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 Jun 8, 2015@mike_x1
I'm not sure it's possible with Bukkit/Spigot. I don't want to touch NMS code, because it would break BetonQuest every server update.
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Posted Jun 7, 2015After using this plugin for a few days now, I have a suggestion: Could you add the ability to add specific item-attributes such as the MaxHealth attribute (available in vanilla minecraft via NBT editors) to quest items?
I will also have a look at the source and see if I can add this by myself but unfortunately I won't have much spare time for the next few weeks. However, if I find a solution to this, I will create a pull request.
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Posted Jun 4, 2015@mike_x1
Thank you and no problem ^^
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Posted Jun 4, 2015Hey,
just started using this plugin a few days ago after preparing my server for the whole RPG and it looks really promising yet :) Great job! Now I have one question tho: Is it possible to combine multiple things into one event?
EDIT: Just found out that this is possible with the "folder" event.
EDIT 2: I've seen that there is a dead link in the events list on GitHub. The javadoc page you linked for the effects doesn't exist anymore. Here's the one that works: https://hub.spigotmc.org/javadocs/spigot/org/bukkit/potion/PotionEffectType.html
Thanks for making this awesome plugin! (And saving me from the work of programming this by myself :P)
- Mike_x1
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Posted Jun 2, 2015@Co0sh
I think that some pictures with conditions and events examples would be really useful. That's the only problem I have. It's hard to understand from words. The rest is easy to understand I guess. OH, A VIDEO! Didn't notice that. Gonna check that right now!
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Posted May 31, 2015@Co0sh
Yes, I only changed the version and it worked fine.
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Posted May 31, 2015@awsqed0310
There are no changes in objectives between those two versions, are you sure?
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Posted May 31, 2015@Co0sh
Nvm, it turns out that my friend using the latest BetonQuest version, which is v1.6.2. Thanks anw
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Posted May 31, 2015@awsqed0310
Ok, I will check that.
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Posted May 31, 2015@Co0sh
Im using v1.6.1
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Posted May 31, 2015@awsqed0310
Probably because of a bug. Which version do you use?
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Posted May 31, 2015why "craft" objective doens't work when the item amount is greater than 60??
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Posted May 21, 2015@nashoxx
Why, is the system too complex or the documentation is not written in an understandable way? Should I change something?
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Posted May 21, 2015Conditions and Events are really hard to understand :(
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Posted May 17, 2015@IrusVirus
When you're fighting and you try to start a conversation with an NPC. It prevents the players from using conversations with stop option as god mode.
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Posted May 17, 2015When it fires the new busy: '&cThis person is busy' text?
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Posted May 17, 2015@nashoxx
Are you using Citizens? In that case check your spelling in npcs.yml file, it's case sensitive.
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Posted May 16, 2015I'm having this error where I put my new conversation but at the moment of clicking the NPC which I have assigned the conversation to it just sends an error through the console and saying at the end: "Quester's name is not defined in Altaranth conversation!"
(Altaranth is the NPC which I'm using) But I do have the name defined in the conversation, I do not know what to do. The plugin works fine, I tested the innkeeper NPC and it works good, but it just keeps sending errors when I right click the NPC and I need help.
Using Spigot 1.8.3 and BetonQuest 1.6.2
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Posted May 10, 2015@Nebraan
No, there is no way of making the NPC say things in a time interval. "Press one to continue" is the best thing you will get.
I could however add such functionality to the existing conversation system, maybe...
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Posted May 10, 2015Hi. It been a while since i first asked this so i come again.
Is there any way to create a one way conversation?
A simple conversation without player interaction. just the speech of the npc line by line maybe with a little time between each text.
Like, if the pointer lead to another npc text then the npc keep talking. For now i use a press 1 to continue but it's not really roll play.