Inactive [RPG] The MineQuest v0.61 - RPG System with Customizable Quests, Classes, and NPCs [1000]

Discussion in 'Inactive/Unsupported Plugins' started by jmonk, Mar 14, 2011.

  1. Offline

    jmonk

    MineQuest - RPG System with Customizable Quests and Classes
    Version: 0.62-test
    Website:http://www.theminequest.com/
    Overview:
    MineQuest started out as a plugin to add some RPG-like progression to Minecraft. It had 8 (By default, now completely customizable) character classes (4 Combat, 4 Resource - also by default) and you gained experience by doing tasks related to the class (e.g. Warriors fight with a Sword, or WarMages cast WarMage Spells). All combat classes gained health when they went up in levels, and all classes gained related abilities at certain levels.

    An example of a custom class configuration is now available: http://www.theminequest.com/node/112

    Now MineQuest has grown to be a much bigger project than gaining abilities and extra health. It includes mobs that get harder over time based on a level adjustment (determined by active players in the server). It has built in economy(iConomy Supported)/town systems that are available if people so desire. Most likely the coolest thing so far is the quest system.

    Good Places to start in game are /minequest, /cubonomy (economy), and /quest (questing specific). Also poking around the help pages (Linked as more information below) gives some details about more advanced commands as well.

    Quests:
    MineQuest is equipped with a system that is being developed so that minecraft can have real instanced dungeons where a select party can teleport into a world that has traps, harder monsters, and special loot. When complete players are brought back to their original locations.

    These quests are completely customizable as they only load from a text file. MineQuest will search the bukkit directory for the appropriate .quest file when the quest is started. This means that anyone running a server could write a quest. Not just plugin developers!

    The spell system is nothing special, and I'm sure that others exist out there, but what really makes MineQuest unique is the complete package, dungeons and everything.

    Requirements:
    MySQL or SQLite

    Suspected Conflicts:
    Towny, Essentials Spawn, World Guard, mcMMO,
    Other plugins that modify damage/health

    Video:
    This is a video of the first real dungeon created, the first time through http://www.youtube.com/watch?v=Vq85ppcwuM8

    MineQuest 0.40 Trailer - http://www.youtube.com/watch?v=kx8tYNb0MCM

    Installation:
    http://www.theminequest.com/node/3

    Whats new in 0.60?
    http://www.youtube.com/watch?v=jB9-N9XWfJE

    Downloads:
    http://www.theminequest.com/node/35
    Backup: http://code.google.com/p/minequest/downloads/list

    Support:
    Please read the following FAQ before posting your question. It will help you out by getting the answer faster and help us out by having a smaller volume of questions.
    http://www.theminequest.com/node/36
    There are some forums on the MineQuest site found below.
    http://www.theminequest.com/forum
    If you cannot solve your issues in the MQ Forums and from the FAQ and the bug does not already exist please post it on the bug tracker.
    http://bugs.theminequest.com/projects/minequest

    More Info:
    Information about MineQuest and its features
    http://www.theminequest.com/node/11

    Changelog:
    Version 0.61:
    *NPC Fix Item Properties (Blacksmith Capabilities)
    *Fixed Ranged Ability Bindings
    *Other NPC Property changes
    *Bug Fixes
    Version 0.60:
    *Idle Quest System
    *Main World Scripting
    *Reputation System
    Version 0.53:
    *Fixed Instancing System
    *Fixed NPC Respawning Issue
    *Updated to b860
    *Fixed money naming
    *A couple hidden features

    Full Changelog:
    http://www.theminequest.com/node/74

    If you love MineQuest then help keep the project alive: http://www.theminequest.com/node/164
     
  2. Offline

    BioRage

    @jmonk you ever thought of adding in upkeeps/taxe system? :)
     
  3. Offline

    Ziden

    this rocks asses
    the quest engine is amazing, im seeing a future zelda-like quests

    could you release 0.5 sourcecode please ? :D i did a few tweaks on my own i wanted to implement them on the newer version !

    thanx =]

    ps: couldnt use it with iconomy
     
  4. Offline

    ltan

    Ziden, The source code has always been available. It is located on: http://code.google.com/p/minequest/source/checkout

    If you wouldn't mind sharing what changes you made perhaps?

    This is an interesting idea. I will keep this written so that jmonk can see it first thing.

    This too is an interesting idea. :)
     
  5. Offline

    moonjokes

    When trying to use the command /goto while on a world where this is disabled(via config) it doesn't work. Guess it makes sense, but I'd prefer it did. haha.
     
  6. the experience given just dont change!
    Ive tried it with the past 4 versions now and nothing worked;
    all players only get 2 xp per breaked block.
    what am i missing?
    Code:
    #Wed Jun 01 04:42:08 CEST 2011
    destroy_block=10
    cast_ability=5
    damage=3
    class_damage=5
    destroy_non_class=2
    adjustment_multiplier=2
    destroy_class=5
    
     
  7. Offline

    moonjokes

    Bug Report
    bukkit 803
    Minequest version .50
    Skeletons and creepers do not do player damage.

    console error occasionally comes up when creeper explodes
    2011-06-01 00:03:51 [SEVERE] Could not pass event ENTITY_EXPLODE to MineQuest
    java.lang.NullPointerException
    at org.monk.MineQuest.Listener.MineQuestEntityListener.onEntityExplode(MineQuestEntityListener.java:120)
    at org.bukkit.plugin.java.JavaPluginLoader$50.execute(JavaPluginLoader.java:591)
    at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:58)
    at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:310)
    at net.minecraft.server.Explosion.a(Explosion.java:205)
    at net.minecraft.server.World.createExplosion(World.java:1278)
    at net.minecraft.server.WorldServer.createExplosion(WorldServer.java:134)
    at net.minecraft.server.World.a(World.java:1270)
    at com.bukkit.happo2000.BlastControl.BlastControlEntityListener.onEntityExplode(BlastControlEntityListener.java:155)
    at org.bukkit.plugin.java.JavaPluginLoader$50.execute(JavaPluginLoader.java:591)
    at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:58)
    at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:310)
    at net.minecraft.server.Explosion.a(Explosion.java:205)
    at net.minecraft.server.World.createExplosion(World.java:1278)
    at net.minecraft.server.WorldServer.createExplosion(WorldServer.java:134)
    at net.minecraft.server.EntityCreeper.a(EntityCreeper.java:99)
    at net.minecraft.server.EntityCreature.c_(EntityCreature.java:68)
    at net.minecraft.server.EntityLiving.u(EntityLiving.java:657)
    at net.minecraft.server.EntityMonster.u(EntityMonster.java:30)
    at net.minecraft.server.EntityLiving.p_(EntityLiving.java:231)
    at net.minecraft.server.EntityMonster.p_(EntityMonster.java:34)
    at net.minecraft.server.EntityCreeper.p_(EntityCreeper.java:57)
    at net.minecraft.server.World.entityJoinedWorld(World.java:1009)
    at net.minecraft.server.WorldServer.entityJoinedWorld(WorldServer.java:53)
    at net.minecraft.server.World.playerJoinedWorld(World.java:991)
    at net.minecraft.server.World.cleanUp(World.java:968)
    at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:374)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:292)
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:394)
     
  8. Offline

    ltan

    If an error *OCCASIONALLY* occurs, it is not MineQuest itself. There is an instability in bukkit itself that causes random errors throughout the code.

    However, I will let jmonk know about the no damage issue. He is in the process of moving right now, and will not be able to get back to MQ until next week however...
     
  9. Offline

    lolgc

    Mmm...i have the opposite as an issue x_x

    I have tried MQ in v.4 upto v.5 , Server offline/online mode, none solved my lolgc Deals damage everytime (Starts with falling fr somewhere down, and ends with damage everytime i try to move.

    In 5.0, you Can disable Special MQ Health System-How?


    Greezings lolgc
     
  10. Offline

    ltan

    For anyone having issues on a non-main world, please note if you are using Permissions or not.

    In short, Permissions will automatically disable features in non-main worlds.
     
  11. Offline

    jmonk

    Indeed you can. You can find the option under general.properties in the MineQuest folder.

     
  12. Offline

    Ziden

    Thanx for your help Ltan.

    Ive made some changes that werent made for relases since is 'connection' between plugins. For instance ive added into 0.42 a Thief class, with unlocking LWC chests using iron at a low % chance and walking invisible, and edited SkillClass so it would read the Zone plugin regions so players wouldnt cast in cityes etc. Ive made the MineQuest w/ longer loops so it would use less CPU as well ( onMove, player intereact and all those bullchesses, it gets the plugin to be a lil laggy but its ok )
    I Also removed everything related to town/npcs, since i found out npcs were laggy/buggy and towns were conflicting w/ Towny (and come on, i cant figure out why you made a simple town/npcs system integrated if towny is opensource and you also have opensources NPC´s plugins, you could make things independant ), so no big deal on the changes. I was about to add a level-limit as well, so lez say each player have 60 levels to distribute among classes, else those addicted nerdies would just rock everybody ass out :)

    Making the thief will be way easyer on 0.5 since its customizable, and i may release its abilityes on MineQuests forums when i do so, however i would need 0.5 source code to make all those changes to fit my server, witch havent been released yet ( at googlecode you can only see Dev (witch is a messaround 0.5 i guess, some parts are still not compiling since i belive jmonk ios messing arund w/ em) and 0.4 and 0.3 releases.

    This is being the main plugin on my server, however i had to make it fit since it comes along with many funtionalityes w/o asking if you will use it, so i had to took em away to make it all work. Still, the most wonderfull RPG plugin made. Oh, i just cant love this quest system, is genious !!!

    just dump that town/npc system (i like mercs tho, bug they lag too much) and add third party plugins for it and it will be awesome.

    Ill wait for the 0.5 source release to upgrade it on my server. Thanx alot, ill probably be posting classses/skills on minequest forums on the future, and possibly some simple bug fixes. ( Please jmonk, release 0.5 :) )

    Peace out fellas.
     
  13. Offline

    jmonk

    I'm in the middle of trying very hard to get full 1.6 support so I'm not going to reply to everything you said in here. However there are a lot of good things. I really like the thing about max number of levels total and I might just implement that myself given some time.

    In regards to the 0.5 code if you grab a copy of dev at the moment you will get the 0.50 source code. The reason it hasn't been moved over to releases is that it is still my main dev stream. Usually I keep the last release and dev separate so I can work on features at the same time as bug fixes. However currently my priority is trying to get a build that doesn't have any issues with 1.6 so 0.5 stays in dev for now. Once I finish 0.51 (1.6 compatible), I will fix the repository to have the same structure I have used on the previous releases.

    One last thing I wanted to ask was why you went through the process of removing the NPC and Town code when I had disable options in the config. I know it was extra code not being used, but was there some functionality gained/removed by editing the source over changing the config?
     
  14. Offline

    Gharet

    I just installed this today, and it is working well so far (I only had to change the requirements for all tools to 0,0,0,0 so my existing players wouldn't be mad!)

    The only problem I'm having so far, is that I cannot create NPCs. The /spawn_npc command just does not work for me; here is what I get when using basic NPC commands:

    /remove_npc - Command not recognized
    /remove_npc somebody - somebody is not a valid NPC
    /spawn_npc - Command not recognized
    /spawn_npc sombody - Command not recognized
    /npc_property - appears to be valid

    Can anybody that has had experience with this offer any suggestions? Thank you!
     
  15. Offline

    lolgc

    Because isn't it /MINEQUEST spawn_npc?

    But it might be a Bug, because non of the npc Plugins do work atm.
     
  16. Offline

    cloned

    Please post your console output when you use the command.
     
  17. Offline

    ltan

    Also what version of Bukkit are you using?
     
  18. Offline

    jmonk

    Wow, I don't know how this managed to get into the release but it appears to be a bit of a bug. I will be releasing 0.51 sometime today which will fix this and should have support for 816.
     
  19. Offline

    Gharet

    Thank you! I'm excited to try this plugin out. We use McMMO right now, but i want something with basic quest,npc,and town stuff built in, and this one seems like it might fit the bill :)

    Sorry, just one more thing to mention, that I didn't think about because I had originally thought it was an iConomy bug (I didn't know at the time that MineQuest used /money for cubes):

    on server version 1.6.6 with Bukkit 818, if I type "/cubes" as an op (so I have permissions on all nodes), I get the following message:

    You have 2.147483647E7C

    I get no errors in the server log or anything, that's all that I see. Don't know if this is new to the most recent build, since I haven't used a previous one, but wante dto mention it in case it is an easy fix that you find while you're in there!

    === EDIT ===

    Since this is the first super-featured plugin my players really want, I thought I'd try to compile a list of things I'm seeing in 818, in case it helps!

    1. The NPC spawn issue mentioned above

    2. When joining the server, this error appears in the log:

    2011-06-02 12:11:31 [SEVERE] Could not pass event PLAYER_JOIN to MineQuest
    java.lang.NullPointerException
    at org.monk.MineQuest.Quester.NPCQuester.redo(NPCQuester.java:979)
    at org.monk.MineQuest.MineQuest.respawnNPCs(MineQuest.java:1003)
    at org.monk.MineQuest.Listener.MineQuestPlayerListener.onPlayerJoin(MineQuestPlayerListener.java:103)
    at org.bukkit.plugin.java.JavaPluginLoader$1.execute(JavaPluginLoader.java:243)
    at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:58)
    at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:310)
    at net.minecraft.server.ServerConfigurationManager.c(ServerConfigurationManager.java:123)
    at net.minecraft.server.NetLoginHandler.b(NetLoginHandler.java:96)
    at net.minecraft.server.NetLoginHandler.a(NetLoginHandler.java:33)
    at net.minecraft.server.NetworkListenThread.a(SourceFile:91)
    at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:401)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:311)
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:422)

    3. When trying to use "/spawn_store_npc Griswold" in a store, the following error appears:


    [WARNING] Task of 'MineQuest' generated an exception
    java.lang.NoSuchMethodError: net.minecraft.server.ItemInWorldManager.<init>(Lnet/minecraft/server/World;)V
    at org.martin.bukkit.npclib.NPCManager.spawnNPC(NPCManager.java:30)
    at org.monk.MineQuest.Event.Absolute.SpawnNPCEvent.activate(SpawnNPCEvent.java:58)
    at org.monk.MineQuest.Event.EventParser.run(EventParser.java:54)
    at org.bukkit.craftbukkit.scheduler.CraftScheduler.mainThreadHeartbeat(CraftScheduler.java:138)
    at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:388)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:311)
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:422)

    Maybe #3 is related to #1, but my server log only shows errors for #3. Will add more if/as I find any. I hope these help!

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 12, 2016
  20. Offline

    lolgc

    Hi
    i get the funny cube thing too, but as i'm using Iconomy...it doesn't have to border me^^

    EDIT: after disabling the health system everything works fine...ok the npc dont...but at least no damage^^

    And where can i change the lvl requiments for items?
     
  21. Offline

    jmonk

    These are all related to the fact that my NPC library broke when 1.6 came out. I'm no NPC expert but I think I have it patched so everything works fine. I'm just working on some packaging and testing before I release 0.51.

    Are you also running iConomy? I'm wondering if that is related to the /cubes bug.
     
  22. Offline

    Gharet

    Yes, I did have iConomy installed when I saw this. I just removed it, and noticed I now have "500.0KC", so that must have been the problem! When I get NPCs and stores set up, I won't have any need for iConomy so I'll just leave it disabled. I liked the other plugin that allowed mob kills to grant currency, but I'm willing to give that up for a single, centralized system!
     
  23. Offline

    ltan


    Good Man! Welcome to the revolution! :D
     
  24. Offline

    Gharet

    I'm playing around with the plug now, with mostly default options, which allows all 4 builder classes and all 4 combat classes to start. My /abililist shows the 3 spells from teh 2 mage classes (Heal, Heal Other, Fireball), but none from other classes. I do gain XP from the mage classes when using spells, but killing with a sword or a bow does not increment the XP for either the warrior or the rogue classes. The documentation on theminequest.com shows the abilities but doesn't offer much information on this in particular. Am I missing something? I don't know that this is a bug since other classes work, I wonder if instead it's just a misunderstanding on my part on how to gain levels in these classes!
     
  25. Offline

    jmonk

    I'm not sure whats going on. I just double checked and killing with a sword/using tools give me experience properly. Do you have any sort of console output/errors happening?
     
  26. Offline

    Gharet

    Nothing in the server log, and I even set "silent: 0" in my config. When I do something like change what spell is bound, I do see data in the Bukkit log:

    MineQuest: (MySQL) INSERT INTO binds (name, abil, bind, bind_2) VALUES('Gharet', 'Fireball', '280', '280')

    and all of the selects when I reloaded my plugins, but that's it. Nothing when I kill anythign with a sword, or cast a spell. When I log out, I see the inserts into the kills that reflects the spidres I killed with the sword, so the kills did seem to register, and the update to the class xp that shows 0 still for warrior. It also seems to do the SELECT/DELETE/INSERT process for kills twice i na row, but of course that's unrelated
     
  27. Offline

    lolgc

    Hey
    Well i use Bukkit 818 and allways when i destroy/want to destory a block, it says YOU ARE NOT PROFICIENT IN THE USE OF THE ITEM! even if i only have hands^^
     
  28. Offline

    jmonk

    This sounds like there is some sort of problem in the config. Can you pastebin or send me the combat_classes.properties and resource_classes.properties?

    Also /prof while holding the item will tell you what it is expecting for a proficiency. I still suspect it is a config issue.

    I don't think this is related to the issue, but just to warn you I don't support 818 quite yet. That'll be later today.
     
  29. Offline

    Gharet

    Question about Iron Armor:

    I want to make it so that warriors can use iron armor, without having to raise their level in archer. Can I do that? If I change these values:

    Warrior_armor=310,311,312,313
    Warrior_armor_levels=20,20,20,20

    to:

    Warrior_armor=310,311,312,313,306,307,308,309
    Warrior_armor_levels=20,20,20,20,0,0,0,0


    would that work? or would I still require the levels in Archer (which is 20) in order to be able to use it?
     
  30. Offline

    jmonk

    Firstly what were you holding when you used /prof? The only thing that should have said level 0 was a wooden shovel for digger. At least I think thats default config. If not let me know and maybe try to get me a paste of your config so we can look at what is going on.

    For armor I suggest you hold the armor in your hand and use /prof. Alternatively you could just use /prof item_id. It should show that level 2 in any of the resource classes will allow leather armor. If you don't want any restrictions for leather you can set the required level to 0 on any of those and it will make it available right away.
     
  31. Offline

    Gharet

    Yea sorry, I was holding a shovel the first time I did that - it was an iron shovel, but I had previously set the config to not limit tools, so as not to anger existing player.

    Leather was Miner 2, and that's fine because that was quick to get. I edtied my post before your reply, and if you look there, you'll see what I was trying to do with Iron Armor. when doing so, I ended up getting a "You have found a bug!" when typing /prof, with no console errors with silent:0. For now, I will just require people to wear leather until they get a different level of archer, maybe 5, or else shuffle around different abilities so its easier for people to get to armor. At this point it seems like the way to wear the different types of armor would be:

    Get to Level 2 miner: unlock leather
    Get to Level 20 archer: unlock iron
    Get to level 20 warrior: unlock diamond
    Get to level 20 mage: unlock gold

    Ideally i'd like to make it so a warrior can wear any kind of armor, as diamonds are not easy to find and would suck to lose, and not having to get 20 levels in archer first to wear iron (which requires a lot of arrows)


    Of course, you give us the option to gain more hit points per level of warrior, so armor isn't as important, so this isn't really a big deal. Was just wondering if there was a config way to do it. I shoudl probably just wait for your new update before I say anything else about the plugin, because maybe my warrior/archer xp will be fixed then :)

    Love it so far though, throwing fireball spells with snowballs is fun, even if I DID start a forest fire haha
     

Share This Page