Quester

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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.

Wiki Dev builds GitHub Old main page


Using 0.7 ? Proceed to the wiki. (currently empty :( ) Using 0.6 ? Proceed to the old main page.
(Old main page is the rightmost link.)

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 version is working with MC 1.7. See dev builds.

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  • Avatar of ragan262 ragan262 Jul 22, 2014 at 00:27 UTC - 0 likes

    @Intangir: Go

    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.

  • Avatar of Intangir Intangir Jul 21, 2014 at 22:18 UTC - 0 likes

    ok 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?

  • Avatar of ragan262 ragan262 Jul 21, 2014 at 09:36 UTC - 0 likes

    @Intangir: Go

    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.

  • Avatar of Intangir Intangir Jul 21, 2014 at 07:50 UTC - 0 likes

    oh 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..

  • Avatar of Intangir Intangir Jul 21, 2014 at 07:43 UTC - 0 likes

    which 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..

  • Avatar of Ban5 Ban5 Jul 19, 2014 at 17:27 UTC - 0 likes

    @jajamic: Go

    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.

    Iron Gauntlet Adventures

  • Avatar of jajamic jajamic Jul 17, 2014 at 22:23 UTC - 0 likes

    First of all, thank you for those answers. I detail to you my thoughts about my requests.

    For MythicMob, thanks to your plugin and former EpicBoss I managed to created dungeons, much appreciated by my former players they claim me to remettres. for now I think I have an idea for temporary circumvented the problem. And I understand that this isn't your priority modes.

    For Worlguard the idea is simply a quest validated when the player enters an area of WorldGuard. Or that we should kill a monster in this area only for it to be counted.

    A secondary question might you add the condition for a player to be a specific class of plug-in Heroes?

    Whatever your plug-in is a marvel for all RP-Minecraft server.

    Thank you again for your work!

  • Avatar of Ban5 Ban5 Jul 17, 2014 at 20:15 UTC - 0 likes

    @jajamic: Go

    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

    Last edited Jul 17, 2014 by Ban5
  • Avatar of ragan262 ragan262 Jul 17, 2014 at 15:46 UTC - 0 likes

    @jajamic: Go

    - 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.

    Last edited Jul 17, 2014 by ragan262
  • Avatar of jajamic jajamic Jul 17, 2014 at 14:59 UTC - 0 likes

    Hi,

    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!

    Last edited Jul 17, 2014 by jajamic

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Facts

Date created
Jul 25, 2012
Categories
Last update
Jul 29, 2013
Development stage
Beta
License
GNU General Public License version 3 (GPLv3)
Curse link
Quester
Downloads
30,805
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