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 Jan 2, 2014@ragan262
Do you have an estimate as to when this could be implemented, e.g. next patch? Like, is it hard to add? Just wondering.
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Posted Jan 2, 2014@Zarkilor
It only happens if NPC is holding only one quest, so you can give it another quest as a temporary workaround, until it's toggleable.
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Posted Jan 2, 2014Hello,
I'm wondering if there is a way so that when a regular player punches/left-clicks an NPC that is holding a quest they do not see the conditions or objectives for the quest before starting it
In the 1.6.2 version, not seeing such info on left-click made for a very clean "<NPC name's> quests" menu, without any additional messages spoilering all the objectives for the quest, as well as the variety of conditions that could be present and clutter up the screen.
I've tried using the modifier "hiddenobjs," however this makes it so players cannot see their progress during the quest and I would still like them to see that. It seems this is only a problem for the new 0.7 version, as I could allow players to use /q progress and not see conditions/objectives on left-click before starting in the 1.6.2 version.
This could really make or break the immersion aspect I'm trying to bring to my server and I'm hoping that this feature can be changed to not display the conditions and objectives when left-clicking an NPC quest holder or that I can edit something so that this info does not display.
Thanks.
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Posted Jan 1, 2014@DimonusMC
Recreate the element, or edit it in the config.
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Posted Jan 1, 2014Ok thanks, and one more thing, how do i edit a message i set?
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Posted Jan 1, 2014@sixvuncy
That's a bug with location-based quest start. Will be fixed.
@xenmai
Some users reported the same issue, and I'm not sure what's causing it and it's apparently not accompanied by any errors or log messages, so it will need some more investigation before it can be fixed.
@NewEraProduction
It's only little issue with hosting, I'll fix it soon, max in a few days. Same goes for wiki - temporarily unavailable.
@DimonusMC
Inverted item event in case you are using 0.7. Impossible with 0.6.
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Posted Jan 1, 2014How do i make the quest take away an item once its completed?
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Posted Jan 1, 2014where do i get the lastest version of quester 0.7 which are working with 1.7? i click on the "here" word and it said address not found ><
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Posted Dec 31, 2013It's the second time quests reset on my server. They just dissappear, they are all gone. Got a backup anyways, so it's not a problem, but do you know what would be making all my work erase? Thanks beforehand Edit: Holders have not been deleted, only quests.
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Posted Dec 31, 2013HI, i have a problem when I put the condition "QUESTNOT" : When the player comes near the place of the quest, he is spam by the message "You have already done this quest". Have you got a solution for me ? Moreover I have tried to modify the config of the plugin to allow players to do sevreal quests at the same time but I don't manage to.
sorry for my bad English .... I'm french :D
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Posted Dec 30, 2013@MysticCity
Yes, it should.
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Posted Dec 30, 2013work 0.6.3.6 with bukkit 1.6.4 R2 ???
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Posted Dec 30, 2013Oh, sorry, didn't know if you were on :P
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Posted Dec 30, 2013@Celeress
"/q select" is used by the people who modify quests, therefore it needs quester.modify perm. To allow interaction with npcs, simple "quester.use.npc" should do the trick. If you are still having issues selecting quests from npcs (and no message is displayed), it's most probably caused by pvp protection.
Edit: I actually got ninja'd here, wow.
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Posted Dec 30, 2013The command /q select and its node permission is for the ones that create quests. It allows you to select a quest for editing purposes. If you want players to select a quest, they just have to left click the npc that holds that quest. It will show them all quests holded by the npc and each time they click, one of them will be written in green (selected), while the others in blue. Then they can just right click the npc and they will start the quest they had selected. But yeah, as I said, /q select is to select a quest and then modify it. Players can also start quests with /q start, if that's what you mean.
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Posted Dec 30, 2013I'm looking at the wiki for permissions and /q select doesn't have a node? I could be wrong but I think thats what permission I need to give players so they can select quests from a npc with a holder assigned to it.
My players have quester.use.* but can't select quests from npcs.
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Posted Dec 29, 2013Well, if you really need a timed quest, there's a solution. It isn't very good anyways. You can subdivide the quest itself in more quests, instead of having several objectives making a chain. Then you add to the second quest a condition of the type "quest" with a timer, so you can only start it if you have completed the previous quest in a certain time. Make sure to warn about it with a message event when completing the first quest, or they won't be able to make it in time to the second one. Also add a condition of the type "questnot" to the first quest with the name of the second, so you can keep trying it until you make it to the second one on time, and then you can't start the chain again. Hope I wrote it clearly enough and it helped, goodnight!
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Posted Dec 29, 2013Thanks for your quick replies, as always.
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Posted Dec 29, 2013@Fyrehawk3
Getting a quest right after completing previous one is probably a bug and it will be fixed.
No, there is TIME objective on my to-do list that will make this possible.
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Posted Dec 29, 2013While I'm at it, is there a way to make a timed quest? I've already used the ability of a quest giver to only give a quest at a certain time, but is there a way in which I am able to have a quest that needs objectives fulfilled in a certain time frame to complete?
Thanks!