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 Oct 11, 2012@MetroAffe
What ?
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Posted Oct 11, 2012How can I add the quest-start to a NPC?
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Posted Oct 10, 2012Enchantment format is ench:level. It needs to be one of 17:1 - 17:5.
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Posted Oct 10, 2012Per documentation, unless I'm reading it wrong, The following command should add a reward of an Iron Sword of Smite.
/q reward add item 27 1 17
It's giving me an 'Invalid Enchantment' error.
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Posted Oct 9, 2012Once the new version is official and stable, I will install it to my server, make the migration and then I had intention of recording a tutorial video to show people how to make quests.
I really was just going to make it for the admins on my server so they knew how it worked, but I decided it would be beneficial to your project if I made it public.
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Posted Oct 9, 2012@Dinastya
Yea, will probably change to block event system, where here means the block you last looked at.
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Posted Oct 9, 2012@ragan262
Thanks for info. And with this new objective you might add another tag replacement. Like for when you create objectives in game. Like you did with here for locations. Maybe make it like aim or something so it use the block you are aiming at.
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Posted Oct 9, 2012@Dinastya
Push is activation by ass-pressure. It only stands for walking on pressure plates. In block variable, you can specify exactly which plate it should be, either wood_plate or stone_plate. Setting block variable to any other block will cause it to never activate.
By the way, location variable stands for clicked block, not for players position. And 0 range actually works if you specify exact block coordinates (for push it would be coords of given pressure plate).
Also, here is slight debug info displayed when player with active action objectives does any action, I will upload 0.5.9d2 without this info soon.
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Posted Oct 9, 2012@ragan262
Alright and what does the push do for the new event? Since you can't really push blocks i think. Or is it like push button and flip lever etc? But isn't that same as right click button?
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Posted Oct 8, 2012@Dinastya
Once 0.6.0 is finished, (and hopefully denizen support) I will take time to make some written tutorials on how to create quests and maybe examples for each quest object (objective, event). It's progressing little slower now due to school and lack of motivation, so be patient.
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Posted Oct 8, 2012@ragan262
Alright will try it thanks.
EDIT: Works fine now thanks.
And the new objective looks amazing but what is push?
Also ragan might be good idea to put example quests by commands so ppl know how to create quests. I'm trying to each other staff and kinda complicated but with command examples its a lot easier since it's not that much info. I made a quick example here http://pastebin.com/Un19f7QX think its good idea to create more of that kind. Maybe also some more advanced ones etc. And here the yml might be useful to add that also so ppl can compare and see what it does. http://pastebin.com/871jNhqa
And made a ticket about item event.
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Posted Oct 8, 2012@Dinastya
I did not encounter any problem like this during my tests, but I uploaded 0.9.5d2 for you, it also contains action objective. Hope it fixes your problem. Changelog is in commits. (not that much, i've been busy)
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Posted Oct 8, 2012Anyone else is having issues with last dev builds that you can't modify quests after you unselect them by doing something else? I can't select it or do /quest info 1 or anything like that. But /q list still show [1] Test Or did i just misread some changes?
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Posted Oct 2, 2012That would be more than satisfactory. Can always make the multiple quests optional as well.
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Posted Oct 2, 2012To not reduce performance, I can allow having multiple quests started at the same time, but only one would be active and currently progressing, so breaking blocks or collecting items would not count for other ones. It would aslo require more user commands to manage activity of theirs quests and users don't like commands at all (all the letters and stuff).
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Posted Oct 1, 2012I have a few long and ongoing quests. Sometimes while working on them, people like to take a break and work on another, but the only way to do that is to /q cancel and lose all of your progress.
Or worse still, I have some quests that can only be attained from another quest and it's a long ongoing series that can take a while to complete. But sometimes my community prefers to take a break from the quest and work on a different quest.
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Posted Oct 1, 2012@samanthahldr
But that's the way quester works, in my opinion, one can't do more things at once. I will not be changing this in near future. This is another "after it's done" feature.
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Posted Oct 1, 2012A common complaint on my server seems to be that you may only have one quest active at a time. Is there any chance or possibility of adding multiple active quest support? Perhaps something customizable in the config.
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Posted Sep 30, 2012@samanthahldr
I am really sorry for this, but as explained in dev changelog, this change is for the sake of better tomorrow. It did not change that much, so mostly you will have to change "==: text" lines to "type: text" ones (who am I kidding, it changed quite a lot, but many values are the same). To get template just create quest with every available objective, event and option to see how things changed.
About objective flags: yes, of course it will use separate command, just like description or prereq does.
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Posted Sep 30, 2012I am very interested in testing, but I don't really have much of a testing environment. I love all of the changes, except having to migrate my quests to a new system. In the 4 days I've been running this plugin I have 12 quests with over 2200 lines of code in the quest file :)
I very much LOVE the rewards being moved to events, and I'm very excited about the spawn event. I worked around not having reward events by using the "cmd" event to reward items or xp at various stages of the quest.
The objective prereq's are an interesting idea, very customizable.
If you do get around to obj flags, instead of adding another field to fill out when making the obj, I suggest allowing us to add them with a separate command, such as /q obj flag add [flag]