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 Mar 25, 2014This is a fantastic plugin.
I'm looking to add a staff member to my server who is very proficient at using Quester. If you are interested, please PM me!
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Posted Mar 19, 2014oh nvm that
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Posted Mar 19, 2014hey guys I have a slight problem when I'm op I can see the quest number and it looks all nice and colorful but when a normal player goes to select a quest it looks like this
see how it just looks plain green and i don't think having 2 quests on the one npc would work not sure though didn't test it
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Posted Mar 15, 2014@FrancescoDS
Quester 0.7 reloads quests from file
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Posted Mar 14, 2014Hey there, just got one simple question: Isit possible to convert the pluginconfig from YAML to MySQL? :O That would be nice.
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Posted Mar 14, 2014that would be nice if the /quest reload command could reload quests from file. I often edit the quests.yml file manually to fix descriptions and objective order, saving a lot of time, but I always need to restart the server to reload them
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Posted Mar 12, 2014We got a problem with multiverse worlds. We got no problems in our main world called "world", but if we try to add a holder to a npc in different worlds a holder wont be added, even if it says that it would have been added. we got the same problem with sentry.
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Posted Mar 8, 2014Thanks you verry much ! The Documentation is verry complete ;) I like it !
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Posted Mar 8, 2014@Xibalba7
Hi !
Did you find out what could block left click interraction with NPC ?
(Does Quester performs a command when left clicking ?)
PS : It is not blocked by PVP protection
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Posted Mar 5, 2014@ragan262
Thank you! Exactly what I was looking for. I really appreciate you taking the time to help me out.
The players are having a great time with all the Demigod quests we have combined with leveling up gameplay world.
Feel free to stop by.
Misty :)
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Posted Mar 5, 2014@CloudKidZ
You can use command to mark quest as completed for a player. It's a 0.7 thing.
/quester player completed add <player> <quest> [time]
or
/q pl compl a <player> <quest> [time]
If you do "/q help player", you can see full profile modification command subcategory. Or "/q help player -d" to see deep list of all subcommands in that category.
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Posted Mar 5, 2014@ragan262
lol - I totally missed that I could add variables to the objective description. You already had exactly what I needed. Thanks!
Am I also missing a way to force complete a quest for a player? I looked through the command page without finding it. With the harvest troubles, I want to just mark a quest as completed by a player so he can move on.
Thanks!
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Posted Mar 5, 2014@CloudKidZ
You may like objective description variables, present since 0.6. There's one new variable in 0.7, it's %a, which is amount achieved so far. 0.7 also allows to display progress messages automatically each time player progresses with an objective.
Your message would then look like:
Kill %t fearsome spiders to prove your skill (%a/%t)
or
Kill %t fearsome spiders to prove your skill (%r remaining)
I will take a look at how to better handle break/place to fix harvesting issue you mentioned.
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Posted Mar 5, 2014Oh, one other suggestion: I like the negative count you get when you place an ore block, for example, so you can't place and break the same block over and over to complete the objective. However, we ran into trouble using it for harvesting crop objectives.
We found that if we want to use the BREAK objective on crops, that they not only receive a negative count for planting a crop but even worse, if you fertilize the crops with bonemeal 2 or 3 times to full size, each of those also counts as a negative "Break". We had one kid with a -70 towards an objective when I went to check his user profile.
We could just change it to a "Collect" objective, but that means they can get the crops from other players, buy in the shop, etc., and we'd like to make them actually harvest them.
Maybe you could add a "Harvest" objective that removes the negative part of the coding for placing.
Thanks,
Misty
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Posted Mar 5, 2014@ragan262
So one objective is to kill 10 spiders. We did add a msg event that fires to say "Good Job" when it's finished, but there is no way for them to check in and see their progress towards killing the 10. Players generally don't keep count very well.
Maybe you could add a progress counter to the output when /q progress is called.
Something like this: - Kill 10 fearsome spiders to prove your skill (0/10)
Then as they kill them the (0/10) would change to (3/10), etc.
Hopefully that explains it better.
Misty
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Posted Mar 4, 2014@Masterofjumping
Thanks for the answer add flag.But delivery objectives to Npc also invalid.
I want to have in my inventory to send it. Without the need to acquire more if I have enough.
Thx for help
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Posted Mar 4, 2014@OnSky
Delivery objectives to NPC's is not particularly straightforward as there is no single objective as far as I know.
The system which I use to get around this is; Have an objective such as 'collect' to get the items, so /q obj add <item> <amount>
Then add an objective for the NPC, so '/q obj add NPC <npcid>' and give this second objective the prerequisite of the first. So finally use '/q obj prereq add <secondobjectiveID> <secondobjectiveID>'.
Flags in 0.7 - For flags you now use /q modifier add <flag>
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Posted Mar 2, 2014again pls help me
How to make quest delivery item to NPC(citizen)
and How to use flag in quest(0.7.0)
thx for help
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Posted Mar 2, 2014@Minecrafteo2214
It means that you already have "Normas" in your completed quests, therefore you can't start it. Condition clearly states that you must not have completed that quest before, and since you have, it won't allow you to start.
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Posted Mar 2, 2014when I put / add QUESTNOT condition q Standards, says "Must not Have Done quest 'Standards', use the v1.7