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 Apr 1, 2015Is it possible for someone to unlock a specific permission node for completing a quest?
For example, let's say Jimbob97 completes Quest410. He then unlocks the permission to be able to tpa to players.
Also can you make it so certain quests require specific permission nodes? So like the permission node: betonquest.Quest411 Is required to be able to start this quest?
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Posted Mar 31, 2015@sakura_blades
No, you have to define them separately. You can however use folder event to pack them together and use as one.
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Posted Mar 31, 2015I cannot say I have the ability to actively test anything at the moment, but I am attempting to prepare conversations for when my server becomes available..
So I am wondering this.. I have an Event listed in events.yml and I am wondering if it is possible to "nest" two types into one event call?
Example: reward: tag add reward,command whisper %player% congratulations!
This 'reward' both adds a tag to a player and runs a command. Is that okay? Or do I need to separate them?
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Posted Mar 31, 2015@Wolfraim
Use condition that require the player to already have a flag of a previous quest, in order to start a new one..
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Posted Mar 31, 2015Is there a way to create a quest chain simply?
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Posted Mar 30, 2015@Co0sh
Fabulous, thank you!
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Posted Mar 30, 2015@sakura_blades
Yes, just use global locations.
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Posted Mar 30, 2015@Co0sh
Do triggers/events and what-not have to be run through an NPC?
Say we wanted to make it possible for a player to find a Quest item that starts a quest, but we don't want it to interact with other NPC's until after the player has found it.
Is it possible to say "player interacted with chest in X radius of X location and found X item" and at that time the quest triggered?
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Posted Mar 30, 2015@sakura_blades
I didn't think of that. I'll add this in next dev builds.
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Posted Mar 30, 2015In the spawnmob event, is it possible to name the mobs being spawned? I see there is a check for a name on a mobkill, but what about the spawning part?
Would make spawning mobs in a specific place for a quest, easier to track "this mob needs to die" as opposed to some random mob way off on the other side of the world. xD
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Posted Mar 29, 2015@Wolfraim
Which is understandable, but those RPGs you're thinking of have player levels, which you earn from killing things. This plugin isn't a leveling system, it's a "quest" system that you would generally pair up with that RPG leveling system.
Have to keep in mind that Beton is not an "all in one" RPG plugin, it just for "quest/events" and player interactions with NPCs or tasks.
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Posted Mar 29, 2015@Co0sh
If you want I can make it in skript and give it to you.
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Posted Mar 29, 2015@Wolfraim
The journal main page will be able to display custom text under specific conditions. You can use that (with points) to create ranks.
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Posted Mar 29, 2015well, I'm just saying it would be something to add as in Most RPG's I've played they all have a level system I just thought it would make the plugin a bit nicer.
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Posted Mar 29, 2015@Wolfraim
Levels, from questing? What point would these levels have, and what would they do? Considering Beton already has a Point/Reputation system which is a form of "quest levels" I don't see a need for "player levels" outside of what it already there.
You can use an outside plugin to give player's their 'player level' off mobs and other things and then create additional 'conditions' and 'events' to hook into that system. That's what I'm working on already...
There's no reason to bloat a "quest" plugin with a whole line of various full out RPG things. For that, it would just get far too bloated with all the "other rpg things" it "would be better with"..
But, that's just my opinion..
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Posted Mar 29, 2015@Wolfraim
Thanks for suggestion, I'll think about adding levels. The documentation about Skript integration can be found here ^^
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Posted Mar 29, 2015Hey there,
I feel like this plugin is missing something quite important especially for an RPG type plugin, I also have a question about skript.
So I think that you should add Levels because it seems fitting for an RPG plugin this good :) Plus you could make it so you get Exp (What gives you levels) by e.g. Killing mobs, killing players and to integrate with this quests!
and for my skript question how would I use skript to do anything with your plugin like how do I use it to do anything?
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Posted Mar 28, 2015@IrusVirus
Ok, I will check that.
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Posted Mar 28, 2015@Co0sh
WG 6.0.0 beta 05
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Posted Mar 28, 2015@IrusVirus
It looks like some problem with the API... Which version of WorldGuard are you using? (Spigot 1.8.1)