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 23, 2014I doubt so, I've not seen MythicMobs amongst the plugins supported. You could try it anyways and let me know if it works, but I don't think it will. If you really want quests working with custom mobs you can use EpicBoss, that is supported by Quester. Hope to have been a little helpful :) Cheers
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Posted Jan 23, 2014can this work with custom mob names? (i'm using the MythicMobs plugin)
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Posted Jan 22, 2014@CloudKidZ
The {world} special argument can be found inside the argument {location}, but is not needed here. For that, I would use an "item" objective, such as "/q objective add item obsidian 10". Then I would add a flag to the quest that avoids the completion via command ("/q done"), so people have to complete it by rightclicking the npc. This would be "/q modifier add hidden". So of course, they can only complete it directly in front of the npc, that is in a certain world, while holding 10 obsidian. I don't know if it's possible to control where they break/obtain such blocks, but given the fact that inventories aren't shared between worlds, they will have to get that obsidian in the factions world anyways. Hope this helped at least a bit :) Cheers
@stun23
I think that can't be done yet, but I'm pretty sure it will be possible when "Triggers" are added. Also for the second thing... No, I doubt so. But anyways only Ragan262 can tell you for sure. I guess I haven't helped you at all by saying both things can't be done, but now at least you know xD Cheers
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Posted Jan 22, 2014I am making a quest where you must protect two npcs from dying. Is there an objective/event which will cancel the quest if one dies? - Also is it possible to remove "[Quester] Quest ' ' completed."?
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Posted Jan 21, 2014I saw that you could use a {world} as a special argument, but didn't see {special} attached to any of the objectives.
Since we have multiple worlds, including a creative one, I'd like to specify what world an objective must be completed in. Obviously placing/breaking/obtaining a bunch of obsidian, for example would be simple in our creative world, but a challenge in the factions world.
Any way to specify what world the quest has to be completed in?
Thanks!
Misty CloudKidZ
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Posted Jan 21, 2014I'm not sure, but I think it does not support lore yet. It should be added soon though.
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Posted Jan 19, 2014Help me
i want add Item in hand for reward quests. ้How to do it?
Plugin support lore ?
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Posted Jan 18, 2014Just write & followed by an hexadecimal number before the text you want colored. If you want to know which number makes which colour, check the Minecraft Formatting Codes page (http://minecraft.gamepedia.com/Formatting_codes). Just to explain it better, if you want a quest to show "<Big Bob> (Colored in golden) Hey, friend! Come over here and help me out! (colored in red)", you would just write "&6 <Big Bob> &c Hey, friend! Come over here and help me out!". Hope to have helped. :) Cheers Edit: If you want to colour chat sentences when making quests directly in the code files, you have to use § instead of &. This is due to Minecraft not supporting strange symbols ingame, so if you are developing quests the "easy" way, just use &.
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Posted Jan 18, 2014Hot to add color in message?
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Posted Jan 17, 2014Maybe you could just add an optative objective of the type "chat", completed when the player writes in chat a specific command (for example, when he writes "/home"), that cancels the quest via an event. I've not tested this out myself, but at the moment I can't think of a better way to do so. If you do, let me know :) Cheers!
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Posted Jan 15, 2014Is it possible to add a command blacklist while a specific quest is being done?
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Posted Jan 13, 2014@ragan262
Thank you very much.
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Posted Jan 12, 2014@Darkdemon111
You can make that particular piece of paper a quest item, they cannot be dropped or moved to containers.(also remains after death) Quest item is any item that has "Quest Item" as the first or the last line of its lore. (without quotes; can be colored) Quest item functionality is only available since 0.7.
All you need to do is to add flag "-q" when creating item event and item objective. To give/accept only quest items.
/q evt a ... item ... -q /q obj a item ... -q
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Posted Jan 12, 2014Hello, I was inquiring if there was a way to go about this situation:
I wish to make a very long quest, and one of the last objectives is to get a piece of paper from an NPC (in which they tell you where to take it), and to transport the piece of paper to another NPC. However, if you die, you would be unable to get the paper again from the NPC, and the only solution that I find viable to this problem is to /q cancel on death.
Since that would be one of the very last objectives of this very long quest, it would be inconvenient to have the player start from the very beginning just to get the piece of paper again.
Is there a way to make it so that you could cancel the objective on death, so that when you die, you could talk to the NPC again to retrieve the piece of paper and continue on again? Kind of similar to a checkpoint system.
I hope I explained it well enough for you to understand what I'm trying to say here. Is there a way I could do this with the existing quester mechanics, or would you have to/be able to implement a system similar to this?
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Posted Jan 12, 2014@xenmai
I'd need to take a look if I can track the origin of a drop.
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Posted Jan 12, 2014Maybe if the plugin is able to know when a certain item has been created. So in order to complete that quest, the item has to be created/dropped from mobs once you have started it. But I guess that's not possible, right?
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Posted Jan 12, 2014@KeithSt0ne
No, there isn't way to make quester count only mob drops. But combining mobkill and collect objectives can force players to actually kill few mobs of particular type before they cheat in items.
What do you propose as a solution ?
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Posted Jan 12, 2014@waoler
0.7 sometimes uses slightly different commands and documentation is currently not present. The best idea at the moment would be to just use ingame help. Do "/q con a <condition>", and follow error messages.
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Posted Jan 12, 2014Instead of that command, try "/q condition add questnot "Feed my Family" 86400". Just questnot instead of quest ... -1, that should work.
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Posted Jan 12, 2014Hi, first I want to say that your plugin are awsome! You can create so much variable quests and thats great! But event though i need a little bit help, i already searched a few commands back, but i only found this "/q condition add quest "Feed my Family" 86400 -i" and this doesnt work for me. I try to create a quest, you can only use one a day (like a daily quest in MMORPG´s). I find the the time condition, but i think thats only for in-game time. So, is it possible to do a realtime daily quest? I use the last version 0.7.0 Snapshot of your plugin.
I hope you can understand me, `cause im german and can´t write english very well. Ahh, and are there already some german language files everywhere? Maybe someone can upload his files for me ?
Thanks