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.
@Vertigoz
Well, you can just use the global location for this one. They are specifically designed to fire events when the player reaches certain location. Please refer to this page for more information.
Is it possible to add a tag to a person when they visit a certain location?
Doing this without first talking to a NPC...
(using testfor @p[x=153,y=65,z=35,r=2] commandblocks) I am able to get the console to run a command when a user visits these cords, could there be a command to give a username a tag?
@fastlockel
I will set up a forum when I'll have more time.
Hello if someone has more quest samples (and conditions ideas) could share some samples if you have a website...
@Bastikeks
It's probably because that plugin doesn't check if the chat event has been canceled. It can be fixed with one additional line, so the developer shouldn't have any problem :3
its a custom chat plugin. have to talk to the developer then...
@Bastikeks
Wow, that's a lot of suggestions, I like it :D
Thanks for all suggestions ^^
thanks, found it :) I have some further questions / suggestions:
@Bastikeks
Yes, you can change it, it's in "global" tree on top of the messages.yml file.
I would be very happy if you could send me these corrections because part of German translation was done using Google Translate. I'm not very proud of myself.
EDIT: One additional thought about the word "selfish". Please don't think that way. The whole idea behind BetonQuest is to create the most immersive quests and every message like this one breaks this immersion. I not only have no problem with you changing the message, I highly suggest it. You can even remove it (leaving it blank) if you think it looks better.
The main reason it's there is because messages looked a little bit out of context without any prefix and I didn't know what else should I put there.
hey there. Just found this plugin and have some questions regarding the images on the wiki: I know its some kind of selfish, but is it possible to change the "[BetonQuest]" line anywhere in the config? I couldn't find where it is defined on github, so if this is not included to be editable i would suggest it :)
Also i found some bugs in the german translation. Can i send in some corrections?
Yep, that's what I was missing. Works great so far... on to conditions and objectives!
@budopey
No, it doesn't but I can easily add it in the 1.4 update which should be ready in a few days.
Saying GUI I had something else in mind: not a chest based but window based, outside of Minecraft. You would run the plugin as every other program and it would behave as a window-based editor.
The other option is to use Bukkit's Conversation API to create in-game chat editor, which would prompt you to for example enter 1 if you want to add an event or 2 if you want to modify existing etc.
@clmoore
Yes, you need to define eventID in events.yml. The string used in NPC_Options.start.events and the-npc.final_events is just a reference to the definition which should be placed in events.yml. In this case if you add something like this:
to the events.yml file everything should work fine (to clarify more, first "testevent" is the ID which is used in conversations.yml (and other places as well) and the second "testevent" is part of instruction string which will be interpreted by the code).
If that's not your issue then I'll look into this, as it can be a bug (I didn't test the API yet).
Is there something else that you have to do to access plugin events in the yaml file?
I tried putting the event name in both NPC_Options.start.events and the-npc.final_events and Beton couldn't find it either way.
It should also be mentioned that my plugin is marked as depends on BetonQuest in its plugin.yml so that, I assume, it's loaded after Beton.
The relevant code: https://gist.github.com/cmoore/0c1f9b685b42e05b62c0
I notice you say it may take awhile to do the GUI stuff and thought I would mention if you can do /command questing with this plugin then you can use a GUI plugin to put those commands into instead of having to add the GUI element to the quest plugin. As long as everything can be access by commands you can use a separate plugin for the GUI such as ChestCommands.
In case of interest citizens 2 has just published a fix (try it later tonight) The plugin work fine I was able to write my first quest (Fn french you can get this sample Here Your text to link here...)
Very close too the example from Co0sh I'll add a new custom quest soon
@fastlockel
Citizens' bug is only on version 1.8 and they should fix it soon.
I totally forgot about documenting commands :( Thanks for the reminder, I'll do this as soon as possible.
The plugin is loaded after Citizens as it's in its dependecies, that's not the reason. Could you provide me with full log of BetonQuest's enabling and the error you're getting? Also, which authentication plugin are you using?
Ok first test : 1) there is some sort of bug not in your code but in citizens 2 ; the npc with a skin is invisible untill I force the skin using /ncp skin xxx But the NPC us here since you can talk to it (without seeing). Tried last citizens 3 update but does the same. 2) /q reload works multiple times now 3) /q commands are fine, maybe you should explain that a bit above,especially /q objectives and /q tags for debug Not tried multiple files yet but I'll tell you 4) One issue however ; conversation ends without reason but this may come from my files
NB : yes it does ; maybe a blank again [23:58:02 ERROR]: [BetonQuest] Error while accessing path: conversations.officedutourisme.player_options. wood_no.conditions [23:58:03 ERROR]: [BetonQuest] Conversation officedutourisme player conditions error at: wood_no
Still have the onPlayerEvent exception on startup but maye due to the fact that you plugin is loaded before citizens, don t know but still working
Yes 1.3 version to test :-)
@fastlockel
This error means that no data has been loaded from database before the player joined the server. I'll try to compile against new Spigot and find out why is this happening.
Hello sorry to spam your Messages : I have another issue with the latest version of Spiggot 1.8 (availaible today)
http://pastebin.com/C8qz6VCM
I'll check if there is not something else in my config