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 May 31, 2013@1337ingDisorder
Craft means craft and brew means brew. There is no brew objective. It is too inconvenient to have one, because bukkit can only tell me what ingredients are, not the result. However, I recently (a month ago ?) started working on it and brew objective will most probably be part of version 0.7. One way you could possibly help is to comment/upvote/watch this issue. Now I need to update inner brewing recipe list every time new potion is added to the minecraft, which is a bit inconvenient.
And again, you need to be patient. I'm currently right in the middle of my finals, so any major updates won't appear in the next few weeks.
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Posted May 31, 2013@ragan262:
Not sure if this is a bug report or a feature request but I've created an objective to craft 20 potions of Poison I and users don't seem to be making any progress - after crafting 4 they still show 20 needed in /q progress (even though I've updated the descriptions with %r and %t -- thanks again for that btw).
So I'm not sure if the crafting objective isn't recognizing the brews, or if maybe a new "BREW" objective type might be in order... Or whether I'm just borking up the config heheh..
Here's the config:
objectives:
'0':
type: CRAFT
description: Craft %r more Potions of Poison I (%t total)
item: 373:8196
amount: 20
(still using 0.6.3.4, will do the 0.7 update tomo)
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Posted May 31, 2013@Corsicanman:
Another good solution is to use WorldGuard. It's an excellent plugin (right up there in my must-have list) and lets you change tons of flags for regions, like PVP, mob-spawning, creeper-explosions, other-explosions, vine-growth, lava-flow, fire-spread, etc etc. Great anti-griefing tool.
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Posted May 31, 2013@1337ingDisorder:
@ragan262:
Disabling PvP using multiverse is preventing us from hitting the NPC, so I searched and found an other simple way to disable pvp in one world: if you are using PEX, you can add the node " -modifyworld.damage.deal.player.* " to all your players in this world. I'm sure it will help a few people so maybe you could add it to the wiki. ;)
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Posted May 31, 2013@ragan262
I am not using 0.6.3.4 i will get on to that immediately, and im glad you are going to fix coloured npcnames :)
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Posted May 31, 2013Ah ok I see.. Well as mentioned I don't have many quests made so far and I think I've gained a pretty decent understanding of how it works so I suppose I'm a fairly ideal guinneapig :)
Will get 0.7 installed some time today and report results.
PS - As far as I'm concerned, having no saves except manual saves is a feature, not a bug ;)
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Posted May 31, 2013@1337ingDisorder
Not at all. It's not 100% compatible yet because it's not finished yet. One major alpha issue is that it does not save quests at all. You need to manually run '/q save' every time changes are made. However, profiles are being saved normally. Other major alpha issues ? Tell me what you have found.
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Posted May 31, 2013Ok, if 0.7 isn't 100% compatible with 0.6.3 quests then I presume I'll have to upgrade all my 0.6.3 quests to the new system eventually anyway, right? So might as well get that done now while I only have a dozen quests.
Are there any alpha-issues I should be aware of before taking that plunge?
Thanks!
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Posted May 31, 2013@1337ingDisorder
Well, it actually is a problem. Quester makes sure that world actually exists when loading, and if the world is not loaded yet, quester has no way of knowing if it actually exists or not. It is mainly meant to identify broken quests and as an exception prevention. 0.7 probably won't have this issue, since quests are loaded after server starts, similar to citizens' npcs. Try 0.7 alpha and see if that loads correctly. (it may not, since it is not 100% compatible with 0.6.3 quests) I'm not sure if I will be doing anything with it in 0.6 anymore.
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Posted May 31, 2013@Corsicaman:
Just for troubleshooting's sake, try moving that NPC to an area where you know PVP is enabled and see if you can start the quest by slapping him in the face as usual. If you still can't start the quest then we can rule out PVP as the problem, but if you can start the quest then you know you need to look at what's handling your PVP-blocking. Either way you'll know which direction to move in. :)
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Posted May 31, 2013@ragan262:
Yes that's correct, all my plugins are generally loaded before the worlds start being loaded. (Good catch, by the way! Never would have occurred to me)
That said, the loading order is generally not a problem - WorldGuard, for example, is one of the dozen or so multi-world plugins I run which also load before the worlds load and I've never encountered this problem before.
Is there a way to fix this on my end?
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Posted May 31, 2013@ragan262:
I'm not using multiverse for pvp protection, it's the base of my whole server which is a multiworld one with 15 different worlds, so I really need it. I hope you'll fix it in the next update, if you do thanks a lot!
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Posted May 31, 2013@Corsicaman
You need to use something else than multiverse for pvp protection.
I will soon release 0.6.3.5, fixing some recent issues and probably multiverse problem as well.
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Posted May 31, 2013Hey so I have this problem described in your FAQ:
Q: When I click NPC with quester trait, nothing happens. What do ?
A: It may sometimes happen with multiworld plugins and/or protection plugins. Left clicking NPC is trying to hit them and right clicking is interaction, so some plugins may block it before it even gets to citizens and quester. Try it on test server only with required plugins for quester/citizens to run, and if it doesn't work, then inform me about this problem.
I have the same problem, and Multiverse as well. When I left click a NPC nothing happens, when I right click it says "No quest select". I put my quest in a holder and assigned it to a NPC though. The only way I found to make players start the quest is to set the location at the NPC's coords with a few blocks range. However I'd like players to click the NPC to start the quest. How can I do that please?
I'm using 0.6.3.4 and CB 1.5.2 dev
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Posted May 31, 2013@Zarkiel7
1. Are you using 0.6.3.4 ?
2. yep, I'll fix that
@1337ingDisorder
It definitely shouldn't do that. I'll take a closer look. Is there any chance that world isn't yet loaded when quests are being loaded ?
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Posted May 30, 2013@ragan262:
Also, in case it helps, I just noticed these on startup in the console:
2013-05-30 23:32:51 [SEVERE] [Quester] Error occured when deserializing objective ID 0 in quest 'ExploringAnkhYaweh'.
2013-05-30 23:32:51 [SEVERE] [Quester] Error occured when deserializing objective ID 0 in quest 'TrackingPigmen'.
...using the config I pastebin'ed in my previous post
Thanks
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Posted May 30, 2013-
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Posted May 30, 2013@ragan262: I have indeed read the documentation, although there were a few sections that were unclear. That said, in the context of the conversation and now that I have an understanding of quester in general, the documentation for %r and %t makes more sense.
Thanks for pointing me in the right direction.
Unfortunately there also seems to be a problem, one which I'm hoping is just an error on my part somehow but might be an issue with the dev version: I can't seem to get Quester to retain any Location objectives through a restart. I type:
/q select 3
/q toggle
/q objective add loc here 6
/q toggle
/q info
...and everything looks right, the location objective is there in the Objectives section. I can stop the server and the config file reflects the Location objective, however when the server starts back up and I do
/q info 3
...the objective is gone, the Objectives section is empty.
What's even more baffling, I can open up the config file and the Location objective is still specified in there! But for some reason it doesn't load the objective when it starts up. (worth mentioning, I did not type this into the config.. I added the objective with in-game commands and Quester saved it to the config file)
I have over 10 quests and all are functioning properly except that the two quests which have Location objectives both seem to drop the objective on startup.
Here's a pastbin of the two quests:
http://pastebin.com/g8kdRNvU
Does the config look right? If so, can you explain why it might not read the objectives on startup? I've ensured permissions are fine on the quests.yml file and the /Quester/ dir
Thanks in advance!
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Posted May 30, 2013@1337ingDisorder
Quests that are toggled of would still need to be saved on shutdown.
About progress messages: You haven't read the documentation, have you ?
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Posted May 30, 2013@ragan262:
Here's another feature request for upcoming releases: Finer granularity in /q progress
For example, if I create an objective to kill 20 pigzombies, and a user types /q progress, it tells them their current objective but does not actually tell them their progress.
A player who has killed 15 pigzombies is still told he needs to kill 20 pigzombies to complete the quest. Obviously this causes confusion and frustration among players.
I was trying to think of a convenient way to work this into the objective description... Maybe have two variables people could use in descriptions; $progNum (how many of the given mob you've killed, or deaths you've died, or items you've crafted, etc) and $objNum (how many of the given mobs/deaths/crafted items/etc that are required to complete the objective)
That way the objective description could be something like
Kill 20 PigZombies! Current progress: $progNum / $objNum
Maybe even add a third variable, $progLeft so the description could be even simpler:
Kill $progLeft more PigZombies!
Does this sound like something worth implementing?