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.
@Adamki11s
I was wondering when the next version will be out, can't wait :)
@Kazaar00
I don't have that prolblem.
My server is running on an AMD Opteron 6272 (32 cores) CPU ,thought.
@Kazaar00
The plugin is fairly CPU intensive. If you are not running on the best hardware your CPU may not be able to cope. Although it should unless you have a really bad processor.
I have a problem with this plugin :/
im using a clean bukkit server and just install (place it in the plugin folder) the plugin. The plugin runns and sometimes just shuts down the server because of the extremly high CPU usage... Any idea whats the problem?
@Coldazz
It's alright if you are not able to download it, don't worry. I think the fail safe I've added should fix this problem.
@Adamki11s
I wasn't able to download the server. I'll check again maybe there is a programm that can.
EDIT:
Never mind I found a programm called "FileZilla". I'll upload the server tomorrow
@Adamki11s
Well the only plugin that has anything to do with diffrent worlds is Multivers-core.
I'll create a ticket right now
@Coldazz
Oops, an error :(.
I'll look into fixing this. If you could try to reproduce the error and submit a ticket that would help me fix the bug.
EDIT: I think I found the source. The plugin seems to be looking for a table which does not yet exist for population density. When the plugin loads it takes each loaded world and creates a database for it. Do you have a plugin which loads another world after startup or possibly teleports you to a newly loaded world?
I'll try adding a table check to fix this.
@Adamki11s
Ok nice but what is this ultra long error message? http://pastebin.com/LQWxXifv
Everything works fine i don't know what that is
@Coldazz
Yes, this will be configurable.
@Adamki11s
I think these are all the things that need to be translated:
Conversatin started with NPC <npcname>, Speech options, You are already talking to this NPC, Converstion ended, Task: incomplete/complete, Response, <quest/task name> Task/quest started, Task description: <task desciption>, you gained <what ever u gained>
i think thats it but i also need to make the colores to fit my server so it would be neat if you make us decide what color codes to use
@virek2003
I don't like forcing dependencies. Vault will always be option for this plugin unless something changes drastically. However if you want permission adding/removal support and economy support Vault needs to be installed on your server.
Great so far, keep it up! Also please never add Vault requirements. It's been hard to avoid with quest plugins and you're the only decent system that doesn't require it.
@zcleaver
Not at the moment, I have started on the GUI but it is not finished yet.
My main focus is to add content to QuestX, so after most of the main features have been added I will start to work on the GUI a little more. I don't really expect to release the GUI for at least 2-4 weeks.
Do you have a beta GUI yet?
@scottishjay
Good :).
Nevermind, I fixed it - for some reason even though I had deleted an NPC his spawn was still set, restarting the server fixed the problem. Thanks for your fast replies :D
@scottishjay
Absolutely, in the next update I will be including a few multiple NPC quests so you can take a look at the ZIP files for how they are structured.
I'm not aware of any MoveEvent bugs when I was testing, could you please post a ticket.
Thanks, I'll have another look but I didn't really understand. Maybe would be best in the next update to include an example template for multiple NPC quests?
I just checked my console and its getting spammed with CONSOLE: [SEVERE] Could not pass event PlayerMoveEvent to QuestX v1.1.1
Any idea whats causing that?
@klokoroko
Positions can be set for NPCs already, however walk paths are not yet customisable, this is planned in the next update :).
@scottishjay
Have you read the documentation page http://dev.bukkit.org/server-mods/questx/pages/documentation-and-syntax/? I went to great lengths to try and explain everything. In the next update I will be including some more Quests and NPCs which should help you understand how it is all structured. For now though, if you make a thread in the Quest Help section of the forum I will do my best to help you.
There is not currently a command for this, I will add one thanks for pointing that out. Currently you cannot set requirements for a quest, this will be coming in the next update also which I hope to release before the end of the week, however you could make a generic rep level trigger for the NPC which will give out the quest as a temporary solution.
i think it would be also nice if you could also set an position for the npcs and make them a path like in citizens then this pluign would be perfect