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 Dec 27, 2012@ragan262
@Sonorpearl
I had a similar idea like this after playing some Fallout :P I have another question about this though; Let's say for the good side we have a leader called GoodGuy and for the bad side we have a leader called BadGuy and these 2 leaders are NPCs walking around in their castle in their town. Is it possible to make it so that when you are on the good side the leader 'BadGuy' will kill you when he sees you and the other way around because they don't like you if you're on the other side :P Maybe by doing a quest you'll join a group? Because using the Sentry for Citizens 2 plugin you can make it so that the NPC kills members of a certain group. So basically on completion of a certain quest you automatically get into a group (or out of a group by doing a different quest). Or is there another way to make this happen?
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Posted Dec 27, 2012v0.6.3d4 released
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Posted Dec 26, 2012@ragan262
I will have a deeper look into this Plugin in a few days/weeks, after that I´ll come back, read the complet wiki etc. If there are any open questions, I´ll write it here/per PM. I would need Heroes/Factions/Database support, before I could really start doing something. I´ll need "some time" to build the cities.
But for the first, thank you.
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Posted Dec 26, 2012@Sonorpearl
Yes. You just need to use quest conditions for you quests. First good and bad side quests will have questnot condition for eachother:
BadQuest: QUESTNOT GoodQuest
GoodQuest: QUESTNOT BadQuest
this way, play can only complete one of those. Then every good side quest would have quest condition for GoodQuest. Same applies to bad side quests. Like this:
RandomGoodQuest: QUEST GoodQuest
RandomBadQuest: QUEST BadQuest
now, player can do good quests only if he completed GoodQuest before, and bad quests only if he completed BadQuest before. Those conditions can be combined with various other to create complex quest hierarchy for each specific group.
Support for plugins that use classes will be added in the future. I also plan to replace quest points with customizable reputation. Then it will be possible to track quest reputation for many different fractions.
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Posted Dec 26, 2012I´ve a short question about your Plugin. Is it possible to create "Nation-Quests", for example: You can choose the Bad and Good side, and when you complete the first Bad/Good Side quest, you can do only more bad/good side quests and you have other quests defined. It could look like: Questrequire-Permission: quest.shadow and questrequire-permissions: quest.complete.shadow11
My ground-Question is: Is it possible to create very complex, Story-based and "Nationbased (For MMorpg-Server Classbased, like Warrior quests/Barbarian Quests etc) with a link, that you must have quest 1 and 2 completed to do quest 7?
I know that question is huge, but I want to create a Server with a huge Quest-System, but I need a plugin that fits and I think that Plugin could do it, I see story based, but I cant see on the firstview if it can do something similar this....
Maybe we could talk per PM/Messanger(Like Skype) if you dont understand it, I´m relativ bad at explaining in english, because I´m german? Btw. Database support (You meant it in ToDo-List) would be great, because it could be over 500 Quests. ^^
With friendly Regards Jan aka Sonorpearl
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Posted Dec 23, 2012@TipKlaassen1
Message event adding command is explained here.
If you are not familiar with syntax definition, bracket meanings are explained here.
Occasion syntax is explained here.
You may also want to look at sample quest here.
Or even follow step-by-step tutorial to create simple quest here.
Flag ORDERED has been removed because prerequisites were added. They are explained here.
If you don't know what to write after reading all this, tell me exactly what part you do not understand and I will clarify it, and maybe even update lacking documentation.
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Posted Dec 22, 2012So if I want a message saying: 'Continue to the next one' after I've completed the second objective, what do I need to type excactly? If you give me an example I will probably understand it. Btw, why is there no ORDERED flag anymore?
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Posted Dec 22, 2012@TipKlaassen1
Occasion can be quest start, quest cancel, quest complete and objective complete. Most probably you want to use objective complete, where occasion is ID of objective. You should also use location objective, so it get's completed when player walks in the room.
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Posted Dec 22, 2012@ragan262
I didn't really understand the condition part so I kinda skipped that documentation part :P I guess I'll give it another try. Thanks.
EDIT: I understand it now :) Only the objective part is still a bit confusing, I'm Dutch and not the best in English... Let's say I have a puzzle and the player needs to enter the right room (there are three rooms 1 snake, 1 bear and 1 eagle). He enters the room then I want him to get a message: Good job you've entered the room of the Eagle! Now you have to blablabla (this is just an example this isnt really a quest im doing :P). If I want that, what do I have to put?: '/q event add <occasion> msg Good job you've entered the room of the Eagle! Now you have to blablabla' What should I put at <occasion>?
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Posted Dec 22, 2012@TipKlaassen1
You have to use quest condition. Also, description can't be updated, so you should use message event + custom condition description.
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Posted Dec 22, 2012@getaim
You have to type '/q toggle <quest id>' in order for it to be active... First I didn't know that either and I got the same thing; No quest selected. This might not be your problem but you should try it.
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Posted Dec 22, 2012Is this possible and if so, how?: I want a Warrior in front of a castle and he has 2 quests to give but I want the second quest only to be available when he's done the first quest. So for example: Warrior says: You can join our kingdom and meet the king (That is the second quest) but first you'll have to prove yourself, kill 50 skeletons, zombies and spiders (that is the first quest). This way he will be able to do the second quest (meet the king) once he has proven himself by killing alot of mobs. And how do I make it so that when he has completed an objective the description gets updated and the player gets informed on what to do next?
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Posted Dec 22, 2012@getaim No errors ? Try restarting again, reassigning holders. If it won't work, paste your quests.yml and holders.yml somewhere or send it to me. I will try to reproduce it and see where's the problem.
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Posted Dec 22, 2012@ragan262
Yes, on a different world it works fine...
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Posted Dec 22, 2012@getaim
Are your quests active ?
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Posted Dec 22, 2012@ragan262
The problems with the npc's were solved by a restart, but i still cant assign a quest to a npc. It sais holder assigned, but when i try to accept it sais no quest selected. Im using latest debuild of quester and citizens.
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Posted Dec 22, 2012@getaim
Any errors ? Try updating citizens and use quester v0.6.3d2. Use v0.6.3d3 if you want the ability to have more quests at once.
@forfiterX
thanks
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Posted Dec 22, 2012Some of my quest npc's disappeared and i cant assign holders to them since 1.4.6. You may look into that?
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Posted Dec 22, 2012Good plugin. Keep up the good work :)
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Posted Dec 21, 2012@ulumulu1510
Yes