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 Sep 4, 2013@ragan262
wind-point.serverminer.com:25716
Look for the one called Zach... That's the one with the Chickens! quest
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Posted Sep 4, 2013@sakura_blades
I'd like to see what's happening, may I come to your server ?
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Posted Sep 4, 2013@ragan262
No errors, no exceptions, and for that quest I posted for you, the giver is taking the seeds but the quest says complete, but is still showing up in their quest lists...
they aren't getting a completion message of "thanks take this! I have too many!" or whatever, nothin'...
My other quests were working fine before hand too, but now they're messing up.
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Posted Sep 4, 2013@sakura_blades
But why can't they. Is there no message ? Is there error message ? Are there exceptions ? I can't help if I don't know what exactly is hapenning. Also, what does the player see when he does "/q progress" ?
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Posted Sep 4, 2013@ragan262
Yes just crashes...
Also, now my players keep telling me that they can't turn in quests to the quest givers... Here is my most problematic quest right now.
http://pastebin.com/hEiQZ1Gz
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Posted Sep 4, 2013@sakura_blades
No errors, just crashes ?
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Posted Sep 4, 2013@ragan262
no idea what the error looks like, I don't get one. All I know is, when I tried to hook it into MySQL with the setup like that, it started causing crashes on my server every 10-15 min...
I've reverted back to CONFIG use and so far things are okay.
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Posted Sep 4, 2013@sakura_blades
I think you are mixing tables and databases here. By specifying table prefix in mcmmo, you will tell it what to put before the name of each table it creates. If you don't specify the database it may have some default configuration it is using, like "minecraft" or the same as user name, but it still need full access to that particular database, so it can create tables and add rows.
Edit: mcmmo actually requires the same information quester does, so I don't know what is the problem. name = database, address = host
Edit 2: By "you must have permission" I meant "the account quester will be using must have permission". If mcmmo can be hooked to the database, quester should be able as well. What does the error look like ?
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Posted Sep 4, 2013@ragan262
Many plugins config's as for all those things you've got..
host, port, database, username, password, but they also have a table section so the plugin can create it's own table to store things. Without the "table" option for your plugin to create it's own table those of us who can't add/delete tables to MySQL databases we dont' have direct access to, can't use it.
EDIT: Here is an example from McMMO's mysql setup
MySQL: Enabled: true Database: User_Name: dbs4455 User_Password: * Name: dbs4455 TablePrefix: mcmmo_ Server: Port: 3306 Address: *
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Posted Sep 4, 2013@sakura_blades
Well that's an issue. I believe all plugins need to be able to create tables, or at least have user create them before using.
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Posted Sep 4, 2013@ragan262
Well I can't edit the tables and rows, so i guess i can't use MySQL with this plugin
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Posted Sep 4, 2013@sakura_blades
It's the name of the database where all tables will be stored.
Edit: It must exist and you must have permission to create/modify table and add/remove rows.
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Posted Sep 4, 2013I think I'm having trouble with the MYSQL setup of this plugin? I'm not understanding it..
host: ** port: 3306 database: dbs4455 username: dbs4455 password: ***
I'm not sure what the database is supposed to be? Is that supposed to be the table it's using?
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Posted Sep 4, 2013@sakura_blades
I usually create quests with commands, and that's where everything longer than "/q" is getting annoying.
Yes, there is "/q player" command branch, which is used to manipulate with player profiles. The command you are looking for is "/q player completed remove <player> <quest>", where <quest> is the name of the completed quest you want to remove.
In cases like this, "/q help" should come in really handy. To explore player command branch, type "/q help player". It is also possible to get deeper branches like "/q help player completed". Use "-d" flag at the end of the help command to get deep list of commands.
Example: "/q help player -d" will display all commands in player branch and in all subbranches. Or "/q help -d" for full list of commands. (may be a bit big)
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Posted Sep 4, 2013@ragan262
I'm not too worried about the command issue, Quest is easy enough to understand and no "whats Q for?" by 'kiddies'..
Is there a way to remove a quest from a player if they've already completed it? I mean with a command, since testing quests I had forgotten a piece of information that was key and it the event wasn't triggered. I'm using MySQL for storage you see, and have no access direct to the database.
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Posted Sep 4, 2013@sakura_blades
I just added build 45 quests.yml format link to the 0.7 alpha page, (next to download) might be helpful. I've also downloaded and started testing all your issues, if you run across anything else, please let me know, so I can help resolve it.
Questionaire conflict can be resolved by removing the command from its plugin.yml inside the jar file.
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Posted Sep 4, 2013@ragan262
Well at the moment it doesn't look like Quests supports multiple Quests on one NPC and since right now I have a key NPC who holds multiple quests I can't switch without that ability..
I will continue to work with and try to get the hang of Quester and I apologize if I sounded angry. It's been a very rough week and an even rougher past 48 hrs.
My server's been crashing a lot, and it appears that the quests remained active through the last two crashes/restarts. Which is good! Although I didn't make any changes at all to the quest.yml either this last time, so that might explain it?
As far as the "deserialization" it says it goes through fine on start up and all that already. When I use /quest reload (questionaire conflict with /q) it does give me notice: "Quester data reloaded" but like I said any saved changes in the config aren't appearing in game. Cause I was trying desperately to get that to work to get my first quest in as I wanted the new Quests to be a surprise for my players. (I had a few online at the time)
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Posted Sep 4, 2013@sakura_blades
I think message "Too many arguments." is exclusive for 0.7. Version 0.6 is (most of the time) checking if there are enough arguments, rather than precise number.
I don't want to assume anything, but the behavior you just described is very unusual and makes me believe that your quests are just incorrectly formatted. Quest is disabled when invalid data is detected in it, that's most probably why you need to keep reactivating them. Command "/q reload" not working is also rather strange, because I've been working with it and I didn't notice any major issues with it. You might want to try enablig debug mode, to see if any messages pop out during quest deserialization.
However, I will carefully test every issue you mentioned to make sure that it's truly not the case, and fix in case it is. Again thank you for your feedback and good luck with whatever you will use in the future. Once Quester 0.7 is actually released, you might give it another try. ;)
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Posted Sep 4, 2013@ragan262
Okay so it was Quests... I was wondering why the use of blaze rods seemed so unfamiliar and unfriendly to me...
I am also currently using a 0.7 Dev build for quester, Build #45 to be exact... And the /quest reload does not add/update/change any of my modified quests in the quest.yml file. I am aware that holders are not saved immediately after creation, they do not appear in files. However when the server restarts they do appear...
Also, reading your alpha page now... When I was attempting to use the commands the first time, with the "s of course... I wasn't using a 0.7 Dev build... I was using a release version. And there in your alpha document is says, "arguments consisting of multiple words have to be quoted now "like this" or 'like this', this includes everything (quest names, descriptions, etc...)" Which leads me to believe that before 0.7 they didn't need to be. So still, why was I getting the "too many arguments" if only since 0.7 it needed quoted?
I'm still missing the answer to my "ALSO: Everytime I edit the Quest config while server is offline, am I going to have to reactivate EVERY quest even if I didn't edit it specifically!?" question... Cause it's getting rather annoying and tiresome to have to go back and reactivate every quest, changed/edited or not. And apparently setting the FLAG in the quest.yml: ACTIVE doesn't do it for me on startup......
While this and Quests is very similar, I can tell some large differences in the two as well, and now that you mention the other and I recall the usage in the past... I think I prefer I the other one. Less of a hassle to try to change/update/add quests then having to shut down my server, add new information, start my server, reactivate EVERY quest I had before and the new ones added...
So, I do want to thank you for a great plugin! But this is just not for me...
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Posted Sep 4, 2013@sakura_blades
First of all, whatever you have been using before, it wasn't Quester. Quester has always been command driven. You may have been using npc type for citizens 1 with the same name. This plugin is not related to it in any way.
Command /q reload reloads your config in 0.6. It is also possible to reload languages and quests in 0.7 development versions.
Yes, holders should be added only in game and it is not guaranteed that they will be saved immediately after the creation.
If the commands are telling you that you entered too many arguments, they are most probably working just fine and you just failed to correctly enter them. To see proper command struncture, consult appropriate documentation page or "/q help" command in game. If you downloaded 0.7 development version, commands are handled slightly differently, you need to quote all arguments that consist of multiple words. for example:
/q create Simple - this is fine
/q create "Not simple" - quest name now needs to be quoted
If you fail to do so where needed, quester will usually tell you that there are too many arguments, because it treats each word as a separate argument.
To work with holders, you need to see the documentation pages QuestHolder and NPCs and signs. You can also check video tutorial or written guide on the old main page. Again, if you are using 0.7, there may be some differences, so consider downgrading to any of the releases listed on this page, or read about 0.7 here and ask about everything that isn't documented. (most of the stuff, really)
I'm sorry Quester caused you so much trouble. Learning it can sometimes be little difficult, but in the end it really pays off. Whether you decide to continue using quester or not, good luck with questing !