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 Jul 27, 2014For all those that struggle with character limit using quester commands, there's a temporary solution - Long Commands. Quester is not related to it in any way and I never tested it, but it looks like it's worth a shot.
I am planning to include this functionality in quester. (quester commands will have this functionality by default)
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Posted Jul 26, 2014@Zarkilor
If you want to see what I'm doing, you can always take a look at commits. Right now I'd like to focus on identifying and fixing bugs to make the plugin more stable, finalizing custom messages and full localization support, (there are still few things about it that require my attention) and properly implementing triggers.
I will slowly change all elements that use block/item ids to use names instead and quester on 1.8 should be fine.
Even if I added mythic mobs support now, you would need to use latest dev build on your server to use it, and even if it might not cause any issues it's not something I recommend just yet. (unless you are adventurer (bug reports are always nice (in a way))))
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Posted Jul 26, 2014Alright, I understand that MythicMobs support will happen at least, but can any specifics about its progress be shared? Maybe what is more important than it at the moment?
Also, I'd like to know what your views on the 1.8 update working with Quester are at the moment, as it is just around the corner.
Thanks.
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Posted Jul 25, 2014@ragan262
I'm not sure if the ftp program may have been the culprit, I tend to forget it is open, or another server issue happened. It is odd as I haven't experienced any issues like that before and no other plugin was affected, mind you the server had thrown a little fit that morning and wasn't really running when I shut it down from the web panel, forced shutdown. I know I was looking in the quests.yml file the night before to ensure one of my quests was complete, it is way longer than what minecraft will show in my chat log right now. I never edit that file as I prefer to use the commands from ingame, I feel safer that way. The file I am and have been using for a while is "quester-0.7.1-SNAPSHOT". Honestly I think it had nothing to do with quester except that quester was active at the time but my holders.yml was unaffected. I'll look thru the logs again for that day, maybe I missed something last time thru.
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Posted Jul 25, 2014@Ban5
If there are any issues with loading quests, quester creates a backup. If the yaml file is invalid, it fails to load properly and it can be erased by quester next time it saves. (since no quests are loaded) Making sure yaml syntax is valid is the responsibility of the person editing the file.
What happened to your quest files? I can't think of anything else. Could it be something external? This just does not sound like a feature quester should ever need. I'd rather look into fixing the issue if the files were actually wiped by the plugin itself.
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Posted Jul 25, 2014Is there a way, in an upcoming release, you could set up auto backups of the quester files, 2x a day kept for 3 days should suffice. I had the oddest issue yesterday 2 files emptied themselves. Quester.yml and profiles.yml. I was lucky my host had backups newer than mine so nothing but a few hours were lost. and my logs are sadly blank for that event.
I am almost done my 34 quest campaign and can start trying to get the wiki updated hopefully next week.
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Posted Jul 24, 2014@Zarkilor
http://dev.bukkit.org/bukkit-plugins/quester/?page=2#c2281
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Posted Jul 24, 2014How is development on MythicMobs support coming along?
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Posted Jul 24, 2014@tremby90
Quester should automatically convert old quest files. (in most cases) If any errors pop up, submit a bug report.
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Posted Jul 24, 2014hey I want to get the 1.7 version ithink im ready for it but is there a way to convert all the quests from the 0.6.3.6 version?
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Posted Jul 21, 2014@Intangir
No, I actually do not recommend using latest version on github. I do not even recommend using uuid version yet, but the one you will not even be able to use is at the point where I moved quester npc support to a different plugin that is not even on github yet. As I mentioned in the previous comment, build #5 should be the latest "stable" dev build.
Yes, I will keep supporting citizens2, I think I will probably even support some other npc library. (I am currently testing remoteentities) I will also be implementing dialogue trees at some point.
The biggest change done to npc support is probably removing the need to left click to select a quest when a holder contains only one quest available for that particular player at that time.
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Posted Jul 21, 2014ok well thanks for replying, i admit i am getting frustrated and probably being unfair
but its just hard to make sense of everything going on with this project, thanks for the detailed reply
yes i found the old branch and i started tweaking from there to my liking
the docs for the new version do leave alot to be desired, there are some behaviors i wanted to test but didn't even get that far
do you recommend people use the latest changes in git?
do they still support citizens2? has much been done to improve the support for citizens2, and quest holders? is it documented anywhere?
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Posted Jul 21, 2014@Intangir
Okay, let's all calm down and realize what is actually happening.
0.6.3.6 is the latest displayed release because it is the latest release. Even though it has few bugs here and there, it is unlikely to corrupt your data in any way. With 0.7, I decided to change the code in a major way, and it may as well be released as 1.0, because there's way too many changes.
I believe you already discovered 063 branch on github, so we can move on. I am not adding anything or fixing any minor bugs in 0.6, because they might have already been fixed in 0.7 or are not even existing because code that created them no longer exists.
About the important issues, there is only single bug report on github (submitted by you) where I am still waiting for a response. I recall fixing something related to event manipulation long time ago in 0.7, and I'm not sure if it is your issue, but it might be. Just to be clear, the issue is not going to get fixed in 0.6. There are no other issues reported.
Git is slightly ahead of jenkins, because building process changed in the last few commits and there were some other major changes I want to test before I even put the dev build up. However, dev build #5 should be working well enough. I am responsible for running very similar build on one server and so far it's been working just fine.
You might think newest version is horribly broken and I don't blame you, because it is not documented at all. There is only one page I created shortly after I moved to 0.7. Most noticeable change has actually been done to commands, and it's exactly what you are having trouble with. As you can see on the page I linked above, all arguments consisting of multiple words have to be quoted. It means the command you use in your latest bug report would change from
/q create Mushroom Stew
to
/q create "Mushroom Stew" or /q create 'Mushroom Stew'
Command help is now generated which means it always contains only the newest info about all commands in the plugin at that time, so it's a very good source of information. (/q help for help, /q help -d for deep help, /q help [args] -d for partial deep help (for example /q help event -d))
Permissions changed a little bit too, you can see all permissions and their hierarchy here. It should be pretty self-explanatory, but if there are any questions, feel free to ask.
Format of the quests.yml changed a bit too, so if you are interested in creating quests directly in the quests.yml, you can find most recent documented version of the format here.
Oh, and quest flags are now called quest modifiers, (maybe not everywhere) so don't be scared if you run into those.
I apologize for a wall of text, but I felt like it was needed. If there are still any questions, ask. If the new dev version is still not working, submit a report.
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Posted Jul 21, 2014oh wow..
ya i don't mean to be rude but what is going on with this project
it is the most unusual situation ive seen.. it seems like your still working on stuff, it seems like there are multiple branches, there is OVER A YEAR of chances between the latest release, the docs, what you have on git..
i can't tell what on git is even supposed to be working, how it is supposed to work, why it doesn't work, why there are no new releases..
i mean it doesn't make any sense at all, it seems like your working very hard in some areas of it, and utterly dismally neglecting other IMPORTANT aspects of it..
how is it that no one has complained about the extremely obvious shortcomings of the latest version.. the FIRST command i try to run fails..
i don't get it, whats going on here..
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Posted Jul 21, 2014which git commit correlates to the last 0.6.3.6 release you have on bukkit here.
i am having issues with all of the newer builds and want to branch from the last known semi-working version so i can just fix the bugs that are getting in the way without a year of apparently worthless and nonfunctioning changes..
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Posted Jul 19, 2014@jajamic
So far as the world guard is concerned, he doesn't have that type of functionality that I know of. Until that happens the only workaround for going to a certain region is to stand at the spot you wish them to go and use: "/q obj add location here <radius>" standing at the spot you wish the player to get to, or if you know the coordinates use "/q obj add location x;y;z <radius>" where x,y,z are the ingame coordinates, just numbers no letters and a ; not a : between, <radius> is any positive whole number.
Your second worldguard question I would like as well for regular mobs, if it is there I do not know how, so my work around is to use npcs that are only in the area I want the kills to be done in.
I know these are probably not the answers you wish, but the best I can offer at the moment. Good luck.
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Posted Jul 17, 2014-
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Posted Jul 17, 2014@jajamic
Could you be more specific with what you would like quester to do with worldguard. On my server I use quester to add and remove players from worldguard regions for certain quests, I even use quester to raise and lower players ranks using groupmanager. Basically any plugin that works properly from the console (not from ingame) quester will do.
eg. /q evt add 0 cmd rg addmember <region> %p -w world - add a member '%p' to <region> eg. /q evt add 1 cmd manpromote %p <rank> - promote a player '%p' to <rank>
%p is wildcard for player name
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Posted Jul 17, 2014@jajamic
- Yes, MythicMobs support will most likely come in form of an extension. It is still less important than few other tasks. (I know I promised to add this)
- WorldGuard support can be added. The only thing I need to know is what you mean by that.
- Yes, additional mob data will be supported along with additional item data.
- I will continue for sure. Only variable here is development pace.
Most of what you asked would just be extensions to existing feature set, I will start adding those once I am happy with the plugin core. With 0.7 I've been mostly working on better performance, robustness and extensibility.
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Posted Jul 17, 2014Hi,
I wish I had some information on the future of the plugin because officially I do not see him too far.
I would like to know:
If you want to link your plugin with that MythicMob? (even though several people have asked you sorry :s )
Do you link your plugin WorldGuard?
Do you add the function to kill a monster by its name?
Do you continue with the 1.8?
Thank you for keeping me informed very good job on this plugin in any case and a real beautiful future!