QuestX
QuestX
Quests & Reputation
QuestX brings to you custom quests. You can design every aspect of a quest, anyone can design a quest using QuestX script. Quests will have customisable rewards and an effect on your characters reputation. Your character's reputation is an important feature in determining how you are treated by NPC's and other players. You will have to reach a certain reputation level in order to unlock some quests.
Quests support the same customisation as tasks except you can have multiple objectives and include a variety of NPC's in the quest.
Tasks
In addition to quests you will also be able to create your own tasks, these are similar to quests but are much shorter and are intended to provide further immersion and interaction with the world. These tasks will also have custom rewards and affect your reputation.
What you will be able to customise for each Task:
- Name of the task
- Task description
- What items need to be gathered
- How many entities need to be killed (Supports multiple entity types)
- What NPC's need to be killed
- The speech shown to a player if he has not completed a task
- The speech shown to a player upon completing a task
- The items the player receives as an award (Supports multiple items and data values)
- The exp a player will be awarded for completing a task.
- The reputation a player will receive for completing a task.
- The gold (economy currency) a player will receive for completing a task.
- The permission nodes to add/remove from a player when completing a task.
Roaming NPC's
A key feature of QuestX is that there will be roaming NPC's. No longer will you have to travel to a fixed location to find an NPC. They will be randomly walking around a pre-defined area. There will be fixed 'areas' where you have to go to start a certain quest or task but many NPC's you encounter will spawn dynamically so you never know who you might encounter.
NPC's themselves are highly customisable. You will be able to customise the following:
- Whether the NPC will load or not, easy to toggle on/off if you don't want certain NPC's spawning,
- The name of the NPC
- The colour of the NPC's name (optional - will require TagAPI)
- If the NPC will move around a fixed location or just stay in a certain spot all the time.
- If the NPC can be attacked
- If the NPC is agressive (Will attack players in a certain 'reputation' threshold, more on this later)
- Minimum and maximum number of ticks the NPC will wait between moving (A random number is chosen between these 2 values)
- The distance they will travel from their spawn point when they are walking about randomly.
- How many server ticks until the NPC will respawn if killed.
- The health of the NPC
- The damage the NPC will do when it hits a player
- How far the NPC will chase a player if attacked
- What the NPC will drop when it is killed, supports multiple items, item data and percentage chance drops with 0.01% precision.
- What armour the NPC will wear, including weapon.
- The reputation to award a player upon killing an NPC.
- The gold to award a player upon killing an NPC.
- The exp to award a player upon killing an NPC.
- The commands a player will execute upon killing an NPC.
- The commands the server wil lexecute upon killing an NPC.
Dialogue
With QuestX I am also trying to fill the gap that is interactivity with NPC's. Every NPC will have its own dialogue file which is fully customisable, it has to conform to a certain format so that it can be parsed and interpreted into a Dialogue tree. This means you can have multiple chat dialogues for an npc. Put simply every chat option you choose to say to an NPC will be met by a different response and a different selection set in turn. Speech options can be set so that only players with a certain reputation level can say certain things which will result in different responses. Each Speech option can have a trigger to start a task or quest.
Hello, I love the idea of this plugin but for some reason it isn't creating a folder/config files when I reset the server? Do you have a folder I can download and add in manually?
Let me know if you have any suggestions. Related to custom actions for dialogue triggers when speaking with NPCs.
http://dev.bukkit.org/server-mods/questx/forum/announcements/48834-need-your-suggestions/
@kezz101
I'm glad you like it. Thanks for the offer, but at the moment I'm not looking for additional developers.
I have to say this plugin looks pretty darn awesome. I'd love to help if I could/if you wanted help :)
@jessefjxm
Yes, QuestX uses it's own NPC library so it will work alongside Citizens 2.
will it work with citizens?
@samanthahldr
Yes, however each Player can only undertake one Quest at a time.
Does this plugin support multiple simultaneous quests?
@bdf1992
Hey, yes I know about this. I wasn't too happy with the default pathfinding that came with the NPC library so I have implemented my own A* path finding algorithm which I am now testing, it seems to work very well :). So now you should also be able to 'trap' NPC's in a certain area so they won't do anything ridiculous like teleport up to a wall.
Next time you submit a bug report, it would be great if you could submit it as a ticked, take a look at the button links at the top of the page or click the 'Ticket' tab at the top.
@siemaeniu500 Each NPC can only delegate one Quest. I'll look into assigning quests via command so that plugins such as command signs could be used to issue quests.
Your English is readable, it's not always clear what you are asking but it's good enough, better than my polish anyway ;).
I'll have a look into setting up an IRC channel, good idea.
thanks for looking into it.
I've also asked the ancient rpg guy to see if he could see about adding support for custom npcs.
Edit:
Quick bug report, I'm sure you know about it. Npcs will fly around to catch a player if you are flying.
(there is not bug reports in the forums)
@Adamki11s
1.I can create one files with all quests and one npc which can give this all quests one by one?
2. And question in another front, what you can tell me about my english :) ?
3. Can u create irc chat ?
@siemaeniu500
1) Okay, kill players may be added as a quest type in a future update.
2) The quest files are fully documented on the documentation page and there is a Quest included with the plugin which you can look at, as I add more it should be easier to understand.
3) Mcmmo level rewards are not incorportated directly, but that is what the command rewards are for. You can do so much with this feature, i'm sure Mcmmo has a feature for adding exp through commands so yo can just do, for example /mcmmo mining add %playername% expamount. If they have some form of command, and as explained in the documentation it will replace the player name. Over the next few days I will look into specific examples like Mcmmo and create some basic NPC's for them so you can get the gist of what to do. As for heroes I'm not sure what you mean, is that also not possible using execute cmd?
4) QuestX is not linked with Citizens at the moment, all the NPCs run using their own AI from my plugin. Citizens compatibility is definitely on my todo list, i'm just not sure how to implement it. I might have a little chat with Fulwall about this.
5) Yes the Quests can take a while to make but once you know what you're doing it's easy ;). I am working on a GUI to make this process easier.
@bdf1992
Hey, forums are now working properly. I think it would be better if the original author could include support for QuestX, because it isn't feasible for me to add compatibilites to QuestX for every plugin which may not behave properly. When I finish the API it should be easy for other developers to do this. I'll take a look into it for you though.
This problem arises because I have to manage the health of the NPC myself, i'll see if there is a way around this though.
Forums are not set up properly, can't post in them yet.
So far most everything I've tried is pretty good, the dynamic spawning is amazing. Playing around with trying out my own npcs and seeing whats possible
I do have a request however. I'm using a plugin that uses spells essentially and if that plugin modifies the damage a player does to the mob it doesn't actually die. The server chat says it dies but it still lives. It seems that the method used to damage entity's in http://dev.bukkit.org/server-mods/ancient-rpg/ doesn't mesh well with the way the npcs die. Any chance this could be fixed?
Also a future request, which I don't see as all that high priority because it may only be me that uses it the plugin mentioned above. It uses custom health for all mobs, anyway you could hook into that and have an option to use those values for npc health when you have more free time?
1. Kill Players it means, kill x amount in pvp of randomly players ( not specify nickname)
2. And can u add some quest example in documentation?
3. Can u add mcmmo level reward and heroes?
4. How can i add trait to citizens?
5. I must create seperate folder for each quest? ( it take big amount of time :P )
6. I can create one files with all quests and one npc which can give this all quests?
@siemaeniu500
Hi, I plan to add 'go to a certain location' as a quest task. However besides this I don't see much practical scope for your other suggestions. Let me explain.
Sorry but we need more quest types. I want to run my server with this quest plugin, because old don't work properly. Please after this version, take time to write more quest types:
- Kill mobs - Kill animals - Kill players - Break item - Damage item - Use item ( lever etc.) - Tame animal - Enchant item with... - Collect item - Catch fish - Shear sheep - Go to - Talk to - Craft something
Sorry for my english and repeating this thousand time
@siemaeniu500
What do you mean the library of the source? If you are trying to translate it yourself i really would advise against it and just translate the NPC text. There is not that much text for the interfaces which is too important and I will probably be adding locale in one of the next few updates.
Can u add libraries of this source to github
@siemaeniu500
I submitted the Beta build last night. It's only a matter of time until it gets approved. Hopefully it shouldn't be more than 2 days as it is a large project (283 KB currently). So just keep checking back here to see if the plugin has been approved.
I will be adding more quests in future updates. Hopefully you will want to make your own quests as well to suit certain aspects of your server ;). The creation has been fully documented and can be found on the documentation page, link is above. If you need help creating a quest just post in the forums on this project once they are up and running.
The source is already on GitHub, i will provide a link shortly. I recommend you wait until I provide translation support though instead of editing the source for translation yourself. This is because for each update I make you will have to again update your source. The error and feedback messages will be made into other languages but as you can understand I will only make NPC's in one language. Their speech can be translated in the dialogue file if you so wish.
@Adamki11s
Today u will release beta version?
When can u add more types of quests ?
U will add source on github?
Sorry for my english.