Quester
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.
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 DEV version should be working with recent minecraft versions. See dev builds.
Which one is the 1.8 Build?
@ConserveDeRodez
It is not 100% compatible with 0.6.3.6 and I'm not ready to deal with that, plus it's not documented very well. People who are interested can find the dev version. I think it's visible enough.
Best plugin ever made. Works perfectly for me. :) You should release the last quester dev build with the last questersnpc build in .zip file in bukkitdev
@Coldjacket @sakura_blades
http://ci.ragan262.me/
@Coldjacket
There is an external plugin (I cannot tell you where to get it, I don't have a location, nor remember where to find it... It should be posted on this page if you ask me...) that you need to be able to apply the traits needed to citizens2 NPCs in the later snapshot versions.
It's some Quester_NPC or something plugin that pairs with the snapshot you have.
For whatever reason the Traits/NPC compatibility was separated into it's own addon plugin.
I have the newest quester snapshot version (0.7.5) and i cant give my npcs quester. /q help and this comments works good but /trait quester didn't work. (Sry for my English)
@ragan262
0.7-5 Snapshot. I watch for new builds daily. Thanks for the command! I'll be running that often now, I didn't know that existed. :)
@BrooklynStarr
Many improvements are planned in many areas, and saving/loading is not excluded, but I am currently working on other features, (locally) so I guess you will need to stick with "/q save -q" for now. (I assume you are using up-to-date dev version)
This is a great plugin, just tedious. Still, it's the only quest plugin that does all it sets out to do without crashing or complaining. My only thing would be to say that there should be a better auto-save feature.. I've lost a few quests in the midst of creating them, and in some cases, this is like writing a novelette.
Thanks ragan262!!
@hurku
Please look at dev builds.
Please update :)
@Rocket20
I have no idea what you are talking about. It is still working as far as I know. (Development versions)
Just because I can't release new version every few weeks doesn't mean I abandoned it.
Please mark this project as abandoned if you have given up on it....
Hi ! Have you create a objectif "kill mob name" ?
No more Boss objective? Was it dropped? Mythic Mobs is the reformed version of Epic Boss.
BINGO!
/q start [name]
^.^ with this you could make the GUI menu with ChestCommands and set each active quest to its own icon within the Quest GUI menu. Hope that helps to those who want to make a GUI that holds the quests.
Is it possible for players to do multiple quests at once? or is it possible to give a quest priority which causes any existing quests to be cancelled upon start?
@griffenx
It is actually possible. You can make use of OBJCOM event, which can in turn run events of completed objectives if needed.
For example, you can have objectives 0 and 1 set that they silently complete the other one on completion. (or can even silently complete a whole branch) Such setup can serve as a simple fork in a quest. Quests like this may be a little larger, but are possible. You can even take a look at the second example quest, which adds simple optional objective using already available features.
Not sure if this is already planned, but it'd be nice to have support for optional objectives. This could either be something like "objective 1 is required, but objective 2 is optional and you can do both" or an exclusive-or type scenario, for example "after objective 0, the player can choose to do either objective 1 OR 2, but not both" Also, I feel like there used to be a way to completely finish a quest after completing a certain objective (but not all), meaning you could have branching paths in a single quest
@stun23
Yeah I could use this. Anybody know when timed might be released?