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

    jmonk

    The null is related to an NPC issue that I have been fighting with for 0.53. Basically what I have determined is there is no real way to remove it without causing long term server issues. I can promise that in 0.53 the null will happen much less often than with 0.52.

    The walk_message thing I'm still not sure what it is but I will take another look at it later today and see what I can find out.

    The second issue is a syntax problem that got left over from the database conversion that happened on 0.50. This I am going to correct.

    The health entity issue is completely new to me. I haven't seen it anywhere else so it may require some attempts to reproduce it on my end.

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

    Plague

    @jmonk update to latest recommended build
     
  4. Offline

    jmonk

    Getting there. Been having some various other issues that have kept me busy.
     
  5. Offline

    Makraiz

    Awesome. Glad to hear you were already aware of / working on it. I will try switching from sqlite (h2) to my MySQL server tonight, to see if that fixes the walk_message issue. I really don't mind of if compatibility is pushed up to the latest bukkit, as I don't intend to update until all of my plugins are compatible.

    Minequest is by far the coolest plugin I've found for bukkit to date. I really can't wait for the next release! Also I had a feature request.. it would be cool if this plugin would allow ops or those with proper permissions to spawn the super mobs. There are definitely some things there I would like to test out with the super mobs, but I have a hard time finding them in the game naturally. So far in my testing with super mobs the only bug I've discovered is sometimes they still leave a dirt block behind that switches between dirt/whatever the block was previously, until the next server restart. When this happens, attempts to break the block will give an infinite supply of dirt or the previous block. I know this is an older bug, and it's not really a big deal to me.. but I have definitely noticed it. What's interesting about it, is worldedit has no control over that block any more if it's selected in a region. In my case I had a glass block in my spawn town (which was under construction and not set up with /town create yet) which wouldn't allow me to fix it with worldedit, or by hand. A restart fixed it, but it was pretty strange.

    Very curious... trying with MySQL cause a bit of a different behavior for the npc's. This time I wasn't able to get them to say their lines until I restarted the server. This is definitely a solid improvement, though a tad inconvenient since I'm a terrible typer. Someone should make a spellcheck plugin lol.

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

    Ziden

    im having a little issue , with Skeletons
    it seems i just repel theyr arrows, even if im a lvl 0 all classes. Im using minequest 0.51 core, using no more combat plugins.

    Any ideas whats happening, or where i would need to change ? Im using cb 860, anyone else with this problem ? Else is something ive edited, argh

    Thanx for the attention !
     
  7. Offline

    Makraiz

    I've been having that error on my server too. It only seems to happen if you stand absolutely still while the skeleton shoots at you. If you type /health, you'll notice your health does indeed go down. In my case, the damage is dealt as soon as the player moves so it's not a big deal.
     
  8. Offline

    Ziden

    In my case damage is not dealt no matter what !
    I just got the code from minequest dev source, and im getting the following error:

    Code:
    21:45:00 [SEVERE] Error occurred while enabling MineQuest v0.51 (Is it up to dat
    e?): org.monk.MineQuest.Ability.Ability.getSpellComps()Ljava/util/List;
    java.lang.AbstractMethodError: org.monk.MineQuest.Ability.Ability.getSpellComps(
    )Ljava/util/List;
            at org.monk.MineQuest.Ability.Ability.getRealSpellComps(Ability.java:465
    )
            at org.monk.MineQuest.Ability.Ability.getRealSpellCompsString(Ability.ja
    va:480)
            at org.monk.MineQuest.Ability.AbilityConfigManager.<init>(AbilityConfigM
    anager.java:42)
            at org.monk.MineQuest.MineQuest.onEnable(MineQuest.java:1381)
            at org.bukkit.plugin.java.JavaPlugin.setEnabled(JavaPlugin.java:125)
            at org.bukkit.plugin.java.JavaPluginLoader.enablePlugin(JavaPluginLoader
    .java:799)
            at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManage
    r.java:253)
            at org.bukkit.craftbukkit.CraftServer.loadPlugin(CraftServer.java:140)
            at org.bukkit.craftbukkit.CraftServer.loadPlugins(CraftServer.java:118)
            at net.minecraft.server.MinecraftServer.e(MinecraftServer.java:232)
            at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:219)
            at net.minecraft.server.MinecraftServer.init(MinecraftServer.java:146)
            at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:283)
            at net.minecraft.server.ThreadServerApplication.run(SourceFile:422)
    
    am i doing something wrong ? how can i fix this ? : /

    thanx for the attention
     
  9. Offline

    ltan


    Try updating to 0.52 and see if that corrects your issue. I didn't notice that you were running 0.51 and therefore thought it was a new bug in 0.52. Also, it looks like 0.53 will be out sometime this week.

    Ltan
     
    Makraiz likes this.
  10. Offline

    Ziden

    Fixed the bug above.

    Ive updated into 0.52 - 0.53, ive got the jmonk current dev project (so its in-between them) and fixed some issues like getManaCost() being renamed to getSpellComps and other stuff. It worked fine, however, the bug still persists, skeleton arrows cant hit characters, they get deflected !

    If i had any idea where in the code i would need to look at, i could try to find this problem.

    Thanx for your time ltan !
     
  11. Offline

    ltan


    No worries Ziden, can you give me an updated list of your plugins? Also are you running with or without Permissions?
     
  12. Offline

    HolyRane

    Looks amazing. :D
     
  13. Offline

    jmonk

    Just wanted to give you a heads up that I went ahead and released 0.53 because I had already delayed releasing it too many times. It does not have a fix for your issue with arrows. I'm about to start looking into it. I'm guessing if there is an issue it is somewhere in Quester.defendEntity but I won't know for sure until I look at it later today.
     
  14. Offline

    Ziden

    Im running with permissions 3.1.3 using the following plugins:

    Towny, CommandBook, WorldEdit, WorldGuard are the main plugins, others are not so important or doesnt change anything important in-game.

    Jkmon and Ltan, release subversions of minecraft such as 0.53 in the coogle code release, it would really help , so i dont have to get decompiling all the time, and getting errors. I just compiled the current "DEV" release from googlecode and it didnt worked at all, got me several errors i fixed and some i couldnt.

    Thanx alot for the support for this awesome plugin.

    PS: ill be looking into this arrows bug if i come with something ill let you know. If i had 0.53 source i would apreciate as well, the DEV code i got yestarday didnt worked. Please release subversions ! :D
     
  15. Offline

    ltan


    I would remove WG for a test run and see if that will take care of the no hit skellies. WG comes with a god mode and I have had issues with it before, therefore I only run WE alone.
     
  16. Offline

    jmonk

    The google code project holds all of the code for all versions of the MQ Bukkit plugin. Under releases MineQuest-0.5 always holds the latest 0.5x release. In this case 0.53.

    Dev holds the code for the next major feature set, in this case 0.60. It has a lot of half developed new features that really shouldn't be messed with unless you know whats going on in the code.
     
  17. Offline

    Makraiz

    I'm also running worldguard, which very well may be the skeleton culprit.

    Also I plan to try .53 tonight. Will I be able to use all my old config files from .52 without any issues?
     
  18. Offline

    jmonk

    Shouldn't be any major changes in config from 0.52 to 0.53, should be fine.
     
  19. Offline

    Ziden

    Ahhh i didnt knew that, tought the 0.5 was only the 0.5 basis :D ill be downloading 0.53 after i get back to work and ill try to look for that arrow bug. Ill post here if i come with any solution. Ill be testing worldguard + minequest as well to see if its causing the bug.

    Thanx for your attention, keep up the awesome work ! My server havent been released yet, when i comes ull be welcome to check out your plugin in action on a , (i hope so), big server.

    Btw, 0.5 core using the old abstract getManaCost, 0.5 abilities implementing getSpellComps. No big deal tho, gonna pile it now
     
  20. Hi, love how advanced the quest system is in this plugin.

    A question, if I may. Is it possible to disable the class system entirely?

    If not can it be restricted to certain worlds? nvm read the changelog on this one.

    Finally a more technical question, when a quest creates an "instanced" world, it links to this instance of a world via a reference to the object itself correct?
     
  21. Offline

    ltan

    First off, jmonk has done a wonderful service with creating the quest system. It can be tricky at first, but once you get it there is almost no limit to what you can accomplish with it.

    To get to your technical question...

    What happens when you create an instance is... A complete copy of your world is created in a new folder. This allows your original world to remain unscathed should anything unwanted happen during the quest. This does mean that you need some extra space on your drive, and you will most likely want to limit the number of instances allowed at any one time.

    Anything more than that and I think jmonk will have to help you out as I don't code.. just help :D


    Ltan
     
  22. Thanks for the quick response Ltan.

    It was more a case of how it handled the world internally, I was looking at experimenting with using my world instancing plugin to provide the backend for the instanced quests (it uses a way that means you need only one snapshot copy of the world).

    The quest system is advanced, but the editor I found which I cannot for the life of me find right now makes it easy to do powerful stuff.
     
  23. Offline

    ltan

    tehbeard likes this.
  24. That's it.
    I'll send a message to jkmonk to ask about the technical question.
     
  25. Offline

    Ziden

    Howdy

    Hey jmonk or ltan, i belive i found wheres the skeleton bug, however i wasnt able to fix it , my java skills aint so good
    heres what ive came ( 0.53 )

    defendEntity is processing everything correctly
    healthChange is where the problem resides
    first : this is being returned false:

    I searched for this in propertyes, it was

    mq_health_system=true

    so, i bypassed this
    damage is being dealt, (at least, says the log) however, life aint changing, but log is counting it and life is getting negative following the log count.

    This can be related to skeleton_type=WarMage as well i think

    I dont know i can go any further, please jmonk give us more light with your awesome plugin !
     
  26. Offline

    Ret

    when making a 'sign store' no matter what the price of the item, I still get the 2.14748364E7 bug that was more frequent in 0.52. The price listed in the sql db is what i inputted, but the 2.14 thing appears on the sign. for all items

    any ideas?
     
  27. Offline

    jmonk

    check the money_amounts in your config, you probably have a left over bad default value from before 0.53. It should not have any 0s in it, instead change it to a 1.
     
  28. Offline

    Ret

    worked like a charm.

    Thank you so much!!
     
  29. Offline

    Ogniok

    Is there any way to disable restrictions of using items and armors? For example I want to allow people with level 0 to use diamond things.
     
  30. Offline

    ltan

    In order for people to use different armors you will need to modify the combat_classes.properties file in the "main bukkit folder"\MineQuest folder. I am going to use only a single class to show what changes you will need to make, but you should make them to all of them.


    *Original*
    Code:
    Archer_armor=306,307,308,309
    Archer_armor_blocks=1,1,1,1
    Archer_armor_defend=.05,.2,.15,.1
    Archer_armor_levels=20,20,20,20
    Archer_base_dmg=1,1
    Archer_char_dmg_adj=10,10
    Archer_class_dmg_adj=5,5
    Archer_crit_chance=.05,0
    Archer_level_health=6
    Archer_levels=0,5
    Archer_max_dmg=3,1
    Archer_types=261,262
    
    *Modified*
    Code:
    Archer_armor=306,307,308,309
    Archer_armor_blocks=1,1,1,1
    Archer_armor_defend=.05,.2,.15,.1
    Archer_armor_levels=0,0,0,0
    Archer_base_dmg=1,1
    Archer_char_dmg_adj=10,10
    Archer_class_dmg_adj=5,5
    Archer_crit_chance=.05,0
    Archer_level_health=6
    Archer_levels=0,5
    Archer_max_dmg=3,1
    Archer_types=261,262
    
    It is the armor_levels that you will want to change to allow the armors to be used right from the start.

    To allow all of the items to be used by each class you will need to change your _types line. An example is:

    Code:
    Archer_types=261,262,258,271,275,279
    
    This allows the Archer to use the bow and arrows, and all of the axes. If you want these to all be allowed at once, you will need to change the _levels to be 0 for each added item, and the _base_dmg, _char_dmg, _class_dmg_adj, _crit_chance, and _max_dmg will also need to be modified. So for my example above I would also need to change:

    Code:
    Archer_base_dmg=1,1,1,1,1,1
    Archer_char_dmg_adj=10,10,10,10,10,10
    Archer_class_dmg_adj=5,5,5,5,5,5
    Archer_crit_chance=.05,0,.05,.05,.05,.05
    Archer_level_health=6
    Archer_levels=0,0,0,0,0,0
    Archer_max_dmg=3,1,3,4,5,6
    Archer_types=261,262,258,271,275,279
    
    This leaves my config for the Archer to be:

    Code:
    Archer_armor=306,307,308,309
    Archer_armor_blocks=1,1,1,1
    Archer_armor_defend=.05,.2,.15,.1
    Archer_armor_levels=0,0,0,0
    Archer_base_dmg=1,1,1,1,1,1
    Archer_char_dmg_adj=10,10,10,10,10,10
    Archer_class_dmg_adj=5,5,5,5,5,5
    Archer_crit_chance=.05,0,.05,.05,.05,.05
    Archer_level_health=6
    Archer_levels=0,0,0,0,0,0
    Archer_max_dmg=3,1,3,4,5,6
    Archer_types=261,262,258,271,275,279
    
    I might have made a clerical error in editing this post, so if anyone notices someplace hat I am off please let me know.


    Depending upon your starting class setup, ie if you have all classes available or are only allowing a single class per character, you may need to change your general.properties file as:

    *Original*
    Code:
    deny_non_class=true
    
    *Modified*
    Code:
    deny_non_class=false
    
    This change will allow all class specific armors to be used by any player regardless of that player having the class or not. This is only useful, however, if you have restricted your server to a single combat class server.

    [edit]
    I missed one digit on the _max_dmg line.
    [/edit]
     
  31. Offline

    Ogniok

    Thanks ;]
     

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