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 8, 2012@predawnia
After reading whole documentation, you still have no idea how to create quest ? I will make sample quests once I find enough time to do it.
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Posted Sep 8, 2012@ragan262
What I was looking for is a step by step tutorial on how to make a quest (assuming the NPC is already created and selected). Can anyone provide a tutorial to create a simple delivery quest?
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Posted Sep 8, 2012@ragan262
And will we see an objective feature such as ``use``. you know, use this button, door or lever. could result in some interesting quests.
also, if i want to make a custom description for a location objective, but still want to have the coordinates there, maybe create a %c or something for that :)
also, I saw that we could change in the config.yml if we wanted items to be removed on quest done. But is it possible to make a specific quest so that it doesn't remove when you turn it in?
And i have some serious problems sometimes with permissions, i use GM and have the quester.use.* on both globalgroups, groups and users. and it says i don't have permission. the admin permissions work perfectly. i even tried adding every permissions separately. So yeah, I'm sure it's a fail on my side. but any suggestions?
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Posted Sep 8, 2012@wiloh95
I will add obj move, i was thinking about it too.
smelt objective item ID is the product item, so you basically define what needs to be created by smelting. I added it to the objectives page.
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Posted Sep 8, 2012@ragan262
Tell me if you want me to make a ticket instead of posting here ;D because i was thinking about a thing you should add.
I made about 5 objectives on a quest. but i realized that objective 1 was wrongly made so i deleted it, and then remade it right. but now that objective is at slot 4 instead of 1. (this problem only applies to ordered quests) so I use the swap command, but then quest 2 (which become quest 1) is now quest 4 :P see my problem?
If there's very many objectives then simply swapping them means that you need to swap them all. So I'm thinking a command like this: /q obj move [ID]
so if i want my quest to be on ID slot 1, i type /q obj move 1 and it gets moved there, and the quest that was on ID slot 1 becomes 2. etc.
pssst. might be good to be clear about the smelting abjective, if the smelting item ID is the item you get from smelting or if it's the item you smelt.
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Posted Sep 8, 2012@wiloh95
quests.yml is not reloaded on /q reload, only profiles.yml and local.yml. If you want to modify quests, you need to shut your server down. There is also a way to append to current description. It is /q desc add <description> and it is described here. I am almost finished with the documentation, there already is everything you need.
Location pattern is X;Y;Z;WORLD, which for example stands for -100;70;3456;world_nether.
To make quest doable only once, you need to set up QuestNot condition with it's own name. That way, players can only take the quest when they did not finish it already.
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Posted Sep 7, 2012@ragan262
Thanks man ;D Ur the best!
Also i hope this mod continues to expand the NPC feature, not sure if you're the one doing that or citizens but I'm thinking things like, only talking to an npc is an objective of a quest etc. It maybe is possible alredy to turn in quest on a different NPC then who you got the quest from
also, if i want to make a long quest description that doesn't fit into the game chat box, if i edit that in the quests.yml, then save, then reload. It just converts back to the original. So in what order am i supposed to do it?
and if it says invalid location when i try to set it, what could be the problem? /q obj add loc x:-19 y:20 z:360 3
I also want all quests to only be done once. Is there a flag set for that? would be good if that was an option in the config
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Posted Sep 7, 2012@wiloh95
Everything you want can be done.
If you would read about events here, you would already know that command event can contain %p, which will be replaced with playername on command execution. You would also almost certainly notice event occasions, which contain quest completion. Message event executed on this occasion is what you need.
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Posted Sep 7, 2012@ragan262
Thanks, i got the NPC stuff to work. But i have yet another question ;D
I know that you can run commands after completing a quest. But how to i make the command player specific. For example, When the quest is done i want lightning to strike on that player.
Or maybe i want to give him 5 ranks in swordfighting through MCmmo, can i then do the mcmmo command: mmo edit [player] swords 5
Well, the question is can i use the [player] command on everything, so that the command takes affect on that specific player.
oh and is there a way to set a message for when the quest is handed in? (/q done)
Sorry if its annoying when constantly write these questions and suggestions.
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Posted Sep 7, 2012@wiloh95
You mean being able to display only custom objective descriptions and hide default ? If so, you can set custom description of objectives you want to hide to "secret".
About NPC perms, you also need quester.use.npc to interact with npcs in ANY way
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Posted Sep 7, 2012Such a great plugin, seems like the possibilities are endless but it just takes time to learn the plugin, a video tutorial would be great (not saying you should do it).
oh and also, the hidden objective flag is awesome if let's say i want others to solve a riddle quest, but can you hide the objective and still have the description available so that they can like read the riddle over again whenever they want?
And it keeps saying i don't have permissions to do this when i right click an npc with a blaze rod, even though i clearly have - quester.modify
:/
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Posted Sep 6, 2012Newest version is superb. When combined with Variable Triggers, there's really nothing you can't do, quest-wise. A must-have, IMO.
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Posted Sep 6, 2012@predawnia
Your quest needs:
Quest will be started at that NPC and player will be required to bring specified items back to that NPC (or ANY NPC that has the SAME quest in the list).
Is that what you want ?
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Posted Sep 6, 2012Anyone got a step by step tutorial to show how to make a quest from a Citizens NPC? For example, a delivery quest from one NPC to another?
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Posted Sep 6, 2012@wiloh95
For info about citizens, visit commands page.
Quest Example:
1. Quest to make 'open door' quest available
2. Open door quest
Quest 1 would be anything you want your players to do before entering mine.
Quest 2 would contain quest condition that would allow only people who have completed Quest 1 to start it.
Quest 2 would contain only starting events:
When player wants to enter mine and he has Quest 1 completed already, he just takes Quest 2, which may be called 'Open door' and it will open door for him and automatically cancel itself.
It is possible, but events can't open door at the moment, so you would have to 'open wall'.
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Posted Sep 5, 2012Is there a page with a more detailed explanation about getting quests from NPC's?
I'm not very good at using citizens so a tutorial would be appreciated.
I'm thinking about building for example a mine, but the entrance is guarded by an NPC, But if you complete a quest then you can open the door. Is this possible? ;D
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Posted Sep 5, 2012@ragan262
Whoops sorry :$
Always forget about the ticket system on bukkitdev. Will use it next time ;)
And yeah i didn't check out the local.yml yet so guess you can leave that point then.
And user output isn't that nice in my opinion but not that important either.
And nice that you will try add all other stuff :)
Hope the npc/denizen features will be amazing.
Nice work on the new documentation btw looks much better.
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Posted Sep 5, 2012@Dinastya
Why can't you create a ticket... but OK.
Events all OK
Objectives all OK
Other
nicer quest info - no. quest info can be seen only by people who can modify the quest. info shown to users is much nicer, customizable and already user-friendly enough.
localization - have you seen how many messages are already customizable in local.yml ? nearly all. only commands (even those are partially customizable - see config) and console messages are not customizable, and of course, raw /q info (it consists mostly of shortcuts and numbers anyway)
thanks for all the suggestions and next time please open a ticket
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Posted Sep 5, 2012Events
Objectives
Denizens
Would be really awesome if you could let this plugin work with Denizens. Denizens have a awesome way to script npc's and let them do amazing stuff from simple walking to complete shops etc. Would be cool if this 2 plugins could work better together. Like so you can add a Denizen event and that will trigger a script. Like if you have a objective: Talk to "npc" and then when that objective is completed you can activate a Denizen event or maybe objective and then that will activate a given Script. And then after that it will continue with the quest.
That way we can make it like so we can have a player go to a npc. Then that npc will lead him to a dungeon spawn mobs etc and they collect something and then the quest will continue.
Denizens got a api and so does Citizens so would be great if this all could work better together.
And then 1 more thing about denizens. Would also be great if there could be a way to start quests from denizens. They have api to create custom commands and would be awesome if you could add this to Quester so we can have a command inside a script that start a quest. Like when you first need to talk to the denizen and do some things and then that denizen will do the quester command and give the quest. Here is info on that: http://wiki.citizensnpcs.com/Denizen/Interact_Scritps/Custom_Commands
Other suggestions
Well that should be enough suggestions again :p
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Posted Sep 5, 2012@predawnia
Well, there is almost complete description of quest objectives, events, rewards and conditions. There are also commands to add or remove those. I finished Objectives page right now.
@Dinastya
Suggest some maybe ? (except brewing :D)