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 Oct 15, 2013@ragan262
Thank you. Problem with item solved.
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Posted Oct 15, 2013@Zorz88
My bad, it's actually "/q done". Quest should look like this:
Then you need to assign quest to the npc. (create holder -> add quest to the holder -> assign holder to the npc, Link1, Link2) After that, all you do is right click npc to start quest and right click again to complete that item objective. Events that give player fishing rod and make npc talk should be on start (-1).
@tremby90
I'm not sure if such thing is even possible. Have you seen a bukkit plugin that can mark locations on the map ? If yes, link me to it please. If not, it's probably not possible.
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Posted Oct 15, 2013hi I really love this plugin but I have quests where the players have to travel to a dungeon and kill a npc boss but the only way they can know where to go is if they press f3 and navigate there is there any way to put like a becon on their map so they know where to go its just most people don't know how to navigate using x-y-z coordinates
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Posted Oct 14, 2013@ragan262
OK, I've set up my NPC to hold that quest. Short version:
This is my setup after many tries... Where have I made a mistake?
Thanks in advance.
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Posted Oct 13, 2013@bobtit
It is possible at the moment, and there is a config option for that. The only dowside is that only one quest can be actually active, which means that only one quest can be progressed with at once. Commands are /q quests to list all quests and /q switch to change active quest.
@Zorz88
If you set up an NPC that holds your delivery quest, you can then right click that NPC while on that quest, and it will act as if you did "/q complete" command. Then all you need is one ITEM objective. If player right clicks the NPC and has items in the inventory, objective will get completed.
@gepardo43
First you will need to create quest holder, add the quest to the holder, and assign that holder to an NPC. Then just right click the npc to complete item objective, no npc objectives needed. So the NPC you want to deliver to needs to actually hold that quest. I am aware of the fact that this is a bit inconvenient and there will be a whole new trigger system in 0.7.
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Posted Oct 13, 2013@ragan262
Hm i cant set it still. Can you write me this few commands?
I do "/q obj add item 263 -q, /q obj add npc 5" then started quest, went with coal to guy and nothing, click npc objective completed, coal still in hand
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Posted Oct 13, 2013Hi. At first I would like to say that i like plugin possibilities, but questmaking was a little confusing for me. I've managed to make less complicated quests but then found an obstacle. I couldn't find a way to make "delivery quest". Player get some items, and then he has to give it to NPC. So, is there a way to do that? Thanks for reply, and sorry about my bad english.
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Posted Oct 13, 2013Would it be possible for u to make it so players can do more than 1 quest at a time?
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Posted Oct 13, 2013@gepardo43
You can give quest, to NPC and or sign and have player right click that npc to consume the item. It acts as /q done in this case. It is not possible to do it automatically yet.
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Posted Oct 13, 2013@ragan262
Hmm how can i set item type objective to take item automatically? /q done is a bit not fabular and I cant do this in other way :( I tried second way by this description: "Objective is checked when player types /quest done, or completes previous objective" but dont work for me
Sorry for my English and thanks
Im using newest Quester dev build
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Posted Oct 9, 2013@ragan262
Thank you SO much! That has really help a lot. You should see that donation coming through by next Tuesday :D
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Posted Oct 9, 2013@frol1
Ok so here it is: http://pastebin.com/maFkvdEV
Now how it works:
There are 3 objectives, one for each race. There are also 3 sets of events, one set for each race. When player completes any of that objectives, it runs set of events associated with given objective. This set includes special racial events, like teleportation or command, and also OBJCOM events that will disable (complete without running events) other 2 objectives.
I'm not 100% sure whether quest gets completed immediately or will sit on pre-completion state until player forces it by clicking holder or executing /q done. (if it happens then it's a bug) By pre-completion state I mean the state where quest has all its objectives completed, but it appears to still be in progress. When that happens, it is possible to just manually complete quest by command or appropriate action.
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Posted Oct 9, 2013@ragan262
Thanks dude, As of right now I have 1day and 16 hours until the launch of my server :P and this quest is what players need to get off the starting island.
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Posted Oct 9, 2013Dev builds link fixed.
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Posted Oct 9, 2013@coucool91
I will take a look at that.
@Baron_von_Hinten
Yes it is possible and it will definitely be part of some future version, but I am not allowed to do it at the moment. It's complicated.
@sakura_blades
I know. It has been down for 2 days. I am not in charge of that page so I can't really bring it up. If it's going to be down for the next 2 days, I'm going to temporarily upload somewhere else.
@frol1
I didn't forget.
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Posted Oct 9, 2013There something wrong with the Dev Builds page? I'm getting 404's when trying to access them. You moved them somewhere else or something?
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Posted Oct 9, 2013@eliludwig
@eliludwig: You have to add the condition "questnot" to your quest OR you toggle the quest when it is finished (/q evt add -3 cmd q toggle ID(of your quest)). Whatever you prefer
@coucool91: Il serait une bonne idée si tu vas lire tous les tutorials avant de poser des questions inutiles ...
@ragan262: Sorry to bother you once again but I wanted to know, whether the item objective makes it possible to let the player get a special sword (defined by its name), for instance the player has to find the sword Excalibur or a special sappling with a name. Is that possible? If not, would it be possible for you to indluce this in a future update or is that too hard? Kind regards
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Posted Oct 8, 2013Sorry guy but now i use Quest plugin
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Posted Oct 8, 2013How do i make it so that quests are not repeatable? Is it a condition ? an event....
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Posted Oct 7, 2013When i have the quest :
du pain !:
name: Du pain !
description: Va cherche du blé chez le fermier !
flags: ACTIVE;
objectives:
'0':
type: NPC
index: 1
'1':
type: NPC
prerequisites: '0'
index: 0
'2':
type: ITEM
prerequisites: '1'
item: '296'
amount: 9
events:
'0':
type: ITEM
occasion: 0
item: '296:0'
amount: 9
'1':
type: ITEM
occasion: 2
item: '297:0'
amount: 3
When i interact with NPC 0 (NPC 0 give the quest) on the objective '1', quest is complete but NPC give quest again and restart it.