(prespace).width
              if (pw + ntw >= max_width)
                # Insert
                if line.empty?
                  # If one word takes entire line
                  return prespace + word, word + "\n", ntw, true
                else
                  return line + prespace + word, line + "\n" + word, tw, true
                end
              else
                line += prespace + word
                tw = pw + ntw
                # If the line is force ended, then end
                return line, line, tw, true if !line_end.empty?
              end
            else
              return line, line, tw, true
            end
            return line, line, tw, false
          end
        end
         
        class Window_Base
          include MA_Window_ParagraphFormat
        end
         
        $imported[:"MA_ParagraphFormat_1.0"] = true
        end
         
        #==============================================================================
        # *** MAQJ Window_QuestBase
        #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
        #  This module mixes in with all quest windows
        #==============================================================================
         
        module MAQJ_Window_QuestBase
          attr_reader :maqj_objective_color
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Object Initialization
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def initialize(*args, &block)
            super(*args, &block)
            reset_font_settings
            set_data_font(:normal)
            @maqj_default_font = contents.font.dup
            # Change the windowskin, tone if they are set to be changed
            self.windowskin = Cache.system($game_system.quest_windowskin) if $game_system.quest_windowskin
            self.opacity = $game_system.quest_window_opacity if $game_system.quest_window_opacity
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Reset Font Settings
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def reset_font_settings(*args, &block)
            super(*args, &block)
            set_data_font(@maqj_font_data_type) if @maqj_font_data_type
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Set Data Font
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def set_data_font(data_type)
            @maqj_default_font = contents.font.dup unless @maqj_default_font
            contents.font.name = QuestData::FONTNAMES[data_type] ?
              QuestData::FONTNAMES[data_type] : @maqj_default_font.name
            contents.font.size = QuestData::FONTSIZES[data_type] ?
              QuestData::FONTSIZES[data_type] : @maqj_default_font.size
            contents.font.bold = QuestData::FONTBOLDS.keys.include?(data_type) ?
              QuestData::FONTBOLDS[data_type] : @maqj_default_font.bold
            contents.font.italic = QuestData::FONTITALICS.keys.include?(data_type) ?
              QuestData::FONTITALICS[data_type] : @maqj_default_font.italic
            case data_type
            when :objectives then change_color(@maqj_objective_color) if @maqj_objective_color
            when :name then change_color(quest_name_colour(@quest)) if @quest
            else
              change_color(text_color(QuestData::COLOURS[data_type])) if QuestData::COLOURS.keys.include?(data_type)
            end
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Draw Horizontal Line
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def draw_horizontal_line(y, h = 2)
            contents.fill_rect(0, y, contents_width, h, text_color(QuestData::COLOURS[:line]))
            contents.fill_rect(0, y + h, contents_width, [h / 2, 1].max, text_color(QuestData::COLOURS[:line_shadow]))
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * MA Text Color
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def text_color(param)
            begin
              colour = case param
              when Integer then super(param) rescue normal_color
              when Symbol then send(param) rescue normal_color
              when Array then Color.new(*param) rescue normal_color
              else
                normal_color
              end
            end
            colour.is_a?(Color) ? colour : normal_color
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Quest Name Colour
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def quest_name_colour(quest = @quest)
            return if !quest
            quest = $game_party.quests[quest] if quest.is_a?(Integer)
            s = [:failed, :complete, :active].find { |status| quest.status?(status) }
            text_color(QuestData::COLOURS[s])
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Quest Objective Colour
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def quest_objective_colour(quest, obj_id)
            return if !quest
            quest = $game_party.quests[quest] if quest.is_a?(Integer)
            s = [:failed, :complete, :active].find { |status| quest.objective_status?(status, obj_id) }
            text_color(QuestData::COLOURS[s])
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Update Tone
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def update_tone
            $game_system.quest_window_tone ?
              self.tone.set(*$game_system.quest_window_tone) : super
          end
        end
         
        unless $imported[:"MA_IconHorzCommand_1.0"]
        #==============================================================================
        # ** Window_MA_IconHorzCommand
        #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
        #  This window is a base window to show a horizontal command window populated
        # with icons.
        #==============================================================================
         
        class Window_MA_IconHorzCommand < Window_HorzCommand
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Public Instance Variable
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          attr_reader   :observing_procs
          attr_accessor :cursor_hide
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Object Initialization
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def initialize(*args, &block)
            @observing_procs = {}
            super(*args, &block)
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Column Max
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def col_max; [(width - standard_padding) / (24 + spacing), item_max].min; end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Item
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def item
            @list[index] ? @list[index][:symbol] : nil
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Enabled? / Current Item Enabled?
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def enable?(index); self.index == index; end
          def current_item_enabled?; !current_data.nil?; end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Draw Item
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def draw_item(index)
            rect = item_rect(index)
            contents.clear_rect(rect)
            draw_icon(@list[index][:ext], rect.x + ((rect.width - 24) / 2), rect.y, enable?(index))
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Set Index
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def index=(index)
            old_index = self.index
            super(index)
            draw_item(old_index)
            draw_item(self.index)
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Frame Update
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def update
            super
            @observing_procs.values.each { |block| block.call(item) }
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Add/Remove Observing Window
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def add_observing_proc(id, &block)
            @observing_procs[id] = block
            update
          end
          def remove_observing_proc(id)     ; @observing_procs.delete(id) ; end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Update Cursor
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def update_cursor
            super
            cursor_rect.empty if @cursor_hide
          end
        end
        $imported[:"MA_IconHorzCommand_1.0"] = true
        end
         
        #==============================================================================
        # ** Window_QuestCategory
        #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
        #  This window allows the player to switch between quest categories.
        #==============================================================================
         
        class Window_QuestCategory < Window_MA_IconHorzCommand
          include MAQJ_Window_QuestBase
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Object Initialization
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def initialize(x, y, categories = $game_system.quest_categories)
            @cursor_hide = QuestData::HIDE_CATEGORY_CURSOR
            @categories = categories
            super(x, y)
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Window Width
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def window_width; QuestData::LIST_WINDOW_WIDTH; end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Category=
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def category=(category)
            self.index = @categories.index(category) if @categories.include?(category)
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Make Command List
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def make_command_list
            @categories.each { |cat|
              add_command("", cat, false, QuestData::ICONS[cat]) }
          end
        end
         
        #==============================================================================
        # ** Window QuestLabel
        #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
        #  This window simply shows a label for the Quests scene
        #==============================================================================
         
        class Window_QuestLabel < Window_Base
          include MAQJ_Window_QuestBase
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Object Initialization
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def initialize(x, y, label = "")
            super(x, y, window_width, window_height)
            refresh(label)
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Reset Font Settings
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def reset_font_settings; set_data_font(:scene_label); end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Window Attributes
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def window_width
            w = ($game_system.quest_categories.size > 1 || QuestData::SHOW_CATEGORY_LABEL) ?
              Graphics.width - QuestData::LIST_WINDOW_WIDTH : QuestData::LIST_WINDOW_WIDTH
          end
          def window_height; line_height + (standard_padding*2); end
          def line_height(*args)
            line_h = super(*args)
            QuestData::FONTSIZES[:scene_label] ?
              [QuestData::FONTSIZES[:scene_label], line_h].max : line_h
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Refresh
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def refresh(label = @label)
            @label = label.is_a?(String) ? convert_escape_characters(label) : ""
            contents.clear
            reset_font_settings
            tw = mapf_calc_line_width(@label)
            draw_text_ex((contents_width - tw) / 2, 0, @label)
          end
        end
         
        #==============================================================================
        # ** Window QuestLabel
        #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
        #  This window simply shows a label for category currently selected
        #==============================================================================
         
        class Window_QuestCategoryLabel < Window_QuestLabel
          include MAQJ_Window_QuestBase
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Reset Font Settings
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def reset_font_settings; set_data_font(:category_label); end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Window Attributes
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def window_width; QuestData::LIST_WINDOW_WIDTH; end
          def line_height(*args)
            line_h = super(*args)
            QuestData::FONTSIZES[:category_label] ?
              [QuestData::FONTSIZES[:category_label], line_h].max : line_h
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Set Category
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def category=(category)
            return if @category == category
            @category = category
            refresh(QuestData::CATEGORY_VOCAB[category])
          end
        end
         
        #==============================================================================
        # ** Window_QuestCategoryDummy
        #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
        #  This window shows up behind the category and category label window
        #==============================================================================
         
        class Window_QuestCategoryDummy < Window_Base
          include MAQJ_Window_QuestBase
        end
         
        #==============================================================================
        # ** Window_QuestList
        #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
        #  This window shows all quests in a selected category.
        #==============================================================================
         
        class Window_QuestList < Window_Selectable
          include MAQJ_Window_QuestBase
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Object Initialization
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def initialize(x, y, width, height)
            super
            @data = []
            self.index = 0
            activate
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Set Category
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def category=(category)
            return if @category == category
            @category = category
            refresh
            self.index = 0
            update_help if @help_window
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Get Quest
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def item; @data && index >= 0 ? @data[index] : nil; end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Column/Item Max
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def col_max; 1; end
          def item_max; @data ? @data.size : 1; end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Whether it should be drawn enabled
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def enable?(item); true; end
          def current_item_enabled?
            (@help_window && @help_window.maqj_visible_height < @help_window.contents_height)
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Make Item List
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def make_item_list
            @data = @category ? $game_party.quests.list(@category) : []
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Draw Item
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def draw_item(index)
            quest = @data[index]
            if quest
              rect = item_rect_for_text(index)
              if QuestData::SHOW_QUEST_ICONS
                draw_icon(quest.icon_index, rect.x, rect.y, enable?(quest))
                rect.x += 24
                rect.width -= 24
              end
              change_color(quest_name_colour(quest), enable?(quest))
              draw_text(rect, quest.name)
            end
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Refresh
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def refresh
            make_item_list
            create_contents
            set_data_font(:list)
            draw_all_items
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Update Help
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def update_help
            @help_window.quest = item
          end
        end
         
        #==============================================================================
        # ** Window_QuestData
        #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
        #  This window shows all quest data
        #==============================================================================
         
        class Window_QuestData < Window_Selectable
          include MAQJ_Window_QuestBase
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Object Initialization
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def initialize(x, y, w, h, layout = QuestData::DATA_LAYOUT)
            @dest_scroll_oy = 0
            super(x, y, w, h)
            @dest_scroll_oy = self.oy
            self.layout = layout
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Contents Height
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          alias maqj_visible_height contents_height
          def contents_height
            @q_contents_height ? [@q_contents_height, maqj_visible_height].max : maqj_visible_height
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Calculate Contents Height
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def calc_contents_height
            @q_contents_height = 0
            @layout.each { |dt| @q_contents_height += data_height(dt) } if @quest
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Draw Data?
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def draw_data?(data_type)
            case data_type
            when :line then true
            when :level then @quest.level > 0
            when :objectives then !@quest.revealed_objectives.empty?
            when Array then (data_type - [:line]).any? { |dt| draw_data?(dt) }
            else !@quest.send(data_type).empty? # :description, :name, etc...
            end
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Get Data Height
          #    This method calculates the height required for a specified element of
          #   the current quest. This is to calculate the needed space in contents,
          #   as well as advance the @draw_y variable.
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def data_height(data_type)
            return 0 unless draw_data?(data_type)
            return line_height if QuestData::BASIC_DATA_TYPES.include?(data_type)
            @maqj_font_data_type = data_type
            reset_font_settings
            return case data_type
            when :line, :level, :name then line_height
            when :banner
              bmp = Cache.picture(@quest.banner)
              hght = bmp.rect.height
              bmp.dispose
              hght
            when :description
              buff = description_x*2
              paragraph = mapf_format_paragraph(@quest.description, contents_width - buff)
              line_num = paragraph.scan(/\n/).size + 1
              line_num += (QuestData::DESCRIPTION_IN_BOX ? 2 :
                !QuestData::VOCAB[:description].empty? ? 1 : 0)
              line_num*line_height
            when :objectives
              objectives = @quest.revealed_objectives.collect { |obj_id|
                @quest.objectives[obj_id] }
              line_num = QuestData::VOCAB[:objectives].empty? ? 0 : 1
              buff = (objective_x*2) + text_size(QuestData::VOCAB[:objective_bullet]).width
              objectives.each { |obj|
                paragraph = mapf_format_paragraph(obj, contents_width - buff)
                line_num += paragraph.scan(/\n/).size + 1 }
              line_num*line_height
            when :rewards
              line_num = QuestData::VOCAB[:rewards].empty? ? 0 : 1
              (line_num + @quest.rewards.size)*line_height
            when Array then data_height(data_type.max_by { |dt| data_height(dt) })
            else 0
            end
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Set Quest
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def quest=(value)
            return if @quest == value
            @quest = value
            @layout = (@quest && @quest.layout) ? @quest.layout : @default_layout
            refresh
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Set Layout
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def layout=(value)
            return if @default_layout == value && @layout == value
            @default_layout = value
            @layout = value
            refresh
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Refresh
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def refresh
            contents.clear
            calc_contents_height
            create_contents
            return unless @quest && @layout
            self.oy = 0
            @dest_scroll_oy = 0
            #  The basic idea here is that each draw_ method will rely on and advance
            # the @draw_y variable. Where they are an array, the elements will be
            # drawn at the same @draw_y.
            @draw_y = 0
            @layout.each {|dt|
              next unless draw_data?(dt)
              dt.is_a?(Array) ? draw_data_array(dt) : draw_data(dt)
            }
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Draw Data
          #    data_type : the data block to draw next
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def draw_data(data_type)
            @maqj_font_data_type = data_type
            reset_font_settings
            send(:"draw_#{data_type}") if self.class.method_defined?(:"draw_#{data_type}")
            @draw_y += data_height(data_type)
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Draw Data Array
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def draw_data_array(layout_array)
            y, max_y = @draw_y, @draw_y
            # Draw each data aspect at the same starting @draw_y
            layout_array.each { |dt|
              @draw_y = y
              draw_data(dt)
              max_y = @draw_y if @draw_y > max_y
            }
            @draw_y = max_y
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Draw Line
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def draw_line; draw_horizontal_line(@draw_y + (line_height / 2) - 1, 2); end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Draw Name
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def draw_name
            set_data_font(:name)
            clear_and_draw_text(0, @draw_y, contents_width, line_height, @quest.name, 1)
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Draw Level
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def draw_level
            case QuestData::LEVEL_ICON
            when Array then QuestData::LEVEL_ICON.empty? ? draw_level_text : draw_level_array
            when 0 then draw_level_text
            else
              draw_level_stacked
            end
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Draw Stacked Level
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def draw_level_stacked(icon_index = QuestData::LEVEL_ICON)
            align = QuestData::HEADING_ALIGN[:level]
            es = QuestData::LEVEL_ICONS_SPACE*(@quest.level - 1)
            x = align == 2 ? contents_width - 24 : align == 1 ?
              (contents_width - 24 - (es)) / 2 : es
            @quest.level.times do
              draw_icon(icon_index, x, @draw_y)
              x -= QuestData::LEVEL_ICONS_SPACE
            end
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Draw Array Level
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def draw_level_array(icon_index = QuestData::LEVEL_ICON)
            return if icon_index.empty?
            icon_index = icon_index[@quest.level - 1] ? icon_index[@quest.level - 1] : icon_index[-1]
            align = QuestData::HEADING_ALIGN[:level]
            x = align == 2 ? contents_width - 24 : align == 1 ? (contents_width-24)/2 : 0
            draw_icon(icon_index, x, @draw_y)
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Draw Text Level
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def draw_level_text
            reset_font_settings
            level = QuestData::LEVEL_SIGNALS && QuestData::LEVEL_SIGNALS[@quest.level - 1] ?
              QuestData::LEVEL_SIGNALS[@quest.level - 1] : @quest.level.to_s
            align = QuestData::HEADING_ALIGN[:level]
            tw = text_size(QuestData::VOCAB[:level]).width + 4
            tw2 = text_size(level).width + 2
            space = contents_width - tw - tw2
            x = align == 2 ? space : align == 1 ? space / 2 : 0
            clear_and_draw_text(x, @draw_y, tw, line_height, QuestData::VOCAB[:level])
            set_data_font(:level_signal)
            clear_and_draw_text(x + tw, @draw_y, tw2, line_height, level, 2)
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Draw Banner
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def draw_banner
            bmp = Cache.picture(@quest.banner) # Get Picture
            # Shift the hue if requested
            bmp.hue_change(@quest.banner_hue) unless @quest.banner_hue == 0
            x = (contents_width - bmp.rect.width) / 2
            if x < 0 # Stretch horizontally if the banner is too wide
              dest_rect = bmp.rect.dup
              dest_rect.width = contents_width
              contents.stretch_blt(dest_rect, bmp, bmp.rect)
            else
              contents.blt(x, @draw_y, bmp, bmp.rect)
            end
            bmp.dispose
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Draw Description
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def draw_description
            buff = description_x*2
            paragraph = mapf_format_paragraph(@quest.description, contents_width - buff)
            y = @draw_y
            # Draw Rect
            draw_box(paragraph.scan(/\n/).size + 1) if QuestData::DESCRIPTION_IN_BOX
            # Draw Description Label
            draw_heading(:description, y) unless QuestData::VOCAB[:description].empty?
            # Draw Description
            y += line_height if !QuestData::VOCAB[:description].empty? || QuestData::DESCRIPTION_IN_BOX
            draw_text_ex(description_x, y, paragraph)
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Draw Objectives
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def draw_objectives
            y = @draw_y
            unless QuestData::VOCAB[:objectives].empty?
              draw_heading(:objectives, y)
              y += line_height
            end
            @quest.revealed_objectives.each { |obj_id| y = draw_objective(obj_id, y) }
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Draw Objective
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def draw_objective(obj_id, y)
            bullet = QuestData::VOCAB[:objective_bullet]
            bullet_tw = text_size(bullet).width + 2
            buff = (objective_x*2) + bullet_tw
            paragraph = mapf_format_paragraph(@quest.objectives[obj_id], contents_width - buff)
            line_num = 1 + paragraph.scan(/\n/).size
            # Since draw_text_ex resets the font, set colour here
            @maqj_objective_color = quest_objective_colour(@quest, obj_id)
            change_color(text_color(QuestData::COLOURS[:objective_bullet]))
            draw_text(objective_x, y, bullet_tw, line_height, sprintf(bullet, obj_id + 1))
            draw_text_ex(objective_x + bullet_tw, y, paragraph)
            @maqj_objective_color = false
            y += (line_num*line_height)
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Draw Rewards
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def draw_rewards
            y = @draw_y
            unless QuestData::VOCAB[:rewards].empty?
              draw_heading(:rewards, y)
              y += line_height
            end
            for i in 0...@quest.rewards.size do draw_reward(i, y + i*line_height) end
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Draw Reward
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def draw_reward(r_id, y)
            reward = @quest.rewards[r_id]
            case reward[0]
            when :item, 0   # Item
              draw_item_reward(y, $data_items[reward[1]], reward[2] ? reward[2] : 1)
            when :weapon, 1 # Weapon
              draw_item_reward(y, $data_weapons[reward[1]], reward[2] ? reward[2] : 1)
            when :armor, 2  # Armor
              draw_item_reward(y, $data_armors[reward[1]], reward[2] ? reward[2] : 1)
            when :gold, 3   # Gold
              draw_basic_data(y, QuestData::ICONS[:reward_gold],
                QuestData::VOCAB[:reward_gold], (reward[1] ? reward[1] : 0).to_s)
            when :exp, 4    # Exp
              draw_basic_data(y, QuestData::ICONS[:reward_exp],
                QuestData::VOCAB[:reward_exp], (reward[1] ? reward[1] : 0).to_s)
            when :string, 5 # String
              draw_basic_data(y, reward[1] ? reward[1] : 0, reward[3] ? reward[3].to_s : "",
                reward[2] ? reward[2].to_s : "")
            end
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Draw Item Reward
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def draw_item_reward(y, item, amount = 1)
            w = contents_width
            w = QuestData::BASIC_DATA_WIDTH if QuestData::BASIC_DATA_WIDTH.between?(1, w)
            x = (contents_width - w) / 2
            draw_item_name(item, x, y, true, w - 40)
            if amount > 1
              change_color(text_color(QuestData::COLOURS[:reward_amount]))
              draw_text(x + w - 40, y, 40, line_height, sprintf(QuestData::VOCAB[:reward_amount], amount), 2)
            end
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Draw Basic Data Methods
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          QuestData::BASIC_DATA_TYPES.each { |data_type|
            define_method(:"draw_#{data_type}") {
              draw_basic_data(@draw_y, QuestData::ICONS[data_type],
                QuestData::VOCAB[data_type], @quest.send(data_type))
            }
          }
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Draw Basic Data
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def draw_basic_data(y, icon_index, vocab, value)
            w = contents_width
            w = QuestData::BASIC_DATA_WIDTH if QuestData::BASIC_DATA_WIDTH.between?(1, w)
            x = (contents_width - w) / 2
            unless icon_index == 0
              draw_icon(icon_index, x, y)
              x += 24
              w -= 24
            end
            tw = text_size(vocab).width
            change_color(text_color(QuestData::COLOURS[:basic_label]))
            draw_text(x, y, tw, line_height, vocab)
            change_color(text_color(QuestData::COLOURS[:basic_value]))
            draw_text(x + tw, y, w - tw, line_height, value, 2)
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Draw Heading
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def draw_heading(data_type, y)
            set_data_font(:heading)
            clear_and_draw_text(40, y, contents_width - 80, line_height,
              QuestData::VOCAB[data_type], QuestData::HEADING_ALIGN[data_type])
            reset_font_settings
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Clear and Draw Text
          #    Clear the field before drawing the text
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def clear_and_draw_text(*args)
            rect = []
            while !args[0].is_a?(String) do rect.push(args.shift) end
            rect[0].is_a?(Rect) ? rect = rect[0] : rect = Rect.new(*rect)
            align = args[1] ? args[1] : 0
            ts = text_size(args[0])
            ts.width = [ts.width + 4, rect.width].min
            align == 1 ? ts.x = rect.x + ((rect.width - ts.width) / 2) :
              align == 2 ? ts.x = rect.x + rect.width - ts.width : ts.x = rect.x
            ts.y = rect.y
            contents.clear_rect(ts)
            ts.x += 2
            draw_text(ts, args[0], align)
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Draw Description Box
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def draw_box(line_num)
            return if line_num < 1
            x = (line_height / 2) - 1
            y = @draw_y + (line_height / 2) - 1
            w = contents_width - 2*x
            h = (1 + line_num)*line_height
            draw_rect_outline_with_shadow(x, y, w, h)
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Draw Rect Outline
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def draw_rect_outline(x, y, w, h, colour)
            # Horizontal Lines
            contents.fill_rect(x, y, w, 2, colour)
            contents.fill_rect(x, y + h - 2, w, 2, colour)
            # Vertical Lines
            contents.fill_rect(x, y, 2, h, colour)
            contents.fill_rect(x + w - 2, y, 2, h, colour)
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Draw Rect Outline with Shadow
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def draw_rect_outline_with_shadow(x, y, w, h)
            draw_rect_outline(x + 1, y + 1, w, h, text_color(QuestData::COLOURS[:line_shadow]))
            draw_rect_outline(x, y, w, h, text_color(QuestData::COLOURS[:line]))
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Objective/Description X
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def objective_x; line_height / 2; end
          def description_x; QuestData::DESCRIPTION_IN_BOX ? line_height : (line_height/2); end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Update
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def update(*args, &block)
            super(*args, &block)
            if open? && active && @dest_scroll_oy == self.oy
              scroll_down if Input.press?(:DOWN)
              scroll_up if Input.press?(:UP)
            end
            if self.oy != @dest_scroll_oy
              mod = (@dest_scroll_oy <=> self.oy)
              self.oy += 3*mod
              self.oy = @dest_scroll_oy if (@dest_scroll_oy <=> self.oy) != mod
            end
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Scroll Down
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def scroll_down(*args, &block)
            max_oy = contents_height - maqj_visible_height
            dest = ((@dest_scroll_oy / line_height) + 1)*line_height
            @dest_scroll_oy = [dest, max_oy].min
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Scroll Up
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def scroll_up(*args, &block)
            dest = ((@dest_scroll_oy / line_height) - 1)*line_height
            @dest_scroll_oy = [dest, 0].max
          end
        end
         
        #==============================================================================
        # ** Scene_Quest
        #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
        #  This class handles processing for the Quest scene
        #==============================================================================
         
        class Scene_Quest < Scene_MenuBase
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Start Scene Processing
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def start
            super
            @init_category, @init_quest_index = $game_party.quests.find_location($game_system.last_quest_id, $game_system.last_quest_cat)
            create_maqj_picture unless $game_system.quest_bg_picture.empty?
            create_all_windows
            adjust_window_positions
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Terminate Scene
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def terminate
            $game_system.quest_categories = QuestData::CATEGORIES
            $game_system.quest_scene_label = QuestData::VOCAB[:scene_label]
            $game_system.last_quest_id = @quest_list_window.item ? @quest_list_window.item.id : 0
            $game_system.last_quest_cat = @quest_category_window ?
              @quest_category_window.item : $game_system.quest_categories[0]
            super
            dispose_maqj_picture
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Create Background Picture
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def create_maqj_picture
            @maqj_picture_sprite = Sprite.new
            @maqj_picture_sprite.bitmap = Cache.picture($game_system.quest_bg_picture)
            @maqj_picture_sprite.opacity = $game_system.quest_bg_opacity
            @maqj_picture_sprite.blend_type = $game_system.quest_bg_blend_type
            @maqj_picture_sprite.z = @background_sprite.z + 1 if @background_sprite
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Create All Windows
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def create_all_windows
            create_quest_label_window unless $game_system.quest_scene_label.empty?
            create_quest_category_window if $game_system.quest_categories.size > 1
            create_quest_category_label_window if QuestData::SHOW_CATEGORY_LABEL
            create_dummy_category_window if QuestData::CATEGORY_LABEL_IN_SAME_WINDOW &&
              @quest_category_window && @quest_category_label_window
            create_quest_list_window
            create_quest_data_window
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Create QuestLabel Window
          #    This window shows the name of the scene
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def create_quest_label_window
            @quest_label_window = Window_QuestLabel.new(0, 0, $game_system.quest_scene_label)
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Create QuestCategory Window
          #    This window allows the player to switch categories.
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def create_quest_category_window
            @quest_category_window = Window_QuestCategory.new(0, 0, $game_system.quest_categories)
            @quest_category_window.category = @init_category if @init_category
            @quest_category_window.set_handler(:cancel, method(:on_category_cancel))
            @quest_category_window.set_handler(:ok, method(:on_category_ok))
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Create QuestCategoryLabel Window
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def create_quest_category_label_window
            if @quest_category_window
              @quest_category_label_window = Window_QuestCategoryLabel.new(0, @quest_category_window.height)
              @quest_category_window.add_observing_proc(:label) { |category|
                @quest_category_label_window.category = category }
            else
              @quest_category_label_window = Window_QuestCategoryLabel.new(0, 0)
              @quest_category_label_window.category = $game_system.quest_categories ? $game_system.quest_categories[0] : :all
            end
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Create Dummy Category Label Window
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def create_dummy_category_window
            @quest_category_label_window.y -= 12
            @quest_category_label_window.opacity = 0
            @quest_category_window.opacity = 0
            w = [@quest_category_window.width, @quest_category_label_window.width].max
            h = @quest_category_window.height + @quest_category_label_window.height - 12
            @category_dummy_window = Window_QuestCategoryDummy.new(0, 0, w, h)
            @category_dummy_window.z = [@quest_category_window.z, @quest_category_label_window.z].min - 1
            # Draw Horz Line
            @category_dummy_window.draw_horizontal_line(@quest_category_window.height - @quest_category_window.padding - 7, 2)
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Create QuestList Window
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def create_quest_list_window
            if @category_dummy_window
              y = @category_dummy_window.height
            else
              y = @quest_category_window ? @quest_category_window.height : 0
              y += @quest_category_label_window ? @quest_category_label_window.height : 0
              y = @quest_label_window.height if y == 0
            end
            @quest_list_window = Window_QuestList.new(0, y, QuestData::LIST_WINDOW_WIDTH,
              Graphics.height - y)
            @quest_list_window.set_handler(:ok, method(:on_list_ok))
            @quest_list_window.deactivate if !QuestData::CONCURRENT_ACTIVITY
            if !QuestData::CONCURRENT_ACTIVITY || !@quest_category_window
              @quest_list_window.set_handler(:cancel, method(:on_list_cancel))
            end
            if @quest_category_window
              @quest_category_window.add_observing_proc(:list) { |category|
                @quest_list_window.category = category }
            else
              @quest_list_window.category = $game_system.quest_categories[0]
            end
            @quest_list_window.index = @init_quest_index if @init_quest_index
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Create QuestData Window
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def create_quest_data_window
            x = @quest_list_window.width
            y = (@quest_label_window && (@quest_category_window ||
              @quest_category_label_window)) ? @quest_label_window.height : 0
            @quest_data_window = Window_QuestData.new(x, y, Graphics.width - x,
              Graphics.height - y)
            @quest_list_window.help_window = @quest_data_window
            @quest_data_window.quest = @quest_list_window.item
            @quest_data_window.set_handler(:ok, method(:on_data_ok))
            @quest_data_window.set_handler(:cancel, method(:on_data_cancel))
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Dispose Background Picture
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def dispose_maqj_picture
            @maqj_picture_sprite.dispose if @maqj_picture_sprite
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Adjust Window Positions
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def adjust_window_positions
            if @quest_label_window && (@quest_category_window || @quest_category_label_window)
              @quest_label_window.x = QuestData::LIST_WINDOW_WIDTH
            end
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Category OK
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def on_category_ok; @quest_list_window.activate; end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Category Cancel
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def on_category_cancel; return_scene; end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * List OK
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def on_list_ok
            @quest_category_window.deactivate if @quest_category_window
            @quest_data_window.activate
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * List Cancel
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def on_list_cancel
            @quest_category_window ? @quest_category_window.activate : return_scene
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Data OK
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def on_data_ok; on_data_cancel; end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Data Cancel
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def on_data_cancel
            @quest_list_window.activate
            @quest_category_window.activate if @quest_category_window && QuestData::CONCURRENT_ACTIVITY
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Update All Windows
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def update_all_windows(*args, &block)
            # To accomodate for concurrent activity, must deactivate category
            @quest_category_window.deactivate if @quest_category_window &&
              QuestData::CONCURRENT_ACTIVITY && @quest_list_window.active &&
              Input.trigger?(:C)
            super(*args, &block)
            @quest_category_window.activate if @quest_category_window &&
              QuestData::CONCURRENT_ACTIVITY && @quest_list_window.active
          end
        end
         
        #==============================================================================
        # ** Scene_Map
        #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
        #  Summary of Changes:
        #    aliased method - update_scene
        #    new methods - update_call_quest_journal; call_quest_journal
        #==============================================================================
         
        class Scene_Map
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Update Scene
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          alias maqj_updascne_9kh4 update_scene
          def update_scene(*args, &block)
            maqj_updascne_9kh4(*args, &block)
            update_call_quest_journal if $game_system.quest_map_access && !scene_changing?
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Update Call Quest Journal
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def update_call_quest_journal
            if $game_map.interpreter.running?
              @quest_journal_calling = false
            else
              if Input.trigger?(QuestData::MAP_BUTTON)
                $game_system.quest_access_disabled || $game_party.quests.list.empty? ?
                  Sound.play_buzzer : @quest_journal_calling = true
              end
              call_quest_journal if @quest_journal_calling && !$game_player.moving?
            end
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Call Quest Journal
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def call_quest_journal
            @quest_journal_calling = false
            Sound.play_ok
            SceneManager.call(Scene_Quest)
          end
        end
         
        # Menu Access
        if !$imported[:MA_InsertCommand]
        # Initialize the Insertion Hash
        MA_COMMAND_INSERTS = {}
        MA_InsertableMenuCommand = Struct.new(:name, :index, :enable, :scene, :other)
         
        #==============================================================================
        # ** Game_System
        #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
        #  Summary of Changes:
        #    new public instance variable - maic_menu_commands
        #    aliased method - initialize
        #==============================================================================
         
        class Game_System
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Inserted Menu Commands
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def maic_inserted_menu_commands
            # Lazy Instantiation so that old save files are not corrupted
            if !@maic_inserted_menu_commands
              @maic_inserted_menu_commands = MA_COMMAND_INSERTS.keys
              # Sort by index
              @maic_inserted_menu_commands.sort! { |a, b| MA_COMMAND_INSERTS[a].index <=> MA_COMMAND_INSERTS[b].index }
            end
            @maic_inserted_menu_commands
          end
        end
         
        #==============================================================================
        # ** Window_MenuCommand
        #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
        #  Summary of Changes:
        #    aliased method - make_command_list; maic_insert_command
        #==============================================================================
         
        class Window_MenuCommand
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Make Command List
          #``````````````````````````````````````````````````````````````````````````
          #  I alias this method instead of add_original_commands because I need to
          # have all commands created before I can insert at the correct index
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          alias maic_mkcmmndl_6yd2 make_command_list
          def make_command_list(*args, &block)
            maic_mkcmmndl_6yd2(*args, &block) # Run Original Method
            # Insert new commands
            $game_system.maic_inserted_menu_commands.each { |sym| maic_insert_command(sym) }
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Insert Command
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def maic_insert_command(symbol)
            command = MA_COMMAND_INSERTS[symbol]
            # Get the command name
            name = command.name.is_a?(Symbol) ? eval(command.name.to_s) : command.name
            # Check whether enabled
            enabled = case command.enable
            when Integer then command.enable == 0 ? true : $game_switches[command.enable]
            when String then eval(command.enable)
            when Symbol then self.send(command.enable)
            else
              enabled = true
            end
            # Add the command to the list
            add_command(name, symbol, enabled)
            added = @list.pop
            @list.insert([command.index, @list.size].min, added) # Insert at specific index
          end
        end
         
        #==============================================================================
        # ** Scene_Menu
        #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
        #  Summary of Changes:
        #    aliased method - create_command_window; on_personal_ok
        #    new methods - maic_set_insert_handler; maic_command_insert
        #==============================================================================
         
        class Scene_Menu
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Create Command Window
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          alias maic_createcndwin_3ey7 create_command_window
          def create_command_window(*args, &block)
            maic_createcndwin_3ey7(*args, &block) # Run Original Method
            # Add handlers for all custom commands
            $game_system.maic_inserted_menu_commands.each { |symbol| maic_set_insert_handler(symbol) }
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Set Inserted Handler
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def maic_set_insert_handler(symbol)
            other = MA_COMMAND_INSERTS[symbol].other
            handler = case other
            when Symbol then method(other)
            when String then lambda { eval(other) }
            when TrueClass then method(:command_personal)
            else
              handler = method(:maic_command_insert)
            end
            @command_window.set_handler(symbol, handler)
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Custom Command
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          def maic_command_insert
            SceneManager.call(Kernel.const_get(MA_COMMAND_INSERTS[@command_window.current_symbol].scene))
          end
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          # * Personal OK
          #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
          alias maic_onpok_3ek9 on_personal_ok
          def on_personal_ok(*args, &block)
            if $game_system.maic_inserted_menu_commands.include?(@command_window.current_symbol)
              maic_command_insert
            else
              maic_onpok_3ek9(*args, &block) # Run Original Method
            end
          end
        end
         
        $imported[:MA_InsertCommand] = true
        end
         
        MA_COMMAND_INSERTS[:quest_journal] =
          MA_InsertableMenuCommand.new(QuestData::VOCAB[:menu_label], QuestData::MENU_INDEX,
          "!$game_system.quest_access_disabled && !$game_party.quests.list.empty?",
          :Scene_Quest, false)


    Там присутствуют примеры настроек квестов, я из своего проекта выдернула этот скрипт.
    Последний раз редактировалось Alisa; 19.01.2017 в 11:03.

  4. #4484

    По умолчанию

    Для вариантов ответа использую Galv's Visual Novel Choices...Можно ли тамошней картинке приоритет выставить?

  5. #4485
    Хранитель Аватар для Paranoid
    Информация о пользователе
    Регистрация
    22.12.2014
    Сообщений
    2,776
    Записей в дневнике
    34
    Репутация: 28 Добавить или отнять репутацию

    По умолчанию

    Цитата Сообщение от Fiolet Посмотреть сообщение
    Для вариантов ответа использую Galv's Visual Novel Choices...Можно ли тамошней картинке приоритет выставить?
    Да можно, в настройках скрипта найди CHOICES_Z и увеличивай пока не станет так как надо.
    Лицензионный VX Ace. Спасибо Петр.
    2 года мукеризма в пустую.

  6. #4486

    По умолчанию

    Цитата Сообщение от Paranoid Посмотреть сообщение
    Да можно, в настройках скрипта найди CHOICES_Z и увеличивай пока не станет так как надо.
    Тысяча благодарностей, ваш совет помог. Увы, банальное не знание языка и не способность перевести инструкцию, рождают слишком много вопросов.

  7. #4487

    По умолчанию

    Возникла в голове идея сделать QTE систему (Когда на экране есть указание что жать, и если не успеть то проигрыш), но не знаю как. Видел в Берсерке от Петера, например. Может объясните?

  8. #4488
    Администратор Аватар для Пётр
    Информация о пользователе
    Регистрация
    24.04.2014
    Адрес
    Краснодар
    Сообщений
    3,940
    Записей в дневнике
    6
    Репутация: 132 Добавить или отнять репутацию

    По умолчанию

    Цитата Сообщение от MaxRiper Посмотреть сообщение
    Возникла в голове идея сделать QTE систему (Когда на экране есть указание что жать, и если не успеть то проигрыш), но не знаю как. Видел в Берсерке от Петера, например. Может объясните?
    Я этот скрипт использовал.
    https://atelierrgss.wordpress.com/rg...in-commands-m/

  9. #4489

    По умолчанию

    Цитата Сообщение от peter8031983 Посмотреть сообщение
    Я этот скрипт использовал.
    https://atelierrgss.wordpress.com/rg...in-commands-m/
    Спасибо!

  10. #4490

    По умолчанию

    В общем, так и не нашел нормального решения того вопроса с HD и 15-20 фпс на мейкере.
    Так вот, хотелось бы услышать, как будет удобнее? 800Х600 или немного больше и 40 фпс без сильных лагов, или HD но с 20 фпс?

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