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.




-
View User Profile
-
Send Message
Posted Jul 23, 2013@alek123222
It means that player has to have that item with him and once completed, item is taken from him. This objective needs to be manually completed one way or another (command, npc), unlike some that are completed automatically. (e.g. break, action...)
-
View User Profile
-
Send Message
Posted Jul 23, 2013So objective item means that that specified item is taken from the player?
-
View User Profile
-
Send Message
Posted Jul 23, 2013@alek123222
NPCs and signs have the ability to trigger objective completion on right click, just like "/q done" does. It's mentioned on NPCs and Signs page, in interaction part. In the example quest, it just completes item objective.
-
View User Profile
-
Send Message
Posted Jul 22, 2013Hey how do I make a simple quest "go and collect and bring back" I have looked at your wine cellar quest but can't figure out at which point the "wine" is taken from player, could you please shine some light onto this?
-
View User Profile
-
Send Message
Posted Jul 20, 2013@lenis0012
What script system ?
Yes, the first quest matches version 0.6.3, as hinted by red text on the top of the page. The second quest matches 0.7, mentioned in brackets after the quest name. That's why those differences. Yes, current documentation is not of the best, and I apologize for that, but I will make no further attempts to improve it, instead, I will rewrite it on the quester wiki.
-
View User Profile
-
Send Message
Posted Jul 20, 2013@ragan262
The thing is that your quest example said: /q desc set Hello folks ! \n There have been some major troubles recently caused by ProGriefer999,
and 1. it said it ahs to many args. 2. the \n doesn't work in the desc. but it does in events
-
View User Profile
-
Send Message
Posted Jul 20, 2013@ragan262
Yes i could use the ElementsManager to reigster them from that plugin. I actualy planned on takign the basic listeners and remaking the script system. Suing your plugins.
But after watchign some of the documentation i thought it didn't need to eb redone. this system is good enough. So i will indeed transfer it all to the TweetCraft plugin
-
View User Profile
-
Send Message
Posted Jul 20, 2013@lenis0012
It's meant to be:
/q desc set "Message goes here."
or
/q desc set 'Message goes here.'
If it doesn't work then it's a bug and it should be fixed.
Also, all changes you have made could be made inside of statues plugin, to allow all people use statues and quester together. This also includes mana objective, which could be part of Tweetcraft itself. You can, in fact, have both citizens and statues installed and it would work, unless the two are conflicting. Then it would be possible to update quester on your server anytime without extra effort with merging the changes.
-
View User Profile
-
Send Message
Posted Jul 20, 2013@ragan262
I forked your project yesterday and using multiple args told me i was using to many of them.
using '/q desc set Hello there!' did not work That doesn't seem like its suppost to be like that
And i really like thgis plugin. It was easy for me to udnerstand how it works and i could modify it to work with my private rpg plugin for our new server verry easily. Thanks for this
-
View User Profile
-
Send Message
Posted Jul 20, 2013@lenis0012
CommandManager treats anything quoted as a single argument, that's why it is correct. And as of 0.7, I'm forcing any arguments consisting of multiple words to be quoted. Both double and single quotes are accepted.
-
View User Profile
-
Send Message
Posted Jul 20, 2013@ragan262
Thanks.
And i forked your quester plugin to replace Citizens with Statues support (for my own server) Because my plugin Statues is more lightweight and (should) never break And i fixed the desc and msg commands
You set the max arg length as one and use xontext.getString(0); And if the desc is more than 1 word it doesn't work. My forked repo
-
View User Profile
-
Send Message
Posted Jul 20, 2013@lenis0012
If you mean 0.7, flag just changed to modifier. But modifier only deactivates the quest every time someone completes it. (it deactivates it for everyone)
The behaviour you described is normally achieved by questnot condition, or inverted quest condition in 0.7. (just add -i at the end of the command)
-
View User Profile
-
Send Message
Posted Jul 20, 2013Ragan, how do you make it so that you can only complete a quest once? IN the latest version the flag command was removed.
-
View User Profile
-
Send Message
Posted Jul 20, 2013@Blazex224
I don't think experience levels are really needed in questing plugin. Anything it would provide is already provided by quest points. I find changing quest points to reputation more useful. I also won't be using TagAPI just yet, but I may end up using scoreboard API to display some info.
-
View User Profile
-
Send Message
Posted Jul 19, 2013There should be player experience levels if there isn't already. Experience is earned by completing quests and quests can be modified on how much experience it gives, and experience should lead up to player levels. Each player should be able to see what another player's level is by simply looking above or below their head, it will say Lvl (level), (this would of course mean the plugin has to use TagAPI). Experience to each level should raise, for example, 80 experience to level one, then doubled each level or something, so 160 experience to level 2. Levels below 20 will be green, 20-60 yellow, and 60 and above should be red.
-
View User Profile
-
Send Message
Posted Jul 18, 2013@Buddi97
Use command event. %p in commad will be replaced with the player's name.
-
View User Profile
-
Send Message
Posted Jul 18, 2013Is this possible to perform commands via a quest?
Example, with PEX perform /pex user promote
If yes, how ? :)
Tanks you!
-
View User Profile
-
Send Message
Posted Jul 18, 2013@ragan262
The only objective type i've noticed it with is the location type.
Also you'll see with those location commands i entered, i also specified the range. In the quests.yml file the objectives that i did specify a range for have none listed while the ones i did not specify a range for have the default node. Wonder if this is all coincidence or if we're spotting symptoms of the issue.
-
View User Profile
-
Send Message
Posted Jul 18, 2013@lANTHONYl
It appears to be the problem with objective deserialization. In that case it should be bound to certain element types. I will neet to test it to find out which ones are causing trouble. I'll also look at why location in commands is handled incorrectly.
-
View User Profile
-
Send Message
Posted Jul 18, 2013@ragan262
Quests.yml after command entry, before restart
Qeusts.yml after restart
Commands issued.
Apparently now in 0.6.5 the quests.yml file isn't altered, so i guess that's good? The issue still stands though. It is showing the same deserialization errors on startup and /q info does not list any of the objectives for which there is an error. Also, the pitch and yaw defined in the commands are getting changed to 0 in the config.
-EDIT-
Ignore the \ characters in the commands paste. Remnants of the bash script (escaping characters).