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 Jun 3, 2013@Zarkiel7
Yes, it's an old bug I forgot to fix in 0.6. I reuploaded 0.6.3.5. It should work now.
@1337ingDisorder
I'd like to have nesting possible, and the way you suggested does not appear to support it well. I'll think about it some more and decide which way to go. It may end up with the one you described..
Reminder is one of those features that aren't very important at the moment, but are so easy to do that it will not hurt to add them. Mood decides, I guess.
You should consider using tickets to suggest features, since your comments are quite extensive, and I can easily look through them again when I need it.
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Posted Jun 3, 2013@ragan262:
Another feature suggestion: how about a config option for reminders on login? Just simply:
reminders: true
...would mean that whenever a player logs in, if they have any open quests they'll get a quick note saying something like
[Quester] You have 3 active quests! To view your objectives type /q progress
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Posted Jun 2, 2013@ragan262:
I see your condition groups and raise you an objective group :D I agree groups make more sense than individual condition chains... It'd be cool to have that feature for objectives too -- "Kill 10 pigmen or 20 zombies" for example.
By completing objective A or objective B (or C, etc) event 0 is triggered.
Definitely liking the idea :D I can see how it might be hard to implement though. As far as the command interface goes it could be relatively simple I think, you could just add [group] as an optional flag on the end of condition and objective declarations and then add a group-create algorithm.
eg, to create 2 conditions in an OR group:
/q condition group add first_group or
/q condition add quest first_adventure first_group
/q condition add questnot second_adventure first_group
then the config would look like
groups:
'first_group':
type: OR
conditions:
'0':
type: QUEST
quest: first_adventure
group: frist_group
'1':
type: QUESTNOT
quest: second_adventure
group: first_group
In that example, Quester would allow players to start the quest if they had either completed first_adventure or NOT completed second_adventure.
This seems like it would be relatively easy to implement (easier than reworking the DB structure anyway) and it should be just as easy to use for anyone who prefers in-game commands as the current deployment.
Then the only hurdle (as I see it, though I've only ever made a 'hello world' app in java so what do I know) would be parsing the extra config values so that if the 'group' flag is detected within a condition, it doesn't match TRUE/FALSE for that condition but instead creates a virtual container for the condition group, and matches TRUE for the group if all the conditions within the group are all matched TRUE, otherwise returns FALSE.
Anyway no sense taking up your brain space now with these details, you need that mental real-estate for finals :) Glad to hear the idea is one that's not only occurred to you but made it into the "I wanna do that" list :D
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Posted Jun 2, 2013Quests that require you to kill an NPC now show that you want to kill a certain amount, but dont actually finish if you kill the npcs.. killing the npc doesnt add to the objective.
Im using v 0.6.3.5
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Posted Jun 2, 2013@1337ingDisorder
I already though of that, but in a different way. Instead of adding AND and OR directly into conditions, why not add it one layer above. I was thinking about condition groups of type OR and AND, capable of holding different conditions, where each group would be evaluated as a single condition. After that, nesting of those groups came into my mind. Only problem I have left to solve is how to actually implement this. It needs to be as nice and as simple to set up as possible. So yeah, it's going to appear at some point, not sure if in 0.7, though.
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Posted Jun 2, 2013@ragan262:
Another 0.7 feature request/suggestion for when finals are done and/or you have time & inclination (0.7 still running perfectly, by the way. Location objectives retained through restart)
Would it be possible to add "or" support for conditions?
eg, I'm building a quest that forks at one point, into two separate paths. Both paths then culminate in the same outcome, rejoining into a single story-line. I'd like to have a condition that requires *either* fork A *or* fork B to be completed. What strikes me as ideal would be to just use a comma as delimiter for quest and questnot conditions. Example:
conditions:
'0':
type: QUEST
quest: firstquest,secondquest,thirdquest
...that example would match true if the player had completed "FirstQuest", "SecondQuest" OR "ThirdQuest"
Another nice extension of that feature would be "and" support. Eg,
conditions:
'0':
type: QUESTNOT
quest: firstquest&&secondquest&&thirdquest
...would mean players cannot attempt this quest if they have previously completed "firstquest", "secondquest" AND "thirdquest" but they could attempt the quest if they had only completed 2 or less of the 3 quests.
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Posted Jun 2, 2013@ragan262
We just reloaded every thing and it works again :) So we didn't find out what was the problem.
So thanks anyways, and sorry for the loss of time.
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Posted Jun 2, 2013@boyaki
Internal error means that there is stack trace printed in your console, do you have the error ?
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Posted Jun 2, 2013@ragan262 Hi ! I have currently a problem with Quester, I can create 5 quests without any problems, but after that, for the next quests for every command i get : "An internal error occurred while attempting to perform this command"
However the command is executed, but il will be reset at server restart. I have admin.perm and using 0.63
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Posted Jun 2, 2013@Arko2
I decided to extend core functionality before I start adding support for other plugins. Quester should work well with other plugins, but first it should work well by itself. Command event already works with many other plugins to some degree, and if you need to have conditions or objectives for your favourite plugin, you have 3 options.
You can:
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Posted Jun 2, 2013@ragan262
I did not mean to insult you, your plugin is good. That's why I suggested you to copy some code. if yourself can not write it. heroes, mcmmo, factions, towny support is very importent for me, sorry for my bad behavior.
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Posted Jun 1, 2013@Arko2
So... Why don't you use Quests then ? Quester is useless at the moment so it's not even worth commenting, right ?
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Posted Jun 1, 2013heroes exp support most wanted....Quest are 100% useless on an RPG-Server without classes and lev-systems.
There is a other Plugin called quests maybe u can copy some code ;)
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Posted Jun 1, 2013@Corsicaman:
Actually WorldGuard has a default region for any world, which encompasses the entire world. Even if the world expands, the region covers it automatically. This region is called __global__ Note there's 2 underscores on either side.. spaced out it looks like this:
_ _ g l o b a l _ _
so for example, to disable PVP in the entire world you'd do
/rg flag __global__ pvp deny
...to disable creeper explosions in your entire world:
/rg flag __global__ creeper-explosion deny
...etc etc. Also note that WorldGuard keeps separate region lists for each world, so if you're in World1 and you set a flag on __global__ it will affect all of World1 but none of World2, World3, etc.
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Posted Jun 1, 2013Dev version 0.6.3.5 is up, it's hopefully last 0.6 version.
Changes:
It's not yet recommended, so test it before using it.
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Posted Jun 1, 2013@ragan262:
Ok cool I didn't know that. Personally I find it simpler to use permissions though.
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Posted Jun 1, 2013@Corsicaman
Just check it out, it also has global and per-world settings. It's really very good plugin and I can only suggest using it.
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Posted Jun 1, 2013@1337ingDisorder:
Yeah of course I could use world guard but it's not very practical to set a region for a whole world...
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Posted Jun 1, 2013@1337ingDisorder
Thanks. If you look at the todo list, you can see "profile modification commands", so yeah. Maybe I'll add some profile modification events as well.
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Posted Jun 1, 2013@ragan262:
No worries, just another suggestion to throw on the pile for when you have the time and inclination :D
In the meantime I've installed 0.7 and have reviewed most of the quests, it seems everything has carried forward nicely. I have Boss, Craft, Tame, Death, Collect, and Place objectives and everything seems to have imported just fine based on my first scan-through.
So there's some good news there, and even more good news here: the loading-order was indeed the problem with the Location objectives :D When using 0.7 the Location objectives load just fine. /high-five on that one :)
When there are some users online tomorrow I'll have someone test the quest-chaining but I don't see any reason why it shouldn't work.
This brings me to another feature suggestion: the ability to "forget" quests from my own profile, and from other peoples' profiles.
Will upvote the API issue too.
Hopefully the tests will go well tomorrow and you won't hear from me again :D
Best of luck with your finals!