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 Lv1.梦旅人 
	梦石0 星屑66 在线时间140 小时注册时间2012-2-6帖子384 | 
| xuzhengchi 发表于 2012-3-9 00:49 ![]() 这个外站的脚本如何?
 
 代码太长,直接上范例吧:http://115.com/file/anjixvgo
此脚本的汉化版:
 复制代码#==============================================================================
#    Quest Journal [VXA]
#    Version: 1.0d
#    Author: modern algebra (rmrk.net)
#    Date: February 27, 2012
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  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
#
#        remove_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
#==============================================================================
# *** 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 = false
  #  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 = true
  #  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:         226, # The icon for the All Quests category
    active:      236, # The icon for the Active Quests category
    complete:    238, # The icon for the Complete Quests category
    failed:      227, # 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: 262, # 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:       "任务",
    # scene_label: The label at the top of the scene. If empty, no window
    scene_label:      "任务选单", 
    # description: The heading to identify the description
    description:      "任务介绍",
    # objectives: The heading to identify the objectives
    objectives:       "任务目标",
    # 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:          "奖励",
    # 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:            "",#级别:",
    # 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 =>      "所有任务",      # The label for the :all category
    :active =>   "当前任务",   # The label for the :active category
    :complete => "已完成任务", # The label for the :complete category
    :failed =>   "失败的任务",   # 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 = 0
  #  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 = 12
  #  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 = ["傻逼", "普通", "智者", "疯子", "国战", "种族", "天道"]
  #  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 207-218.
    #
    #   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 369.
    #        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 
    #
    #   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 306.
    #  
    # 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]              = "黑暗的苏醒"
      q[:level]             = 7
      q[:icon_index]        = 7
      q[:description]       = "圣骑士长的膝盖中了一箭,投靠了黑
暗势力。请联络大天使加百列讨论天
人联盟的问题。"
      q[:objectives][0]     = "与大天使加百列对话"
      q[:objectives][1]     = "组建天人联盟"
      q[:objectives][2]     = "帮助重建天国"
      q[:objectives][3]     = "与黑暗圣骑士战斗并取得胜利"
      q[:prime_objectives]  = [0, 1]
      q[:custom_categories] = []
      q[:banner]            = ""
      q[:banner_hue]        = 0
      q[:client]            = "加百列"
      q[:location]          = "天堂遗迹"
      q[:common_event_id]   = 0
      q[:rewards]           = [
        [:item, 1, 3],
        [:gold, 500],
      ]
      q[:layout]            = false
    #||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
    #  END Editable Region B
    #//////////////////////////////////////////////////////////////////////
    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(:"quest_#{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!(/(\s*)([^\s\n\f]*)([\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 [email protected]_objectives.empty?
    when Array then (data_type - [:line]).any? { |dt| draw_data?(dt) }
    else [email protected](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 [email protected] 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] : "", 
        reward[2] ? reward[2] : "")
    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
    $game_system.last_quest_cat = @quest_category_window.item
    super
    dispose_maqj_picture
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Create Background Picture
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def create_maqj_picture
    @maqj_picture_sprite = Sprite.new
    @maqj_picture_sprite.bitmap = Cache.picture($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))
    if !QuestData::CONCURRENT_ACTIVITY
      @quest_list_window.deactivate
      @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
    @quest_data_window.activate
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * List Cancel
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def on_list_cancel; @quest_category_window.activate; 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 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 QuestData::CONCURRENT_ACTIVITY && 
      @quest_list_window.active && Input.trigger?(:C)
    super(*args, &block)
    @quest_category_window.activate if 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)
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