BetonQuest
BetonQuest is advanced and powerful quests plugin. It offers RPG-style conversations with NPCs and a very flexible quest system. Instead of being limited to creating "quest" objects with taking requirements and rewards upon completion, BetonQuest allows you to freely define what should happen (events), if it should happen (conditions) and what needs to be done for it to happen (objectives). Your quests don't have to look like "kill, bring, get reward": you can create multi-threaded stories, narrated with NPC conversations, with multiple endings affecting the player's gameplay in many ways.
@fastlockel
That is possible. I'll add this in v1.4 (v1.3 will come out after my exams this weekend, see TODO list page)
Sentries can attack players already but in a complicated way: make the sentry attack specific group (like bandit or something), and then using command event add the player to that group. You can also set die objective that will remove this group when if the player is killed.
Books are on my TODO list already, You can expect them in one of next updates.
@Co0sh
I was more thinking about having stable quests finished (and do not touch them any more). Other possibilities would be that you have a conversations folder and load *.yml inside, whatever the name of the file is it must be compliant with conversations.yml syntax.
One thing I would like to try but I think this is already possible : use the sentry plugin with citizens2 and make a guard attack you or help you depending on your answers. Would be great to prevent players who try all combinations without thinking.
Giving predefined books with 'advanced' objectives explanations could be also quite fun: the quest could become a kind of enigma to solve...
@fastlockel
I don't know if it is possible (in an easy way) but I'll look into this, as it's a good idea. Conversations.yml file can have over 1000 lines and without some code editor with text folding (like Notepad+ +) it can be hard to keep track of everything.
@Co0sh
Ok then just state this clearly in documentation above. I'll try to finish my quest after migrating to spigot 1.8 this week end. Then I may post my example (in French) . I really find interesting the way you handle the discussion process with kind of 'state and conditions' : not as linear as what I use to see in the past (with Quests not to say the plugin name). I just had another idea (but not so important) in the discussions we could split files with an include "otherfile.xml' keyword so we could put different quests (not related) in separated files. But this is not very important.
@fastlockel
I'll try to fix this. Thanks for pointing that issue out.
Allowing to use spaces in conversation's events would create inconsistency, as in every other place events cannot have spaces between them (due to using spaces as separators between arguments). This could lead to confusion and I don't want that.
Ok thanks I need that some people disconnect before I can restart because it would disconnect everybody. I'll' checks this, but you should force to accept reload event after an error occur in config files so we can fix it while server is running. Yes I left a space in conditions: 'wood_started, wood_not_paid' instead of conditions: 'wood_started,wood_not_paid'
Maybe you could .trim() the values in next versions
@fastlockel
[BetonQuest] Error while accessing path: conversations.officedutourisme.stop
Add "stop: 'false'" node to "officedutourisme" conversation, so it looks like this:
[20:42:57] [Server thread/ERROR]: [BetonQuest] Error while accessing path: conditions. wood_not_paid [20:42:57] [Server thread/ERROR]: [BetonQuest] Error while fetching condition: wood_not_paid
It seems that you have a space in front of "wood_not_paid" condition. Remove it and it should work fine. If not, send me your conditions.yml file.
The rest seems fine, it looks enabled.
Yes seems to be my fault http://pastebin.com/6zVEPBhb
But I do not know how to reload now
@fastlockel Do you have any errors? Paste it to http://pastebin.com/ please.
Yes works fine , you should fix a reload bug, /betonquest:q reload is not working (works once then plugin is disabled and we really need to reload very often when design the quest)
Ok Thanks .. I am just starting : it really sounds powerfull and you open API is great for people who want to add diversity and special objectives. Not to start of course but its opens new perspectives
@fastlockel
Yes, it was written with that in mind.
Will you try to port this to sponge so we can keep our quests in a future sever lib ?
@maxlehot1234
I'm not good with recording, also English is not my language, so I don't know when I'll come up with some video but you can check out Images tab, there are four screenshots.
@gemi69
Of course it's possible, you just need to use tags and conditions.
Hi, it is possible something like that ? > Quest 5's locked quest option is 1. When he finished quest 1, he unlocks quest 5.
Any screenshot or videos about this plugin?
Really cool quest plugin, maybe the best since Campaign is not continued by the developer.
@Rexl
I'll add this in the future.
Added in v1.2
Hmm, pity that plugin hasn't got own database.
@wiedzmin137
Didn't know about that one. I guess it could work. I''l look into this in the future. Thanks ^^