WorldQuest
WorldQuest
Create Quests based on players position activating triggers which respond with scripted actions.
To create a script, stand in the location you want the trigger to be placed and type:
/wq create {quest_name}
This adds and entry to your questdb.txt file which would look something like this:
world,207,66,-86;{quest_name}:
The beta version then requires you to edit the questdb.txt file directly, the release version will have in game commands for creating and editing quests.
When a trigger is hit and a player is assigned the quest for that trigger a list of actions is executed. Here are some examples of different actions for quests:
To display text on the screen: text=type your response text here
To give the player money: money=100
To give the player items: item=247 item=diamond_helmet item=50,2 item=373:8193
To give the player XP: xp=100
To set the player from one rank to another: rank=guest,citizen
To give the player enchanted items: magic=diamond_sword,FIRE_ASPECT,1
To mark the quest as completed so the player can only do it once: quest=C
To assign the player a new quest: task=helmsmaze
To teleport the player to a new location: tp=world,-100,44,945
To spawn mobs: spawn=world,505,32,45,zombie
To load a schematic file: load=icecastle.schematic
The "money" action requires the Vault Plugin to be installed and a economy plugin for Vault to connect to.
The "rank" action requires the Vault Plugin to be installed and a permissions plugin for Vault to connect to.
The "load" action requires the WorldEdit Plugin to load the schematic files.
Here is an example of two quests:
world,-638,91,-1023;mountaintemple:quest=C~text=You brave the mountain passages and stand behind the alter. You find a note and it says: Find the passage that leads to a maze deep with the depths of the town within a mountain. Under the note you find some ancient coins~money=100~task=helmsmaze~ world,-889,35,-1237;helmsmaze:quest=C~text=You find the end of the maze and open the chest. Inside you find an enchanted diamond sword and helmet.~magic=diamond_sword,FIRE_ASPECT,1~magic=diamond_helmet,PROTECTION_EXPLOSIONS,2~
All actions are completed using the tilde "~" symbol as an end of command sign.
Each quest is completed using a carriage return.
To load any changes to the questdb.txt file after it has been edited do the following:
/wq load
WorldQuest uses two other files, the playerdb.txt and the config.yml
The config.yml file currently has only one setting:
Quests: {quest_name}
This lets you enter a name of a quest that get's auto-assigned to players as they logon.
The playerdb.txt looks like this:
axeldios:start=C,q1=C,q2=A,
carmen800535:start=A,
This shows that axeldios has completed two quests named "start" and "q1", and is assign a quest named "q2" And carmen800535 has only been assigned one quest named "start", but hasn't completed any quests.
To assign a quest to a player do:
/wq task [player_name] [quest_name]
To save your questdb.txt and playerdb.txt back to disk:
/wq save
To load both the quest and player databases do:
/wq loadall
If you reload your plugins, or restart your server, WorldQuest will first save both databases from memory to the disk files then reload them on startup.
Pllllease update, at least to 1.7.10 but 1.8 definately! Looks amazing.
Thanks a lot!
Come and try out ChairStairs and some of my other plugsins like BoomStick, BlastFurnace, ProtectionStones, ExtraRecipes, RubySlippers, and SuperSmelter on AuthentiCity (acmc.game.nfoservers.com) 1.7.2 Survival Server.
@jpw247
Working on the update now, it's a complicated plugin so it takes time.
PLZ Update DIS!!!
Can't wait Axel, this will be wonderful, thank you!
WorldQuest is my only plugin that has never come out of beta, and soon it will be, I'm planning the release version now, which will use books for writing quests, a new player trigger detection system which for one thing will allow for not only areas to trigger (vs the current block triggering) but also allow for levers, switches, buttons, pressure plates, etc.
@navy12333
You can already spawn npc's by using the spawn command and the mod would be "VILLAGER."
You have no control over spawned mobs in WorldQuest at this time, maybe in the distant future.
I usually spawn a villager, and then use on screen dialog from the "text" command to simulate them talking to the player.
Hey bro amazeing plugin but..... maybe instead of have o install citizens (which is screwed up) maybe make so npc spawning allready in the mod???
or can you tell me one that works with this and minecraft
This is awesome! Thx :)
Updated WorldQuest to bukkit 1.5.1, also newest WorldEdit and Vault.
Fixed some depreciated code, but no other changes at this time.
@VeeperPL
Did you assign the quest to a player, until they are assigned a quest either manually with /wq task {player} or the quest is added to the config.yml file.
Hi ! I copy your example config and paste in questdb. When i came to example point and nothing. Next time I create own quest but this same problem - not working. Can you put dowload with example config or Video tutorial ?
@Geech
First of all, to keep the plugin fast, at this time it only works off of a single block as the trigger, this may change in the future, but at this time I'm sorry to say there are too many other updates waiting for this plugin before that one.
Problem with spawn is if you spawn multiple mobs in one location they sometimes kill each other, due to being pushed through the map, etc. So for now you will need to use multiple spawn commands each with a different location.
Can you send me more information on your use of the Teleport Command, I've used it in a bunch of quests with no problems.
First of all, I would like to say, This plugin is amazing!!! We are using it to add major story lines to our server when players walk over an area.
Saying this, I have a few requests/suggestions. (I don't mean to nag, but I feel that these would be very helpful)
First, can you make it so we can configure a radius (in blocks of course) around the center point of the quest trigger (Or globally in the config file would be fine too). The biggest pain for me is making it so players know the exact block to step on and they can't deviate one way or another. Its easy with doorways, but with wide open spaces like paths it gets kinda ugly when you have to place marker blocks that mean, "STAND HERE!"
Second, (not critical but still a helpful suggestion) When I used the spawn command in a quest it will only let me spawn one mob of the type. (it may just be me doing something wrong) Sometimes you just want a storyline to include a horde of zombies followed by a couple of giants to run at your players.
Lastly, This is more of a bug than a request but the teleport command seems broken, I tried to use it at the end of a quest but it doesn't do anything. The rest of the quest executes fine but it won't teleport the player out of the location to the new location.
Again I love this plugin, but these are a few things that I have found to cause me a headache.
@GeneralShep
Sorry but I won't be hooking into any other plugins at this time, and for now console commands are out also.
As far as linking quests you can already link quests the way you are asking, it's all in the way you script the quest. There are commands for marking quests completed and assigned which allows you to link them any way you want. Later there will also be some logic processing statements to add very complex linking.
3 Suggestions, make it hook into Citizens (Would be good but not required), allow the running of console commands on completion of a quest, and allow a pre-requisite I.E. If I want to go to Quest 1 then have an option for quest 2 or quest a, but require the completion of quest 1 before doing any of these, and after picking between quest 2 or quest a you cannot do the other quests, I.E. I pick quest 2 and finish it, I can't go to quest a I have to go to quest 3
Uploaded Beta 0.9a
Still not happy with the in game editing of quests.
This version has a couple of bug fixes for things like the item command, when giving a single item it was creating a pseudo infinite stack of items.
Also converted part of the database to a different format internally for better performance.
@chingchiu169
I'm sorry but I don't understand what you are asking.
can you add npc which for apply the quest? this would be more user friendly for player=]
@ryanwagner
That sounds like an addition to the plugin that would work well, I will think about adding it in a future release.
Right now I'm working on speed improvements in the code to make it more responsive and less of a load on busy servers.