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 May 6, 2015@mike_x1
No, but that's a good idea, and easy to implement. I will add it in the next dev build
^^-
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Posted May 6, 2015Is it possible to use the block objective without any specific block, so that it won't matter what block a player breaks?
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Posted May 5, 2015@Camaroz1
Well, you could do something like this:
If the player waits without going out, he will complete the quest, if he goes out, 3rd objective will fail his quest. Just remember to cancel 3rd objective when completing 2nd, or cancel the 2nd when completing the 3rd.
Objectives don't need to be mandatory tasks in the quest, you can use them in many other ways.
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Posted May 5, 2015is it possible to make capture arena mission(player have to stay at x location for amount of time)?
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Posted May 3, 2015@mike_x1
Exactly.
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Posted May 3, 2015@Co0sh
Thanks a lot, didn't notice that at first. Is the NPC ID specified in npcs.yml the same as the one used by Citizens?
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Posted May 3, 2015@mike_x1
Conversations are binded using ID, they always were. You need to use npcs.yml file for this. Name specified in a conversation does not matter in this case - it's there because you can have conversations without NPCs, started by an event.
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Posted May 3, 2015Even tho I haven't used this much yet, it seems like this will replace my current quest system :D
Anyway, here's a quick question straight away: is it somehow possible to use the NPC ID instad of the NPC's name and if not, would it be possible to implement that somewhere in the future? Unfortunately I have some NPCs with the same name so I could not bind quests to them...
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Posted May 2, 2015@Co0sh
Thanks you for your help :-) And thanks to the creator of this plugin.
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Posted May 2, 2015@Rouchesta
In NPC option "start" you have negated "its_started" condition - that's an error. You don't have "its_started" condition defined, because "its_started" is just a name of your tag. The condition (as defined in conditions.yml) is named "started". You have to use the name of the condition, not the actual tag.
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Posted May 1, 2015I need help. I've a problem with tags and i'm looking for the error since hours ... :-/ https:github.com/Rouchesta/MC/issues/1 Thank you.
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Posted May 1, 2015@Juc70
Yaml format doesn't parse ' characters as normal text, they just specify where the string starts and where it ends. If you want it to be a literal ' you must double it:
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Posted Apr 30, 2015Hmm. what am i doing wrong?? Getting "Null" every time to journal...
These what i used: digger_journal_done: 'journal digger_done' digger_done: 'I dig some sand, let's go give these to digger'
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Posted Apr 30, 2015@a Co0sh
Ooh yeah, thanks :) got it to work, awesome plugin btw.. but its freaking hard to get into
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Posted Apr 30, 2015@Juc70
Do you have "emerald" item defined in your items.yml file?
To complete the example quest you have to break 16 blocks of wood and have them in your inventory. Just breaking the blocks and not bringing them (or bringing some random wood without destroying trees) won't work. Note that if you place some wood blocks, the counter will go in other direction (for example placing 4 wood blocks will increase required amount to 20).
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Posted Apr 30, 2015Well is this bug or am I doing something wrong?
I have emerald_remove: 'take emerald:1' in events.yml and it doesn't seem to work, even when I'm firing it with ''/bq event' same applies to this this condition emerald_has: 'item emerald:1'.
Also may help if i say this, Can't finish the innkeeper quest that there is, there's no option to give the wood to the innkeeper in his dialogue.
some info: Running on 1.8.3 server with about 15 plugins that shouldn't interfere with this one
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Posted Apr 27, 2015@chunkaymonkay
Yes, you should use "command" event for that.
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Posted Apr 27, 2015@Co0sh Hey i was wondering does this plugin allow npcs to run a command when the quest is complete ex: killed 1 mob went to the npc to redeem my prize and the npc runs the command /addxp player 1032
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Posted Apr 15, 2015@Co0sh version 1.6.2 and craftbukkit 1.8.1
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Posted Apr 15, 2015@xDizasterCYx
I'm sorry, but that's not my code, I cannot change it. I could test it later (when I will have some free time) and make a pull request if I find any error.
Are you running version 1.6 or later?