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, 2013One more question, is there an inverse for the money condition? Like so that a player CAN'T have more than 1000 money to start a quest?
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Posted Jan 22, 2013Hey !
Can you add option that: When player type on npc rigt/left click , there will shoow message with quests 1 ID, like:
Accept Quest: Quest Name Type: Yes / No
Player must type Yes / No ( OF Course This command can be editable to another laungage)
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Posted Jan 21, 2013@Dimpl
Congratulations, it appears that you are the first person to actually read the documentation.
I'm sorry for the mistakes, I copypaste a lot.
Edit: And don't worry about the mechanics now, just wait for the next version.
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Posted Jan 21, 2013@ragan262
Aww, darn, I'll have to make it a separate permission-based quest to enchant the items.
Maybe include some more logic in further builds (AND/OR/NOT), and an event that executes /q done. Eg item condition AND in location or AND talks to npc.
Also, I think there is a mistake on the events page (I have no idea what cancel does - does it cancel the quest?):
Command: /q event add {<occasion>} cancel Runs command as console on specified occasion.
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Posted Jan 21, 2013@Dimpl
Yes, I need to remake quester trait completely. I can either make quester trait customizable, or split it into more traits and let player choose which one to assign.
/q done will only try to complete next available objective, and objectives that do not have their prerequisities completed are not considered available, so it will fail. I see what you want to do, and I assure you there is no nice way to do that. Wait for the next version, I will make such things possible. Somehow.
@jessefjxm
Try reading FAQ. May help.
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Posted Jan 21, 2013Errr...I've created a NPC with a QuestHolder(called a which has 2 quests) properly assigned ,but when i left-click on him,nothing happened.And a right-click give an error Q_NOT_SELECTED "quests not selected." Wondering how to start quests through NPCs....
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Posted Jan 21, 2013I've been thinking. If I make a location objective dependent on an item objective, and i try to use /q done, will it check for the items, then the location, for quest completion, or will quest completion fail because the location objective has not been achieved?
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Posted Jan 20, 2013@ragan262
Dang. Pls change docu page :p Will it trigger when I try to complete the quest as an event within the quest?
Also, cause I modified prev post, will say it again: Another question xD, Does the flag HIDDEN disable /q done as well as /q start?
And I saw something a bit ambiguous - do you have to add the quester trait to npcs which interact during a quest but do not stop or start it?
Edit: Goody! I tested the first question, and it does disable /q done as well!
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Posted Jan 20, 2013@Dimpl
Umm, it used to before, but not anymore. I changed it to make delivery quests possible. (heh, I actually had to check code to find out)
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Posted Jan 20, 2013@ragan262
Ok, thanks, I didn't think that took the items. It says on the objectives page that this will also check for the item when another objective is completed. Is this true?
Also, does the flag HIDDEN disable /q complete as well as /q start?
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Posted Jan 20, 2013@Dimpl
I'm not sure what exactly you need, but there is one objective that can take item from a player. It is ITEM objective and it takes items of your choice on complete. To complete this objective, one need to do one of the following:
There is no other way to make quester take items from player's inventory right now.
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Posted Jan 20, 2013I think you missed my last question >.> But it's similar to the one below: How to you TAKE ITEMS FROM A PLAYER at an objective?
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Posted Jan 20, 2013@xbaxdark
It's a bit tricky to do in more customizable fashion, but I will do what I can in 0.7.
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Posted Jan 20, 2013@ragan262
Well thank you for the fast response, I'm used to being left in the dark with citizens and quests so it's nice to see someone very active behind the plugin.
I was thinking about your quest signs, maybe it would be good to be able to hand in the items to a sign or even have a "quest block" like in the action objective, player needs to right click specific block in specific location to hand in items, because this would still seem very RPG'ish while not creating a dependency on the npc's them selves. Or if players could use either or, quest block/sign or npc to hand in items would be ideal.
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Posted Jan 20, 2013@xbaxdark
Yea that's kind of not conveniently handled at the moment (shame). You must make that npc have quester trait and put the that delivery quest into its holder. This way, when player clicks it while progressing with that quest, it will try to complete next objective. Then you can just use ITEM objective and force player to not use commands by using flag HIDDEN. If more npcs have that quest on them and you want player to go to specific one, just place NPC objective before ITEM objective to force player go to that npc first. Then just add custom objective descriptions to hide that ugly override and you are set.
I am working on NPC handling and it will be different and hopefully much more customizable in the next version.
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Posted Jan 20, 2013Hi, I'm going through all the quest objectives to see how I'm going to re-do some old quests and I'm not really seeing anything that resembles a "delivery" type, where you bring x amount of x item to npc or location to be handed in?
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Posted Jan 20, 2013@imaapseudonym
no, but deleting objective and setting same one back seems quite simple to me, you can even reorganize them as you want (that's why move and swap commands exist)
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Posted Jan 20, 2013Is there any way to go back and edit simple things like the ID's of NPCs you wish the person to interact with for objectives without actually deleting the objective?
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Posted Jan 20, 2013@xbaxdark
What bukkit version you are using ?
@siemaeniu500
Add flag ACTIVE, or type /q toggle [quest ID] in game.
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Posted Jan 20, 2013Hello, I am researching your plugin to replace my old quester quests (I wrote 100+). I've read your documentation in full twice now and was ready to get started but when I did ./q create <questname> (I tried a few names without caps,spaces etc)
I get this internal server error: http://pastebin.com/ntJQuZ3G
[edit] hrmm yes I'm 1 CB version behind latest.