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 Jul 19, 2015Awesome plugin, you are the best!
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Posted Jul 18, 2015@mike_x1
Tomorrow I will be updating French translation and broken journal condition, so I will also fix this issue. You're right, data loading should be scheduled on the first server tick, I just didn't think of that. Thank you for noticing it
^^-
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Posted Jul 18, 2015@mike_x1
Posting this as a reply so that it doesn't get unnecessarily confusing.
Already found out that reloading the quests after the server start fixes the problem of events not being loaded (because the registered events are not found).
So I'd suggest taking the call of loadData() outside the onEnable() method and scheduling a task to do so. As scheduled tasks can only run once the server is loaded, this would be a solution to this, because it makes sure that all events are registered first.
Let me know if I should add this to the source and create a pull request.
- Mike
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Posted Jul 18, 2015I've got a quick question about BetonQuest 1.7:
Is there a way to add blank lines and comments in the config files? I used these to make the config files readable in the past but now it seems like everything after the first blank line is simply being ignored.
In case this is already implemented, could you please tell me what I can do about it?
EDIT: I already figured out that comments still work... so that won't be a problem anymore. Now I have another problem tho: I have a plugin that hooks into BetonQuest and registers an event.. With the new release of BetonQuest however, the quests get loaded before my event is able to register. (I have declared BetonQuest as a dependency in the plugin.yml)
- Mike
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Posted Jul 14, 2015@Co0sh
It works fine now, thank you!!!!
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Posted Jul 14, 2015@Co0sh
Yeah, I don't have the emerald reward because I'm using apples as rewards in my quest. I will try doing what you say, thanks for the help!
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Posted Jul 14, 2015@nashoxx
The option "a_new_world_completed" is conditioned only by "cond_a_new_world_completed". The start options are checked one after another until one of them will pass all conditions - the rest is then ignored. Your players finish the quest, and since then "cond_a_new_world_completed" will be always true for them and the conversation will start from that option.
You need to add another condition to "a_new_world_completed", something like "!an_easy_task_started" (with the negation, it's important). I'm sure you know how to handle tags for such condition. It will block the option from being chosen once the player has started the quest and the conversation will advance.
There would be no difference if there were multiple conversations per NPC - you still would need to define this condition, and without it the right conversation would not start.
Also, you have event giving "emerald" item, but it's not defined in items.yml, just pointing it out.
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Posted Jul 13, 2015@nashoxx
Could you upload those files to some hosting service and send me the link in private message? It will be easier for me to find the error.
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Posted Jul 13, 2015@Co0sh
This is why I wanted to request for separate conversations for an NPC, because I'm creating some sort of campaign and there are a lot of conditions, events, etc. And now the plugin doesn't want to recognize more than 3 "first events", those that go next to "first:". Now with the 4th it just doesn't want to fire the event or start with that pointer or whatever you call them, or conditions, etc. It just sticks with the last sentences, which is also a reward, and the reward and stence keep playing over and over and over and over and over and over and over and over and over and over and over again, even when I putting more events to fire and conditions, pointers, even the journal thing. So I can't do nothing atm,. I'm stuck and I can't progress with the campaign.
What I have in first: 'start,a_new_world_incomplete,a_new_world_completed,an_easy_task_later'
There are no errors in the console. For the love of jesus christ help help.
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Posted Jul 4, 2015@TwbtyLamplight
Do you mean a chest from which players can take items only once while doing a quest? You can achieve that by using action objective, but that will only give them items when they click the chest, there won't be any actual taking items from the chest inventory.
I would suggest using plugin "TreasureChest" or similar for such things.
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Posted Jul 3, 2015@Co0sh
I know my question a little more, may cause harassment to you. My English is very poor, please forgive me ~
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Posted Jul 3, 2015@Co0sh
This plug-in can achieve a fixed "box"? Put some specific items in the box. Each player can only receive one more time.
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Posted Jul 3, 2015@TwbtyLamplight
There is no "step on pressure plate" objective, so I would recommend using location objective to do that. It's not a bad idea though, detecting activated plates is a lot more efficient than tracking the player all the time.
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Posted Jul 2, 2015@Co0sh
How to determine whether the player has a "tag" after stepping on to through the "wood_plate"?
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Posted Jul 2, 2015@Co0sh
Yes,nice plugin!
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Posted Jul 2, 2015@jakesully123456
Not in 1.6, but development versions of 1.7 have party events and conditions.
@TwbtyLamplight
Ah, I forgot that. When you're placing the block, you will have to break one more. It's the form of preventing people from cheating. Imagine a quest: "break 50 gold ore". You could go break one ore, place it, break it again and repeat until quest is done.
If you want to place wood, then do it before starting the quest, and then you can break it freely.
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Posted Jul 2, 2015@Co0sh
I solved the problem. The reason is because of the need for natural growth of the seedlings! Nice plugin! I love you!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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Posted Jul 2, 2015Does this support party quests?
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Posted Jul 2, 2015I got a job, and it also shows the contents of the task. Could not detect if I destroyed 16 blocks.
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Posted Jul 2, 2015@Co0sh
I suspect that the default configuration is a problem, please give me a normal job configuration can you?