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 13, 2013@ragan262
Ok, good to know, thanks.
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Posted Jun 12, 2013@NemesisMate
Probably not. It is most probably caused by invalid quest name. Quest names can't contain dots/periods.
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Posted Jun 12, 2013Is this fixed on 0.6.3.5?: http://pastebin.com/eZL9NELw
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Posted Jun 12, 2013@New4ge
Podla toho co je "planovana verzia". Urcite sa to v buducnosti objavi.
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Posted Jun 12, 2013@ragan262
To jsem moc rád, že to půjde. Máme to čekat v plánované verzi nebo ještě déle ?
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Posted Jun 12, 2013@New4ge
To je problem. Taktiez musi mat quester trait a taktiez musi drzat dany quest. Toto sa v buducnosti zmeni.
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Posted Jun 12, 2013@ragan262
Díky, vyřešilo to 75% questů, co již mám. Ale co dělat, když to chci dát jinému NPC ? Nějak spojit aby na něj klikli přes npc a item?
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Posted Jun 11, 2013@New4ge
Delivery questy su mozne. Staci pouzit ITEM obejctive a quester trait/sign. Ak sa v holderi nachadza aktualny quest, pravy klik na holder sa pokusi dokoncit najblizsi objective v queste ktory vyzaduje manualne splnenie.
@McAllystar
I am not aware of any such plugin.
@lostminecraft
I'm afraid it is only possible to notify player after finishing group of objectives if the order matters. To make order not matter, you just need to specify prerequisites of objective 3 to 0,1 and 2.
@Skydevil_
No, not possible at the moment. Unless you use some kind of workaround with current mechanics. For example having permission condition and changing permissions through events, or checking quest points.
@Linyrae
There isn't at the moment.
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Posted Jun 11, 2013Is there any way to add lore to a item given by an event?
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Posted Jun 11, 2013Hi thanks for such a great plugin, Is it possible to set it so if someone starts a quest no one else can do it unless the current play completes it or logs off?
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Posted Jun 11, 2013hey I have a problem, I have a quest where players need to find all the locations but I dont want it to matter in which order they do, BUT I need it to move to the next stage of the quest after they find the 5 locations and I dont see a way to do that example
[0] find location [1] find location [2] find location [3] talk to npc
How would I make it to where it doesnt matter but what order they do 0, 1 , 2 but cant complete 3 untill 1, 0, 2, are complete without notifying player untill all is complete?
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Posted Jun 10, 2013quest names can't contain dots/periods
To solve this issue, just use " ", like /quest create "Don't kill me..."
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Posted Jun 9, 2013Hey there, I am very pleased with this plugin and haven't got any errors or anything so far, but I was wondering if you know of any Achievement plugin that will support Quester?
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Posted Jun 9, 2013Ahoj, je nějaká možnost, jak udělat/udělal bys delivery questy? Velice by se to hodilo, kdybys musel například kliknout s určitou věcí v ruce na NPC, jinak pěkný plugin. Předem díky za odpověď.
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Posted Jun 4, 2013@ragan262
im making an event that gives the player a chestplate with a custom name, lore, and enchants. Because i use the Lore attributes plugin this works well, but i cant fit all the enchant names and stuff in the command in game. And honestly, the sooner the better, im sure many people would be grateful for that addition, i know i dont want my players to endure a restart or anything just to add a quest.
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Posted Jun 4, 2013@Zarkiel7
Yes, it will come.. eventually. Why is there a command that does not fit into minecraft chat anyway ?
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Posted Jun 4, 2013@ragan262
Can you allow people to edit the quests file without needed a restart/reload or stopping the server. Because i want to add a command as an event but the command is too long to fit into minecraft chat...
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Posted Jun 4, 2013@ragan262:
Ah, yeah an -i toggle to the current LOCATION objective would definitely be more tidy :)
@anyone else who wants to try this:
In the meantime I've rigged it up so that on -1 the quest issues a series of commands like
/eb timers monster1 InfectedZombieVillager monster1 0:45:0
/eb timers monster2 InfectedZombieVillager monster2 0:45:0
/eb timers monster3 InfectedZombieVillager monster3 0:45:0
...and then on -2 and -3 the quest issues a series of commands like
/eb timers remove monster1
/eb timers remove monster2
/eb timers remove monster3
This creates an infinite supply of monsters as long as the quest is active.
Unfortunately if the user logs off or gets distracted, those monsters will be attacking the college until the player returns to finish the quest (or until another player starts the quest and then finishes it). BUT, it's a step in the right direction, and in most cases players will complete the quest without logging off or getting high and wandering off to chase butterflies so this should be a good solution while we wait for Ragan to ace his finals :D
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Posted Jun 4, 2013@1337ingDisorder
Sadly, there is no way at the moment. OFFLINECANCEL sounds fine. However, I will not add invlocation. I will just add -i (inverted) flag to LOCATION objective, like with some other conditions/objectives.
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Posted Jun 4, 2013@ragan262:
I've encountered a problem, not really ticketable but thought I'd run it past you in case you'd solved this for someone else in the past.
Basically I have a quest with the objective to kill a certain number of a specific mob I've created with EpicBoss.
This battle takes place in an area that is commonly used for non-quest stuff (it's a wizard's college and in this quest the college is under attack) so I don't want to set infinite respawn timers for the mobs, as they should only be present when someone is playing this mission, but people are having the problem that other players are killing the mobs that spawn in the college so the player who is actually doing the mission is unable to complete the objective.
I'm wondering if there's any way to sorta set up spawn waves as long as the player is within the college and discontinue those waves if the player cancels the quest or logs off or just wanders away and forgets about the quest.
I'm trying to think of ways to rig it up using events to create respawn timers with EpicBoss and then remove those timers when the quest ends, but I'd also like to kill the timers based on player proximity.
If there's no way to accomplish this currently, could a flag be added to 0.7? the 'OFFLINECANCEL' flag would cancel the quest if the user logs off. Also maybe a new objective type as well, 'INVLOCATION' would specify an objective that is inverse to a location objective -- specifically, when the player leaves the location/range the objective is completed.
Will open tickets for those requests since they seem like they'd be good anyway, but if you (or anyone else) can think of a solution to my other-players-killing-needed-mobs situation please do share :D
thx