Quester

Quester is highly customizable plugin handling all kinds of quests. From simple "gather to get reward" quests, to complicated forked story-telling quests. What is even better, everything is customizable on-the-fly directly in game ! No more restarting/reloading your server every time to change something. Localizable messages, plenty of different, highly-customizable objectives, conditions, events and flags. NPC and sign support. All this together creates almost unlimited possibilities.
Found a bug? Have a suggestion? Sumbit a ticket.
Don't forget to specify Quester version you are using and label the ticket appropriately. Tickets without label will take longer to review or be ignored completely.
Latest DEV version should be working with recent minecraft versions. See dev builds.




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Posted Feb 24, 2013@ragan262
Oh right, i forgot about the delay being placed at the occasion. On another note i created a ticket cause i think you might enjoy answering stuff there.
keep up the good job :)
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Posted Feb 24, 2013@wiloh95
I will add "/q prereq auto", which will automatically set prerequisites of all objectives to their predecessor. Would that be ok ?
You can set delay on any event, it's set together with the occasion, like this: -3:5 (where occasion is -3 and delay is 5 seconds)
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Posted Feb 24, 2013Also ragan, If I'm not wrong there was a flag before that forced the player to complete all objectives in order and then you replaced that with objectives prerequisite?
Well anyway, If i have a quest with, let's say 25 objectives. Do i really have to make every damn objective a prerequisite of the one before? I'd be simpler to keep the flag also, So that if you want all obj to be in order then it's very simple. But if you only want some to be in order you use the objective prerequisite ,command, :)
might also ad that when creating a message event there's no way to put a delay on the message, would this be easy to add or am i missing something?
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Posted Feb 24, 2013@Coffeebuzz77
Yeah I've thought about both of these and I think I'll use both of your ideas as well as mine. I guess I'll just try and use all three of them as much as possible to not make thing repetitive.
Yeah and also, In a quest area I don't want the player to be able to destroy blocks, othewise they can just ruin stuff and take shortcuts. So it worldguard the best choice or what should i use?
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Posted Feb 24, 2013v0.6.3.4
- action objective listens to cancelled events
You can now use it in protected areas, on various blocks used by other plugins.
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Posted Feb 23, 2013Well now that i've been learning the ropes a bit more with Quester, i've hit another snafu. I'm sure it's not something that anything can be done about, just a little info for others. I have some signs that are tied to CommandSign and i've been trying to incorporate them into the first Tourist quest... Go get the guidebooks. Seems like CommandSign is intercepting the click event and Quester isn't getting informed that a location has been clicked. So that idea is a no go :/
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Posted Feb 23, 2013@wiloh95
Willoh95,
I just did a quest like this. I have an area ( a cursed mansion ) that the questing player must enter several times during the quest.. I have to teleport players in and have iron doors with pressure plates to get out.. they could let other players in but.. meh. Its good enough for me. The thing I always try to do is add the required mechanics into the story so its less cheesy..
For example.. the mansion quest chain is given by Grimwall, the grimwall family was researching some portal magic when the invading warlock clan came in and caused havok and a 200 year curse ect... Grimwall family cannot match the warlock power but they can manage to use what power they have left to get you inside the castle walls.. Hence you teleport into the quest area for each new part of the quest chain by walking through the Grimwalls magic gate.
That above is a cheesy general summary but the basic hint here is to incorporate portals into the story.
The only other idea I had was to model a large door out of Bedrock and have the quest remove the blocks and have a location objective just on the other side of the doorway that recreates the door.. so the door opens when you initiate the quest and closes when you enter past the door.
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Posted Feb 23, 2013@ragan262
That sure was the issue sir. I'm sorry i overlooked that. Been a crazy day here, and it's going to be a crazy night as well.
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Posted Feb 23, 2013@lANTHONYl
Then it's most probably issue mentioned in FAQ. (multiworld pvp protection)
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Posted Feb 23, 2013@ragan262
Yeah... it's not showing anything when i left click it. And thanks for such a speedy response :)
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Posted Feb 23, 2013@lANTHONYl
Even if holder contains only one quest, you need to select it first. What you actually need to do is left click (to select quest) and then right click. (to accept it) It needs to be done this way because holder can hold more quests, and quester can't decide which one to pick.
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Posted Feb 23, 2013I'm hitting a wall here. I'm trying to get a quest to start only when a player clicks on an NPC. When i click on the NPC it says No quest selected. Here is a pastebin of the quests.yml fial and the holders.yml file.
Thanks for the help, and forgive me on this. I'm completely new to quester and to citizens2.
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Posted Feb 23, 2013I was thinking about creating my own group system and synchronizing that with other plugins, to not be dependent on anything, but rather be compatible with it. Do not ask for it, I know about it and it's not going to speed it up.
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Posted Feb 23, 2013Yes it is the party system and mcMMO provides an API to handle that.
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Posted Feb 23, 2013When u add Group support can u watch the Plugin mcmmo? This plugin have Group Support to kills animals etc. and when someone in the group kill an animal it count for all in the group
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Posted Feb 23, 2013@wiloh95
True, but there are no conditions and objectives like "get lvl 234565 in mining".
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Posted Feb 23, 2013Yeah but for now I'll just go with lockette and groups. You can make only certain groups open doors but not certain permissions. But i guess it's good enough. And make the plugin mcMMO compatible first :P
though it already kinda is, you can run a cmd command such as ``addlevels smithing 5`` on questcomplete or something.
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Posted Feb 23, 2013@Coffeebuzz77
Only change you will notice is different translation handling, otherwise it's all the same. When I change syntax now, I make sure that quester can load both old and new syntax, and saves only new one. This way it's naturally converted and I keep it about a month, so all files are successfully converted before switching to whole new syntax. I did so with profiles, to make time option in quest and questnot possible, did you notice ?
@wiloh95
I know, it's pain in the ass. Solution can be "opening wall" with block event, but best idea seems to be to teleport people around. I may incorporate something to make it easier, but I don't have any good ideas yet and I need to focus on other things. (like simple "bring X to Y", which is very inconvenient to do at the moment).
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Posted Feb 23, 2013I'd like to ask all you quest makers out there this thing that annoys me. I'm thinking about making a server with quests and having many player play on it. Which means all quests has to be repeatable and i don't want others to open doors to areas which other aren't allowed to be in.
But what's the best way of doing this? The best solution i can think of is giving the player a permission node when starting a quest (permission node will be the same as quest name, e.x - quest.mine.0). Then I can make a certain door only open to the person with the permission node - quest.mine.0. But i haven't found any plugin which does this.
So any other options? I don't like the idea of teleporting or using the event block for this.
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Posted Feb 23, 2013@ragan262
Ragan,
New version sounds cool.. reworking the syntax requirements scares me a little spent the last week on quests I dont want to break them all with an update.. Any chance you will supply a converter when the final update build is ready ?