BetonQuest
BetonQuest is advanced and powerful quests plugin. It offers RPG-style conversations with NPCs and a very flexible quest system. Instead of being limited to creating "quest" objects with taking requirements and rewards upon completion, BetonQuest allows you to freely define what should happen (events), if it should happen (conditions) and what needs to be done for it to happen (objectives). Your quests don't have to look like "kill, bring, get reward": you can create multi-threaded stories, narrated with NPC conversations, with multiple endings affecting the player's gameplay in many ways.

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Posted Jan 31, 2015hhmmm... i like the stop function as it is now, because you are still able to move a bit and may be able to counter mobs when they want to attack you... it has something dynamical but still keeps you inside the conversation.
you should be able to still modify your own inventory by changing item positions or put something in the hotbar (some quests may need an item in your hand and it would be a bit strange to not allow the player to switch to an item which is inside the inventory.
But the thing which bothers me is mostly the "removing items" outside the inventory, because this results in the scenarios described in the comments below. I think it would be the best to disable all containers then, but still allow modifying the inventory unless someone wants to drop/pickup something.
why does this require to block player movement and damage handling?
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Posted Jan 31, 2015@Bastikeks
I would have to block almost everything, crafting, item frame interaction, using items, eating food etc. Almost every action in Minecraft involves inventory modification. I could block every possible action but it would also require holding the player in one place and making him invulnerable to damage so he won't be killed by mobs. This functionality could replace current "stop" option or be a global toggle in config.yml. What do you think?
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Posted Jan 30, 2015quick idea which came up with the problem i pointed out a few days ago: to prevent some cheating with items i would disable item dropping and item pickup while inside a conversation (but item give/take via commands or betonquest events should work normally).
worst case scenario in a conversation:
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1. line "here is your gold" is available (but you dont click/choose it yet) because you have enough gold in your inventar
2. you drop the gold
3. you are still able to choose the line now.
4. events fire and may take the gold (which the player hasnt anymore)
5. you pickup the gold you dropped before
6. yay cheated.
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to prevent this I pointed the line under "1." to two dialogues which have a condition if you have still the gold or not (so it's a double-check). In a prior comment (http://dev.bukkit.org/bukkit-plugins/betonquest/?page=2#c151) I described a problem and it seems that the --inverted flag has some issues.
The best here would be also to disable item dropping/pickup while in a conversation so cheaters don't have a chance and I as a scripter doesn't have to fight with all these possibilities.
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Posted Jan 30, 2015@Bastikeks
This condition would be very easy to add, so not a problem.
Using a command in tellraw options works great, I've done it already. The only downside it's that it spams the console and I haven't figured out how to hide these commands yet.
@ak1185878525
I can't tell you anything until you send me your configuration or errors from the console. And even then you will have to wait a little bit as I have my last exams in a few days :(
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Posted Jan 29, 2015Oh,I can't use Spawn Mob event , can you tell me why?And I can't find anything in console
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Posted Jan 28, 2015featurerequest/low priority:
i don't know why or if it's useful later, but maybe it would be cool to check the players yaw/pitch as a condition (maybe as an optional argument in the location-condition, but as an own condition i see more possibilities).
also:
when enabling the tellraw-option in the config the texts are clickable, which is nice and works perfectly. When im outside a conversation and click on the texts which are maybe still readable, the player posts "1, 2, etc" in the chat which still looks a bit dumb. My suggestion to this is: *fanfare*
that you can answer the chat options ALSO with /answer 1 /answer 2, etc. and the tellraw-command just runs these instead of "only" 1,2,3,...
The plugin itself also checks if the player is inside a conversation when typing/running the /answer <number> command. If not, nothing happens and so the clickable chat will only work when inside a conversation :)
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Posted Jan 27, 2015@Co0sh
I sent yo the PM with a link.
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Posted Jan 27, 2015@nashoxx
I have an idea. Compress all your files into a .zip file and send me it in PM. It will be easies for me to find an error.
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Posted Jan 26, 2015quester: 'Xorjt' unknown: 'I''m sorry, I didn''t understand. Can you repeat?' first: 'start' final_events: '' stop: 'true' NPC_options: 'start': text: 'Hm? Do I know you?' conditions: '' events: '' pointer: 'yes,afraid,nevermind'
What am I doing wrong?.
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Posted Jan 26, 2015@nashoxx
Have you defined "start" options in the conversation?
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Posted Jan 26, 2015I don't know what is going on I have done everything correctly, as setting up the plugin and it works, everything is okay but at the moment of starting a conversation with the NPC it just doesn't happens. I did everything. Everything is correct, The NPC ID, everything, no errors in the console, nothing. I reload the plugin and it reloads and hooks correctly with Vault and MythicMobs. I need help.
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Posted Jan 25, 2015@Co0sh
Sorry, my fault, here is the image, it's hooking onto MythicMobs but i think is something related to mmobs api. I'll downgrade mmobs and try again
Console error
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Posted Jan 25, 2015@Adolfotupo
The link doesn't work if I'm not logged in as you. You should choose sharing option rather than just direct linking to your account.
The syntax is correct, so it's something else that's causing this error. Try to reload the plugin and look at the "Hooked into ..." line in console output. Does it list MythicMobs there? If not, then you probably have some unsupported version of MythicMobs. If so, just open an issue here, and I will fix it as soon as I finish my finals :)
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Posted Jan 25, 2015Oh, it was just a typo, in my events file i have it as events. And it's giving me this error when i load the objective (in this case objetivotest)
Error console
What i'm asking is that if i'm right assuming that when someone kill the mob called Guardian it will fire the event to just put a tag on the player, cause it's not completing the objective. Do i have a wrong version of mythicmobs or something? If not, can you show me an example or something if it's not asking too much? Thank you.
killguardian: 'objective mmobkill Guardian amount:1 events:dead_guardian tag:kill_guardian'
dead_guardian: 'tag add killed_guardian'
PD: I don't know if this matters but i think the mythicmobs guys chaged this MMobs api
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Posted Jan 24, 2015@Bastikeks
If it really works like you've described then it's a bug. I will try to reproduce it but from my own experience it should work just fine. I assume you double checked your syntax, so it's a plugin's bug.
@Adolfotupo
You have typo in the objective's instruction string. It should be "events:", not "event:".
@TheCrystalH3ro
Answered. Let's keep it in PMs.
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Posted Jan 24, 2015Hi, i'm trying to make a simple mmokill objective, where when you kill a certain mythical mob you can continue a quest, but it simply does not work. This is the event that i am creating, which just calls the dead_guardian event to create the killed_guardian tag to use it lately, but i can't ever make the objective work. Am i doing something wrong? Thanks
killguardian: 'objective mmobkill Guardian amount:1 event:dead_guardian tag:kill_guardian' dead_guardian: 'tag add killed_guardian'
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Posted Jan 24, 2015i have found an issue, again. But maybe its just a misunderstanding how --inverted and stuff works.
So i have a quest where the player should bring the npc 6 ironingots.
when i talk to the npc and have the items in my inventory, it displays an option like "here is you stuff". while not choosing the option i can throw these ingots away and am still allowed to choose the "here is you stuff"-option. I then pointed this to 2 npc-options which also check via condition if the player still has the items or not (to prevent cheating).
So only one of the two will trigger. the first (condition:have_items) work as expekted. the second (condition:dont_have_items) works only if i dont have ANY item of the defined type. If i have only 4 Items out of six, nothing will happen, because none of the conditions met.
So how does the condition exactly work?
when i have
iron: 'item item:iron_ingot amount:6'
not_enogh_iron: 'item --inverted item:iron_ingot amount:6'
i imply that the conditions "iron" is true, when i have iron_ingot 6 or above
"not_enogh_iron" is true if i have less than 6.
But i experienced that it is only true when i have exactly 0...
Is this a bug or how do i solve this?
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Posted Jan 24, 2015I sent PM
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Posted Jan 24, 2015@TheCrystalH3ro
Paste your conversation to pastebin.com and send me the link, I'll try to find out what's wrong.
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Posted Jan 24, 2015In npcs.yml I have Greg,in conversations i have Greg.yml too