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 10, 2012@Wharmaster
Thanks a lot, I'm happy to see that people actually like my work.
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Posted Sep 10, 2012Just wanted to chime in here. I find this plugin to be phenomenal. I have moved my entire quest system over to this, and upgraded to Citizens 2. The quest writing is easy, and intuitive. I can create complex, interesting quests very quickly, easily find and fix errors, and change things on the fly, all from within the game.
I and my players thank you for this great plugin.
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Posted Sep 9, 2012@wiloh95
If quest is ordered, /q done (or interacting with questgiver) sometimes has to be done multiple times.
Again, you must read documentation carefully, see Special arguments (meanings of brackets are explained in Commands)
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Posted Sep 9, 2012@ragan262
Yes, but item obj means that i need those items on /q done. I want to get rid of the items before that. :)
oh, and when giving an enchanted item as a reward. it says {[enchant]} so i typed damage_all 2 etc. i tried a lot of things.
Then i figured out it had to be: damage-all:2
is that shown anywhere?
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Posted Sep 9, 2012@wiloh95
you can still add break objective combined with item objective
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Posted Sep 9, 2012@ragan262
ok, thanks. but since i want all my other quests to have the ``remove on pickup`` set to true, that won't really work.
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Posted Sep 9, 2012@wiloh95
You can do your collect quest by setting remove-on-pickup: false in your config. Then add collect objective to get coal, and item objective for the same coal. Then player will firstly have to collect it and after that he will be forced to type /q done or visit npc. Quest has to be ordered. Item obejctive will also remove items from the player's inventory.
At event removal, I will just quote documentation here:
"To remove event, type /q event remove <ID> [objective ID], where <ID> is ID of event you want to remove and [objective ID] is ID of objective containing this event. (if occasion is objective completion)"
Edit: to suggest new features, please use tickets
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Posted Sep 9, 2012@ragan262
OOOh, that sounds awesome. haha i also thought about the idea of ``bonus objectives`` meaning, if you do them you get bonus rewards that you set, but even if you don't do them you can still turn in the quest.
Also, I wanted a quest to be that you collect 12 coal, then you go to a location near an NPC which triggers a message and a command that removes your 12 coal. But essentials doesn't have this command. Is this something you might add?
hmmm, how do i remove event messages? I mean they're not under the ``event`` category after you set them, they fall under the objective. But i can't remove them using /q obj desc remove.
So how do i do it? ;P
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Posted Sep 9, 2012@wiloh95
This will all be solved by objective prequesities (hopefully in next release). Every objective will have list of objective IDs which will have to be completed before that objective. Something like advanced ordered quest.
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Posted Sep 9, 2012ok. Btw, i might just post another suggestion ;D
So let's say i want this quest to be ordered, But i also want 4 objectives to be like ``break 12 coal,iron gold and redstone ores`` Then he has to break first 12 coal ores, then iron etc.
So i guess if you can make a group of obj which aren't ordered but the rest of the quest is? Maybe it's to complicated. But I think many quests will want to use a this kind of feature.
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Posted Sep 9, 2012@wiloh95
I started reworking stuff to make it work better with denizen and overally with NPCs. As you can, see in TODO list, it may take a bit longer, but I will push out dev builds regularly, and if you read commit info (dev changelog), there is nothing more to know.
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Posted Sep 9, 2012@ragan262
Do you have any kind of idea when the next version of quester will be released?
If you want i could test some dev. build for you :)
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Posted Sep 9, 2012@wiloh95
Next version of Quester will be working much better with Citizens 2. I am also dropping Citizens 1 support, as it no longer matters.
@predawnia
Try to read every single page of documentation. Everything you are asking is written there. For example, NPC interaction is written at the bottom of the Commands page.
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Posted Sep 9, 2012Also if anyone's interested , iasked the creator of citizens to add a feature to the /npc move command to include ID. The guy added it to the plugin so it's available in the latest dev. build.
what does this mean? It means that you can now run a command on an event which moves an npc. So you can take the quest from an NPC, he tell you to go to a certain place, whhen the objective completion event is triggered he or any other NPC can be moved to where you are (any anywhere for that matter).
a nice little touch i think ;D
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Posted Sep 9, 2012@predawnia
predawnia, I explain in my video how to enable NPC's to have quests. after that you just take a blaze rod and make sure you have the quest you want selected, then right klick him.
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Posted Sep 8, 2012@ragan262
Thanks!! We managed to make a working quest :) yay! However, it seems we can only use /q loc add to START our quest. How do we set it so we right click to select the quest on an NPC?
Here is my quest.yml http://pastie.org/4688230
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Posted Sep 8, 2012@wiloh95
I can't really watch it now, but thanks a lot. I am putting this on the main page.
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Posted Sep 8, 2012@ragan262
http://www.youtube.com/watch?v=abO8Ae5KkC4
there you go, part 1, the basics
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Posted Sep 8, 2012@wiloh95
You are free to try.
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Posted Sep 8, 2012@ragan262
I could make a simple tutorial i guess, however i speak bad english with swedish accent so don't expect anything good :P