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 6, 2013This doesn't work with 1.5.2 I presume? ;(
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Posted Sep 6, 2013awsome, thanks.
So, I did some toying, looks like worldguard has some issues with input from the console. I have to look deeper into the world guard console commands but for now it works with the command this way -
well, mostly, enough for the player to finish the quest, ill edit in the proper fix later.
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Posted Sep 6, 2013@Ban5
Commands are executed in console. Always. If console can't do it, then quester can't do it. %p is always replaced with the name of the player that is doing the quest. If %p works for other commands then the issue is probably somewhere else.
The thing about giving the items to the different npc is only about objective completion not being tirggered. There are few ways to trigger objetctive completion. Most objectives are triggered automatically, but some require certain action to happen. At the moment, there are only 2 actions that can complete an objective: command "/q done" and right-click on the npc that holds the quest the objective is in. So you can theoretically give items to the other npc, but it needs to have the same quest the player is on. This does not affect events in any way, they are run when objective is completed, regardless of what triggered the completion.
The most probable explanation would be worldguard not handling console commands well. I will make quester log commands executed by events to let you see what is actually happening.
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Posted Sep 6, 2013@sakura_blades:
yeah, I figured it would be something like that, was just hoping i had missed something. That's fine, this plugin is robust enough to accomplish what i am looking for. This will give me the chance to play with one quest triggering another.
@ragan262 or sakura_blades:
I have successfully written a quest that changes a players rank through groupmanager using - /q event add -3 cmd manpromote %p builder - , but worldguard isn't playing so nice. I have a collection quest in a worldguard protected area and am trying to add the player to the worldguard members list for that part of the quest using - /q event add 6 cmd region addmember harvest %p - then - /q event add 8 cmd region removemember harvest %p - but the quest doesn't seem to grab the %p for the "region" command as it does in the "manpromote" command. The only difference I can see between the 2 instances is that -3 promotes the player and an npc attempts to update the worldguard region. Could this be a similar instance to the giving of items to an npc that is not the quest initiator, meaning only the quest initiator can execute commands?
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Posted Sep 6, 2013@ragan262
I post in comments because it's not a dire issue and I'm sure it's just something I'm doing wrong, not something wrong with the plugin itself. So, any "player" can reply with an answer as many people don't keep an eye on the ticket systems.....
I managed to solve both my issues however earlier... But I will try to keep it to tickets from now on...
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Posted Sep 6, 2013@sakura_blades
I succesfully added deathcancel both through the config and a command. Quest flags have been renamed to quest modifiers, so command is "/q mod". Sorry for the confusion, it has been done because command flags were added, and I didn't like having two different kinds of flags in quester.
I also successfully created new mobkill objective to kill 5 creepers both in config and by command. I can't replicate your issues, so I can't fix them. If you report an issue, please provide short step by step guide on how to get it. Also please report issues through the issue tracker.
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Posted Sep 6, 2013@ragan262
@Ban5
I think you'll need to set it up as two different quests. NPC1 assigns you to go talk to NPC2 right? So set NPC2's quest to require you to have completed NPC1 which would fire off upon clicking NPC2 using this objective:
type: 'NPC'
Of course you'll want to fill in your own NPCID and probably replace "true" with "false" to make it seamless... This way NPC1's quest would be completed, and NPC2's quest would be started, and it would seem like all one quest. And since the quests seem to run on ID's you could probably (not sure) even name both the quests the same thing to make it seem like all one quest? Otherwise I'd add an extra punctuation or remove one, something someone won't notice at first glance kinda thing... If that's what you were aiming for.
IF you wanted to continue with NPC1's quest line while players are interacting with NPC2, add this event to the above condition:
type: 'QUEST'
@ragan262
Was that right? XD Should that work? I've been really pondering how to get these quests to work with another in all possible ways last night. :P And that just came to me a few minutes ago after I'd read someone else trying to accomplish this.. :P
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Posted Sep 5, 2013I can't seem to get MOBKILL to read the amount number... It keeps setting itself to 1... :\
And when I look at quest info it doesn't even list the objective to talk to him again.
EDIT: I had to go through ingame commands to get it to read the amount properly and keep the NPC interaction too... So it should work as intended now... >.> I hope
EDIT2: Okay so the DeathCancel flag won't stick in the config, and the command keeps telling me that "flag" is an unknown argument!
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Posted Sep 5, 2013thank you, will try that now.
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Posted Sep 5, 2013@Ban5
Yes, not possible to make player return items to the second npc at the moment. I have created new system for interations and objective copletions, but it's not yet implemented.
Item objective shows no confirmation whatsoever. You should know very well if you have enough items or not. Or use collect objective, but it requires player to actually pick items up, not just get them from the chest.
@sakura_blades
You want your first quest to end normally and use onComplete events to despawn the npc and start the second quest. You also want second quest to have quest condition for the first quest set to some reasonable time to prevent people from accessing it if they shouldn't.
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Posted Sep 5, 2013@ragan262
Okay, so... lets say, end of quest with 1st NPC issues command despawn of that NPC and spawn of NPC 2 (in it's place) but also runs command start NPC 2's first quest then deactivate the quest(s) of the line from NPC 1?
Complicated!? x.x; flails~ my poor brain can't handle this right now... I'll ponder it later. XD
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Posted Sep 5, 2013Ragan262, I have a small issue right now with returning items to the correct npc. i have npc1 assigning a quest to meet npc2, then npc2 assigns a task to kill mobs, then he assigns a task to buy 2 cookies and return them to him. but i have to return the cookies to npc1 and I dont get my confirmation of getting the items. to continue the quest I must go to npc1 not npc2 like i would like the quest to do.
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Posted Sep 5, 2013@sakura_blades
You can have 2 different NPCs with two different holders. And only have one spawned at a time. That's why two quests. You also need to deactivate and reactivate the quest after it's completed by the first player, to cancel it for everyone else, so they need to start over next time.
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Posted Sep 5, 2013@ragan262
Well I'm sure you know I'm using Citizens 2 for my NPC's, I believe those are the only ones that work for NPC's with this plugin anyway...
I had planned to make it atleast two seperate quest steps... First part was dealing with the villager portion and then a whole new quest would start upon the "transformation".
I think I have a plugin that can respawn my NPC's for me... it runs on intervals so the NPC could respawn at a specific time of the day. And i think if I don't set the quest to only be complete-able by one player, when the NPC "dies" and despawns, it won't be able to be intractable again until my other plugin respawns it. (I'm crafty with using multi-purpose plugins like that.)
What i'm wondering though I guess, is it possible to require something specific about that NPC to have the quest being able to be given? That's the part I'm missing... I don't want someone coming along and picking up the Villager half of the quests while someone else has already triggered him into Zombie and is doing those quests...
This whole thought process is making my brain hurt but I think figuring out how to do this with what I have would be pretty cool and a lot of fun to play through. XD
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Posted Sep 5, 2013@sakura_blades
It may be possible, but it depends how well those npcs can be controlled with commands. It is also possible to disable the quest after the first player completed it, but it's not possible to enable it again after some delay. But, if it's split into 2 separate quests, one may enable/disable the other in a way it would look like the quest is available only once a day. I didn't think this through so I'm not sure if it really is possible, but theoretically it is, with a lot of trickery. I am not going to write it here, but once I have too much time I can write a little example quest that will work like that.
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Posted Sep 5, 2013So I'm not sure I understood exactly, so I'm going to ask my question flat out...
I'm hoping this possible.... I want to create a quest, where a player starts the quest, does a few things for the NPC. Then upon returning to the NPC and turning in the quest, a command or something is run that turns the NPC into another Type. Say, Villager to Zombie? For example... Then player proceeds to do quests for Zombie or whatever... And this quest will be able to be done once a day, by only 1 player.
At the end of the quest, the Zombie dies... making the NPC disappear. When the quest resets, is it possible to put the NPC back where it was as the Villager again so the quest can be done again the next day?
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Posted Sep 5, 2013@ragan262
That's a shame, both things would really nice. XD
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Posted Sep 5, 2013@sakura_blades
Nope, there is also nothing like the ladder of top questers.
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Posted Sep 5, 2013Is there anyway to use the server time for quests?
I want to make daily quests, but I'd like those quests to run on the real day's time before they reset again, instead of the last time the player did them. Is this possible?
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Posted Sep 5, 2013When players do /Quest list are they supposed to be able to see all the quests? Or just the ones they've picked up?
Because currently my players are able to see all quests available, and I'm not too sure I like that. Especially since I want to create "hidden" quests they'll need to find the NPC's for, or Chain Quests that they shouldn't know about different steps until they've completed the one quest before it.
I DeOp'd myself which put me a player level to notice this display, btw...
EDIT: Nvm, I didn't realize /quest quests would only display the active quests a player has as well as their limit of quests they can obtain. It also shows a nice color change to indicate which quest is active! :D
EDIT2: Is there a way to show top questers on the server? I know we're able to check other people's questing profiles, but for the spirit of healthy competition it'd be nice to be able to see who's completed the most quests or gotten the farthest in their questing career. :P