TotalQuest
The only full blown quest framework!
TotalQuest is a framework to create and manage quests on your server. It's modular and (after it's finished) open for developers to expand as much as they want.
Some things to expect:
- Quest interaction goes through the map (id 0)
- Multiple active quests support
- Different kind of rewards (modular, developers can create their own rewards! For example:)
- Items
- Economy money
- Permissions
- Different kind of quests (modular, developers can create their own objectives! For example:)
- Go to location x,y,z
- Kill x mobs
- Gather x items
- Optional requirements for starting a quest (modular, developers can create their own requirements! For example:)
- Have more than 5 hearts of health
- Completed other quest first
- Activate events after or during a quest (modular, developers can create their own event types! This goes through the TotalEvent plugin. For example:)
- Spawn mobs
- Spawn items
- Backup/restore piece of the world
- Spawn blocks
- Build structures
WARNING!
TotalQuest is in testing/Beta! Expect bugs! Lots of them!
Test/Beta version
Test version is out! Check the comments for update news. Please subscribe on your top right (if your loged in) and subscribe to "Comment updates"!
Check this page for the latest download links
http://totalpackage.bolusdebeer.nl
There are a few dependencies on other plugin. Check the above page for more information about this.
Permissions
See this page: http://dev.bukkit.org/server-mods/totalquest/pages/permissions/
Commands
See this page: http://dev.bukkit.org/server-mods/totalquest/pages/commands/
Map Controls
I tried and make some instructions on how to use the menus. Check the following page: http://dev.bukkit.org/server-mods/totalquest/pages/map-controls/
Screenshots (old version)
http://dev.bukkit.org/server-mods/totalquest/pages/screenshots/
Videos (new version)
Two videos of my test with TotalQuest, TotalMap and TotalEvents.
On this page there are more videos.
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Donating
I've had a few questions about donating. I've thought about this a lot and I stand by my opinion that you shouldn't donate if you haven't even got anything yet. That's why I thought about a new system. If you want to donate you can by clicking on the donate button on the top right of this page. But what are the benefits of donating? If I get a few donations I will try and take some vacation days and work non-stop on TotalQuest. Also if you want you can get early builds of TotalQuest.
Metrics
All the Total plugins use a service called Metrics by Hidendra. This will send anonymous data about the usage of this plugin to a website so we developers can monitor how much our plugins are being used. To opt out of this or if you want more information about this please visit: https:github.com/Hidendra/metrics.griefcraft.com/tree/master/Bukkit
@EpicBlargh
I've shown that to show the possibility to easily interact with the plugin. When you create a quest in game you have to type a lot of stuff. Like the questID, intro text etc. This way you can easily add text through the map interface.
@dadaemon
Sounds awesome! One more question. I still don't understand the usage of your "Hello World!" demonstration where you can type in the map. Is that supposed to do something? Like a command? Or just a notepad?
@EpicBlargh
You can right click NPC from the Citizens plugin. I will also implement signs so you can right click a sign to pick up a quest.
The map menu works with the left button as the selector of the menu items. Right mouse button will scroll one menu item down and if needed scrolls the view down too. Shift/crouch and right mouse button will do the same but for up.
I've also implemented in TotalMap the ability to input text from the chat line. That means entering text like description and quest intro text can all be done through the in game gui.
I've made some new screenshots: http://dev.bukkit.org/server-mods/totalquest/pages/screenshots-total-quest-with-total-map/
So how do you receive quests?
And how does the map menu work? Like... what buttons?
Two screenshots to get you all warm about it!
@EpicBlargh
Don't worry about it. Just wait till the release :)
Dangit. I'm trying to donate but it won't accept my card. I just used my card for something else what the fuuuu.
@asgaar
Good question. I think I will add a variable to quests to hide (or not) them when the requirements haven't been met yet. (Requirements can be; done a quest, have a permission etc.)
Multilingual quests are not planned. To be honest I think that's also very hard to do. But with the above implementation you could create the quest twice and give each language a different permission.
Will it be possible in the final release to have requirements for quests to be available? So player event don't know that the NPC have a quest ( not like currently in citizens where the quests are available but you can't accept them).
Maybe the possibility to have multilingual support? We want to have quests in two different languages and that player can decide which language they want to have their quests. Depending on permission group only one quest would be available, the one in your desired language and not both.
@EpicBlargh
It's almost done! :)
@All
I've been working a lot on TotalQuest this last weekend. And have made massive progress. Before, I was working hard on getting the logic behind the screen done. And last weekend I could finally start on the front-end.
For now the following is working as intended. You can start a quest through a command. Two objectives are working (go to location xyz and kill mobs.) Requirements are not implemented yet. Rewards are working (give player items.)
I'm also working on TotalEvents (on BukkitDev) and TotalMap (not yet on BukkitDev.) TotalEvents is also working (spawn items and teleport player.) You can even link a objective or a quest to an event. TotalMap is now one of the last hurdles I need to take as this will be the GUI for TotalQuest (and TotalEvents to easily create a new event.)
All the events, objectives, rewards and requirements works perfect as a module. This means that new functionality is easily implemented without the need of changing the TotalQuest/TotalEvent plugin! (For example the teleport player event took me around an hour to make. And that's including fixing TotalEvents! And it's just 68 lines of code including white lines and comments!!!)
Also Spout support won't be in the initial release. I know I will step on a lot of toes because of this but I can guarantee you that the in game GUI through the map will work great! (Also an update to TotalMap to implement Spout won't have ANY nasty effects on the working of TotalQuest or TotalEvents so they can be independently be updated.)
Currently I'm also active on a Roleplay Minecraft server. They have implemented some of my plugins and I can call myself a bit of their resident plugin developer. They have given me lots of support and ideas for TotalQuest. But don't worry! I will release TotalQuest to the public as you, the community, is why I make this! :)
Summing up all the above means a beta/test release is just around the corner!
@EpicBlargh
I'd rather him take his time and implement what is needed/useful. As I have said prior quest creation is the WORST thing about all the other quest plugins, having some sort of ingame method using a spout GUI or something would be a HUGE improvement and probably make this plugin number 1 among all quest plugins.
Hurry up and release a beta :D
Yeah custom item Support would be super cool!! (spoutmaterials)
I honestly just want the spout support before anything else. Citizens can do the majority of quests out there BUT its limited ingame, people get confused too easily on how to complete a quest and such. Its also extremely hard to make a large amount of quests thus why I want the spout support.
Hey dadaemon, could you implement Quests based on permissions ? I want an NPC to give out different Quests based on perm-nodes. Pretty please :)
Little update.
I'm busy working on delivering a preview version with basic functionality. This will be the starting of a quest (with a location objective) and completing it through chat commands (no rewards.) I've promised this for this week (hey, second week ends on the 14th, right?! :) ) and I really hope I can show you all something.
I'm still working on the inner workings of activating quests and the connection between the modules and stuff. I don't know if people are interested in technical stuff so I will leave this out for now. I do have to say that Bukkit has made it easier for me to implement modules with the new event listener system.
The whole map and menu is still under evaluation as I may think of releasing a stand alone framework plugin for the map/menu so other plugins (even mine) can then use it for themselves. (Don't worry. It will be in TotalQuest! :) )
PS: A good status indicator. Files: 26 Lines of code: 1714
Is this still on time? You quoted the second week of this month =D
As the Admin of a "Vanilla with Sprinkles" server looking into this kind of thing as an option, I must say this plugin looks incredible! I can't wait to see how it progresses.
@ffaen123
ETA... Somewhere in 2012... Nahh. I do hope to release the first version with basic functionality the second week of february.
@dadaemon
Can we get an expected ETA for first alpha/beta release? I'll give you a little tip! (Prob £5 http://www.xe.com/currency/gbp-british-pound ) NOW GO WORK AS HARD AS YOU CAN :D :D :D :D :D :D :D :D :D :D
@Murlochieftain
Better?! ;)