Skip to content

MikuSnow/BetonQuest

 
 

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

BetonQuest

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.

Features

  • Much more than just a questing plugin
  • Powerful event system: anything you want can happen anywhere in a quest
  • Even more powerful condition system: you can limit whenever something should (or shouldn't) happen
  • Multiple choice conversations with NPCs optionally using an inventory GUI
  • Party system allowing for creation of group quests
  • Journal in a book
  • Backpack for quest items
  • Advanced item handling which considers even text in books
  • Ability to create various reputation systems (points)
  • Firing events for a players when they enter specified area (global locations)
  • Daily quests or repeatable reward collection (delay objective)
  • Variables in conversations - let the NPC tell how much more wood he needs!
  • Quests can be organized into distributable packages
  • Citizens2 NPC support
  • Integrated with MythicMobs, mcMMO, Heroes, SkillAPI, Quests, Skript, Denizen, Magic, WorldGuard, Vault, EffectLib and PlayerPoints
  • Multiple languages and easy translating
  • API for creating your own events, conditions and objectives
  • SQLite and MySQL support
  • Last but not least, an active, open source project with development builds available

Overview

Imagine you have a conversation with an NPC. You can choose from multiple options, and the NPC will react differently, for example he will tell you to cut some trees when asked for a job. If you tell him that you accept his offer, an event will be fired. It will start an objective for getting wood. It will also "tag" you as someone who started the quest. From now on the NPC will check for that tag, and use different options in the conversation, for example telling you to hurry up.

When you complete the objective (by breaking wood blocks), the objective will fire another event. This one will "tag" you as someone who collected the wood. When you go back to the NPC and tell him about it, he will check (using a condition) if you actually have the wood in your inventory. If so, he will fire another event, giving you the reward.

There was no single "quest" object. This was only a conversation, which was firing events and checking conditions. The objective also wasn't a "quest" - it only added a tag when you collected the wood, nothing more. It could not exist on it's own. The same conversation on the other hand could start some other quests afterwards (for example mining some ore), so it's also not a "quest".

Don't be disappointed by my examples of getting wood and mining ore. These were only simplifications, so it's easier to explain the system. BetonQuest is capable of much more. You can add entries to player's journal based on the quests he's doing like in Morrowind, the conversations can be as multi-threaded as in Baldur's Gate and quests can be started by entering specific location like in Skyrim. You can create reputation systems, unique quest items, books that react to reading them and so on. Your quests can have multiple ways to different endings depending on players' decisions and they can require multiple players to do something.

You don't have to use BetonQuest for quests only. Conversations with NPCs can help your players, teleports them around the map, describe server features, buy or sell stuff, give ranks etc. The only limit is your imagination!

Compiling, download and installation

To compile the plugin you need to have JDK for version 1.7 or above and Maven installed. Download BetonQuest source code to some directory and issue command mvn install inside it. The .jar package should appear in target directory.

If you prefer already compiled builds head to the Releases. Development builds can be found here. Use them with caution and report all bugs on Issues!

To install the plugin simply place the .jar file in plugins directory and restart/reload your server. BetonQuest should generate default quest for getting wood. You can start it by creating an NPC: place somewhere a block of stained clay. On top of it put a head, and attach a sign to the side of the clay block. On the sign write the first line [NPC], second line Innkeeper. You'll need betonquest.admin permission to do that. Now right click on NPC's head to start the conversation. Using Citizens NPCs is described on the wiki.

Documentation

If you want to create your own quests you should read the documentation. It contains all required information and a tutorial-like description of features. You can find it on the wiki.

Example quests

You can find a repository containing some example quests here.

Desktop editor

The WIP project of the quest editor written in JavaFX can be found here. It's not usable yet though.

License

The plugin is licensed under GPL version 3.

About

Advanced RPG quests and conversations for Bukkit

Resources

License

Stars

Watchers

Forks

Packages

No packages published

Languages

  • Java 100.0%