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 15, 2015Hey can you fix the compatibility with SkillAPI?
http://pastebin.com/tvJ1bfvV
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Posted Apr 12, 2015@sakura_blades
Yes, the NPC will chose the first one that meets all conditions. If none of them does, the conversation will end.
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Posted Apr 12, 2015Quick question: Is it possible to have multiple Pointers to an NPC response, if the responses have conditions that need to be met?
For example:
Player responds: Yes
Pointer: A, B
A: TEXT
Condition: 100 Points
B: TEXT
Condition: -100 Points
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Posted Apr 11, 2015@Peda1996
Yes, it is. In fact, there is no such thing as a limit of active quests - everything is "just active".
You can however create such limit with tag conditions if you need this (tag is on when a quest is taken, it gets turned off when the quest becomes completed, and then you can start new quest, which can only be started if that tag is turned off.
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Posted Apr 11, 2015Is it possible that a Player has multiple quests opened at once?
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Posted Apr 10, 2015@Wolfraim
Could you send me the conversation after those updates? :3
@kilbone
That's a really nice tool, keep up the good work
^^-
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Posted Apr 9, 2015Hey guys!
I figured i'd share this here :
http://52.74.120.151/quest-creator/
WORK IN PROGRESS any feature requests send them to me.
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Posted Apr 7, 2015@Bastikeks
No ive changed it now but it was like that before and it didnt work.
Edit : I just fixed that little error and it still gives the same error. 07.04 03:43:54 [Server] ERROR Conversation gornek is missing conditions in NPC option CuttingTeeth_started
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Posted Apr 7, 2015CuttingTeeth_completed part doesn't exist as an npc option...
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Posted Apr 7, 2015Got a little problem and I don't know how to fix it. Basicially the NPC cannot say anything the second time I click him, its ment to ask if I have completed Killing the boars but it just starts and ends the conversation. It gives this error when I try to do what said: 07.04 02:18:10 [Server] ERROR Conversation gornek is missing conditions in NPC option CuttingTeeth_completed 07.04 02:18:10 [Server] ERROR Conversation gornek is missing conditions in NPC option CuttingTeeth_completed Gornek.yml: http://pastebin.com/BWzJSi4H
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Posted Apr 6, 2015@Wolfraim
The objective already tracks when the player kills a mob.
It's an objective, so it starts tracking whether the player still needs to or not when the objective is obtained. You don't need to do anything else.
Really, it works like the normal "MobKill" objective does, just expands on it to include Mythic Mobs' mobs. :P
So just add the objective, and that's it. You're done. The player is already being tracked and checked if the mob has been killed.
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Posted Apr 6, 2015For the Mythicmobs compatibility is there a way of checking if the player kills the mob or does the objective do it already if so how do I check if they have.
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Posted Apr 6, 2015Oh yes and also could you add more plugin integration such as possibly Heroes and SkillAPI in the future as I am attempting to create a RPG server and since this plugin is the only quest plugin that can work well with what I'm going to do. Thanks
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Posted Apr 5, 2015@Wolfraim
Currently there is only a Spanish tutorial and, sadly, I am not capable of recording one in English, sorry.
@BeckinatorPVP
Thank you
^^-
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Posted Apr 5, 2015I think that this plugin has seriously been ignored because there supposedly is a better plugin out there called 'Quests'. I think that Quests gives you a limited range of what you can do but this plugin is more specific, easier to use and is really going to help me. Even though it only has 3 hooks, I know a easy way it can be used for rpg intergrations. Keep up the good work!
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Posted Apr 5, 2015Is there any video tutorials if not could you make one?
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Posted Apr 4, 2015@Co0sh
Alright this is most likely the preferred choice for me.
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Posted Apr 2, 2015@sakura_blades @xXRoboJackXx
Or just use Vault compatibility, with "permission" event. It can give and take permissions from the player. You must have Vault installed though.
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Posted Apr 1, 2015@sakura_blades
Thank you.
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Posted Apr 1, 2015@xXRoboJackXx
Condition
Permission: permission
Player must have certain permission for this condition to return true. The instruction string must contain argument perm:permission.node.
Example permission perm:essentials.tpa
Event
Command: command persistent
Runs specified command from console. You just pass the command without leading slash. All %player% are replaced with player's name.
Example: command ban %player%
Condition can check player for a permission node, and Event can run a command to give that player a permission node.