alpha
0.7 is almost here. Many changes have been done, so I need to test it thorougly. It can't be put on production server just yet, because I expect it to be full of various unexpected errors. I usually test myself, but in order to speed up the development, I ask you to help me with it.
What changed ? A lot of under the hood stuff has changed, so it won't be that noticeable for you.
Major changes:
- added API (sort of) to add custom quest elements and commands
- completely changed how commands work
- arguments consisting of multiple words have to be quoted now "like this" or 'like this', this includes everything (quest names, descriptions, etc...)
- command flags (not to be mistaken with quest flags) were added, they start with - (dash) and always have single-letter names (like -d or -p), they are used to define true/false statements required by some commands, multiple flags can be gruoped together after a single dash (-dpks), they are used in commands like the one for explosion event where flag -d is used to determine if explosion should deal damage
- reworked serialization system to make it easier for those who use API to add new elements and to make it simpler to add database support in the future (again :P)
- per-player language setting (not 100% yet)
- and many other structure changes
What needs to be tested ? Pretty much everything, however, elements (conditions, objectives, events) are major thing to test.
- does every element do what it should ?
- does every element save and load properly ? (this includes default values, handling incorrect values, etc..)
- does every command work as it should ? (/q help will help)
You will also have to manually save everything with /q save. Message will say that profiles were saved, but it should also save quests.
Commits are only changelog at the moment.
Post errors as comments below. Preferably more errors at once nicely formatted on pastebin or similar site. Thank you.
Hi and thank you, i will test it.
I would inform you about that first:
If i can i would recommend you to relocate org.mcstats into your package adding in your pom.xml in the maven-shade-plugin <configuration> :
The jar structure result will be a single root folder 'com' and your embedded org.mcstats will not interfere with others. It will be packaged in folder 'com/gmail/molnardad' on same level that your 'quester' folder.
@boozaa
Thanks for the tip. I actually never got that message, so I did not care much about mcstats once I put it in there. It is fixed and I'm going to upload updated jar.
@ragan262
Yes i understand, i didn't know if it was really important between :p. Thank you,
Finally added /q help. It's not nice yet, but is automatically generated, so commands there should be correct.
Works with additions arguments. Example: "/q help obj" will display all 1 level deeper commands that start with "/q obj". If there are no deeper comamnds, for example "/q help help", then help for that particular command will be displayed, in this case "/q help [arg1] [arg2]... - displays help".
added TIME condition
command: /q con a time <from-to> [world] (if world is omitted, uses the one player stands in)
from-to accepts ticks (0-24000) or 24h format (0-24), note that 8:00 is 0 ticks, 0:00 is 16000 ticks
Update 29.3.
Update 29.3. No2
Some of the Citizen's npcs seem to count as players and they are listed in the profiles.yml, It can be very annoying if someone has a lot of npcs.
@TCuts
Do you think you could figure out what they have in common ? It could those that killed a player at least once or did some other action.
@ragan262
Well, they could have killed some mobs, as they are sentries. I belive thats causing the problem.
Update 30.3.
Update 30.3. No2
Update 1.4.
creator,any updates ? please and thanks =]
/q flag unknown commands <<<<
can npc give out quest item and give named item ?
@cosalert
If you try out /q help, you will notice that there is no /q flag, but /q modifier.
Npc can give out quest and can't give out named item, unless you make that happen using command event with another plugin.
Location-based quest auto-start doesn't seem to work in 0.7
Not positive it's a 0.7 issue but the first time I remember noticing that my location-triggered quests aren't starting was after I upgraded to 0.7
In the config:
location: -147.64;36.00;170.57;Hub_nether;-179.25;90.00;
range: 10
Quest is active, has no conditions. Even when I stand right on top of that location the quest doesn't auto-start (whereas when I first created the quest in the old version, it would auto-start whenever I was within range)
@1337ingDisorder
I'll take a look.
Found a couple of issues: - every item command sets dye always to ink_sack no matter what item data you use.
- an item event triggered by the completion of an action objective doesn't give you items. In some rare occasions it does, sometimes all previous items all at once. Have not been able to narrow the problem down.
- trying to circumvent this by giving items via a cmd event works. Can't /clear these items via a cmd event if the player has not at least touched them in his inventory. (very minor issue, but I'm making a quest were there may be more quest items on completion then required)
-collect objective does not work either if you give the items to the player via cmd event give.
-teleport event seems to do damage to players
I do play on a server with many plugins so experiences may vary.
@iW00t
I'm sorry, I've stopped keeping track, since everyone is posting on the main page anyway.
First of all, are you using file grabbed from jenkins, or "Grab it here" link ?
Collect objective is supposed to work only for picking items from the ground.
If everything else you mentioned is happening in the newest development version available on jenkins, please post a ticket about it, so I don't forget.