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 Dec 29, 2013Hey, I've gone through the wiki, and the older page trying to find information about how to make it so that a quest giver does not automatically give the player a new quest upon completion of a prior quest... but I can't seem to find anything like this. Is this possible?
For example: Quest giver A gives quest #1 which requires the user to right click Quest giver A to complete that quest. Quest giver A then automatically gives Quest #2 on the same right click that finishes Quest #1.
Is there anyway to disable this?
Thanks so much for your help.
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Posted Dec 29, 2013@InfroCZE
You can still use questnot condition, 0.7 still supports that name. It has been completely replaced with inverted quest condition. You can find the command few comments back.
@xenmai
Dummy objective can only be completed with the new progress event. (at the bottom of this file) It can be very useful in some cases. If you can't think of possible usage, then you will have to wait for the wiki.
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Posted Dec 29, 2013How does the "dummy" obective work? I've searched for it on the wiki, but it is missing. "Chat" objective is missing as well, but it doesn't need explanation.
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Posted Dec 28, 2013Hello, I have a question for ragan262. With update to 0.7, you changed the time condition to activate the quest between times. Is it still possible to add condition where player can take the quest only once a day ( RL day, 24 hours ) thx for answering
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Posted Dec 27, 2013Is there a way to make it so that players automatically get all the quests by default?
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Posted Dec 27, 2013@Noumpas13
"Dependencies
All are only optional:"
Citizens are only needed if you want quester npcs.
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Posted Dec 27, 2013Do we have to install citizens plugin first to use this one? or its an extension of it?
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Posted Dec 25, 2013@stun23
Thanks, and how do I use \n?
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Posted Dec 24, 2013@stun23
Yes, but you can't really specify the location of that block.
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Posted Dec 24, 2013@jordimulder7
type "Hello test" instead, putting the description in quotes should fix it.
@ragan262
Thanks for the quick reply! I was also wondering if its possible to create an objective to break a block. for example, the player needs to destroy a wall as part of the quest.
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Posted Dec 24, 2013I get "Too many arguments" at /q desc set Hello test
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Posted Dec 23, 2013@stun23
Not really, quester does not support instances. (At least not yet.)
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Posted Dec 23, 2013Is it possible to make an npc walk/teleport to a new location after you talk to them? if yes then will they walk back after the quest?
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Posted Dec 23, 2013@ragan262
Okay, that's very odd. After a bit of poking and prodding, I just uninstalled and reinstalled the plugin. It works perfectly now. I guess the old adage, "Have you tried turning it off and back on again?" really works. :o
Thank you for your unwavering support in light of my seemingly ignorant questions. Very nice plugin!
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Posted Dec 23, 2013@cleric4800
I have copypasted and tested your quest, but unfortunately I am unable to reproduce this bug. After I complete the quest for the first time, condition turns red and I am no longer able to start it by command, or by right-clicking a holder.
The state of condition can be also checked with "/q show "homage to the past"". The color of the condition represents its state. Green means met, red means not met.
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Posted Dec 23, 2013@ragan262
I saw that it would be repeatable for me because of my op, so I had my users test it. Yes, it is still repeatable. I even gave them the negative permission node, "-quester.admin" Here's the step-by-step of what I've done.
1. Create quest, specify objectives and events. 2. Type "/q condition add quest "Homage to the Past" -i" as was specified. 3. Save quests (/q save) and reload quests (/q reload). 4. Make user accept and complete quest. Make them get the quest again, it works. (I watch in console for confirmation) there are no errors. Below is my config and quest file, respectively:
http://pastebin.com/7ERmWE56 http://pastebin.com/ZM8wXVui
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Posted Dec 23, 2013@ragan262
Ah, I meant if the dialogue could be disabled for one specific quest. My bad.
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Posted Dec 23, 2013@cleric4800
Are you sure users still can ? I believe you still can, because you probably have quester.admin permission, but can users still repeat it ?
There are 2 possible scenarios where it wouldn't work.
- user has quester.admin
- quest name specified in condition is wrong
If you are sure none of these is the problem in your case, provide me with step-by step guide on how to reproduce this bug and I will try to identify and fix it.
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Posted Dec 23, 2013@ragan262
I typed it exactly as was here, "/q condition add quest "Feed my Family" 86400 -i" except I replaced the name with my quest's name and removed the time. Users are still able to repeat the quest.
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Posted Dec 23, 2013@qwerre1
Is the quest called "0" ?