Custom Quests

Discussion in 'Archived: Plugin Requests' started by DinoMage, Apr 4, 2013.

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    DinoMage

    Plugin category: Misc/ Developer Tools

    Suggested name: Quest Crafter

    What I want: A plugin that can be used to make custom quests. This would include things like unlocking doors with special keys, that only that player that unlocked it can use. It could include a dialogue to be inserted for certain NPCs that would offer a quest which the player could accept or deny. Maybe a sort of If Then system that has options so that when making a quest you could choose things that the player needs to fulfill that would cause something else to happen; such as, If: block [blank] is broken, item/items [blank] are in inventory, player is standing at coordinates [blank], etc. Then: (one of the following examples) Unlocks door [blank] or Unlocks quest dialogue [blank], Creates redstone signal at coordinates [blank], and so on. All of this would be very easy to use to create many unique and varied quests. I could provide a GUI if you are up for it. If you are interested please contact me. Thanks so much, I would really appreciate help.

    Ideas for commands: Not sure as of yet.

    When I'd like it by: As soon as possible
     
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    RingOfStorms

    Citizens has a really great npc system that includes extensive customizing, which includes quest making. I haven't really tried it myself but I have heard really good things about it. Check it out.
     
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    DinoMage

    Thanks, however I have tried Citizens, it doesn't fit my needs. The plugin could be built off of the Citizen plugin with the plugin makers permission. I am fine with the system used to set up the NPCs (although they would be better if I could change their names) but want a little bit more when it comes to setting up the quest aspect. example: having a pre-written quest dialogue as I mentioned in my initial post. Thanks for the feedback.
     
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    RingOfStorms

    Im 99% sure you can change the names.

    And check out the wiki, possibly the quests section and check out the links there. You'll be surprised on how in depth this plugin can get.
     
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    DinoMage

    Yeah, sorry I wasn't clear about that. You can change their names but can't have a different skin. The way to achieve that is by naming it a player, then the NPC takes on that players skin. But you can't change the NPCs name if you want it to retain the skin. As much as I may be able to make quests and such I want something that can be used with both more ease and with a system that I think can achieve almost any possibility.
     
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    nhadobas

    Pretty darn positive you can change NPC's skins no matter their name. I know I did It in 1.3. Look at the citizens NPC'S documentation.
     
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    Spaceyavin

    Nope. Skin loading is client-side, and the client finds the skin based on the NPC name. Unfortunately there is currently no way around this (perhaps now in 1.5, but I'm unsure).
     
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    nhadobas

    Did it in 1.3 using protocollib. It's possible.
     
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    Spaceyavin

    Nope. ProtocolLib DEFINITELY doesn't give that functionality. As multiple plugins have proven, the skins are loaded client-side.
     
  10. I think you can do it with the 1.5 naming and scoreboard features now.
     
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    nhadobas

    Go on the shotbow network, log into their ghost something servers. Then press F5 twice, you will see your skin has an added mask to it. It's not a block hat.

    Edit: not going to respond anymore. Seen it done.
     
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    Spaceyavin

    Oh, cool, was hoping they'd add something along these lines.

    Presumably this is because of 1.5, because ProtocolLib <1.5 never provided these features.
     
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    nhadobas

    Breaking my edit, their server has been like that since 1.4.1.
     
  14. No it hasn't. The skin was the skin of the nametag floating above the player pre 1.5. Thats a fact.
     
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    nhadobas

    Lets just end this; we are hijacking his thread. If you want to continue debating, lets open a PM.
     
  16. Offline

    Roadkill909

    Shameless self promotion here -> Campaign.

    It is still a WIP and doesn't currently support NPCs, which is currently one of the next big things on the agenda.

    It also tries to hide the actual scripting/programming aspects from you as much as possible to make it easier to use. Instead you create "phases" of the quest, these phases have goals, and actions happen when the goals are completed successfully or failed.

    There's also a wide variety of functionality built into the plugin so you do not have to script it yourself, like invisible mob-spawners, a reward system, lobbies, equipment, and much more.
     
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    DinoMage

    It seems like a really great plugin. It has a lot of things that I would want in the plugin but it is different enough and doesn't have the features I really want. Thanks for commenting. I wonder how you came across this thread,being that you made such a similar plugin.
     

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