Inactive [FUN/ECON/DEV] uQuest v1.50 - Overly customizable quest system [793 - 602]

Discussion in 'Inactive/Unsupported Plugins' started by Hawox, Mar 4, 2011.

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    As most of you can guess I have not worked on this plugin in a long time. I'm working full time at a grocery store as well as going to college. I literally have no time for sleep let alone Minecraft. Recently someone has contacted me saying they are working on my plugin. I appreciate his work and effort while I am away. This is a link to his topic. His download can be found at
    uQuest - Overly customizable quest system!
    German Questlist 5/16/11
    Coming Soon!
    Gui Questmaker (Heres a beta build!)
    Upload/download area for quests!
    mcMMO extension!

    Laxlux - New German quest list maintainer
    HiMyNameIsAJ - Creating a uQuest website
    Looking for:
    • Someone to make a nice looking website for uquest (Not my cup of java).
    • Someone to add MySql support.
    • Plugin attachment devs!
    • Someone with ideas on different quest types!
    • People to write some random quests to be thrown in the defaults!

    -----------------------Plugin summery below this point-----------------------
    ~Comes preloaded with 53 quests!~

    Support for: (You don't NEED any of these for the plugin to work.)
    Permissions (but not needed!)
      -"uQuest.CanQuest.*" - Allows all these sub permissions
      -"uQuest.CanReloadQuests" - Allows the use of /reloadquests
      -"uQuest.CanReloadQuestConfig" - Allows the use of /reloadquestconfig
     iConomy (but not needed!)
     BOSEconomy (Again, not needed!)
     Essentials! (Again, not needed!)
    Alright here goes, theres a lot to cover so I may miss something on this first go threw! Want a better way to get money into your server economy that selling items to the server or random lottery's? Do you like QUESTS?!?! Do you want your users to compete to see who is a better quester? Then uQuest might be for you!

    uQuest offers your users a simple way to quest! No need to walk miles and miles to a random NPC or click on some block at spawn. All they need to do is type '/uquest give' and uQuest will give them a random quest from it's database! A yml file is provided where you type out each quest for your users. That's right. YOU can decide how many quests there are, what they are, and how you want your users to do them (creating and editing this file are explained on the wiki). You can broadcast every x quests someone finishes to the server as well as give out rewards for x amount of quests. I'll leave the rest for the features section, just thought I'd get you hooked with that :3 If you grab the .zip (which you need to if you want to store your users in a SQLite database!) I have included 53 quests inside!

    All of that not enough? Well theres an API! Other plugin authors can use this as a base for their own plugins!

    Here's a quick screenshot of what the text looks like:

    (I may miss a few, there's quite a bit)

    ~Quest Types~
    All of these can have specific locations set to them! (Can only do in this area etc)
    (More to come I promise!!)

    (More to come I promise!!)

    ~Watch out~
    With great power (of customization)... Come's great responsibility.... There is a lot that can go wrong if you don't pay attention when your changing files. Thankfully, I've tried to have the plugin spew out as many warnings as it could on the servers start. Always give it a check to make sure the plugin loaded all of your work!!!

    ~Plugin Attachments~
    (These plugins add new features to the basic uQuest system)
    Just started this as an example of what people can do. All it currently has is /qadmin givequest
    OP's and people with the permissions (not required for this either) node 'uQuest.MoreModCommands' can use it.
    Simply shows someones progress on a quest everytime they do something for it. IE. I punch a log as part of my quest (grey text)Log Punches 7/10.
    Just put the jar into your plugins folder and it will work on it's own!
    Updates needed: Move quests | Picking up items. | Support for uQuest levels
    Completes quests automagicly! Works with the same methods as showtracker so it has the same flaws. There is this weird bug when running both at the same time that spams some weird extra text. Try to ignore it for now.
    Just put the jar into your plugins folder and it will work on it's own!
    Updates needed: Move quests | Picking up items. | Unknown status on working with quest levels. | Odd text bug with showtracker/this mix.

    ~Plugins using the API~
    (These plugins use the uQuest API to shape their own plugin)

    Since people don't read the above, I'll post this again here so I don't have to write the reply back to this anymore.
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    I'm close to fixing the whole 83 quest problems, each time it gives an error i'm fixing, been working on it for 3 hours now, I would help out with the Wiki but I don't know Java if that is required, other than that, great work for such little time, much appreciated, never give up on updating it, it'll be very much missed!

    Fixed it completely @the_antigamer , no errors at all given, and fully works in game. :D

    Took a bit doing, but it had spaces after durability, numbers missing, the wrong layout, spelling mistakes, etc.
    Here is the fully fixed version.

    Attached Files:

    Last edited by a moderator: May 11, 2016
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    @Hawox, Do you have any ETA on the fix for the permissions conflict..
    uQuest could be pretty big for our server and we're wanting to sync it's launch with several other updates. Don't take this as pressure to act, more so to ping to see if you have thoughts on any potential timelines so we may plan accordingly.

    Thanks again!

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    @Khalysto Well I'm in the process of splitting up uQuest atm. I can post what I have so far but it's currently split into three plugins and still contains most of what I want to toss out. I might as well post them up as an unstable build (Still should work completly fine, just not an offical build).

    It's currently throwing some class errors that don't exist. I have to restart the machine and give it some time. Also it's a Thursday meaning I have a paper to do. I'll do my best to get a working unofficial build out by tonight. I can't make any promises though.
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    Well don't feel that uQuest is a prority over getting coursework done. Students are under a lot of pressure to perform this time of year but things will ease up soon as they break up for Summer.

    We're doing well over at Fazerland and just waiting for the Bukkit 1.6 updates to come through so we can see what is broken or not. Server is running on 1.5 at the moment and we're doing final checks on the quest list. We have retweaked the original quests and tossed in some new ones. We have found a bug you'll want to keep in mind for when you next decide to update uQuest.

    If the reward item exceeds a single stack of items, such as wood, then it gives the correct amount but the quest misreports the amount giving by only specifying the size of the last stack. So if you give someone a reward of 65 Wood, then it will give them a stack of 64 and 1 single block of Wood. The quest then says: You got 1 Wood from a quest!

    It should, of course, read 65 not 1.
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    I see! Good to know, adding this to my todo.
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    We're also still running 1.5 on our server, waiting on bukkit, don't feel too pressured. Here are some bugs I've found with our new quests however:

    1) Ghasts (And probably zombie pigs) don't work on kill quests. I used Objective_ID: ghast, and went to the nether world with the quest, and killed a ghast, and the quest didn't count it as a kill. The owner spawned a ghast for me in the main world and I killed it, and it still didn't work.

    2) Item rewards aren't multiplied by level like money rewards and quest requirements.

    3) Location quests are behaving very weirdly. I have this quest:
    And when I go to the first two locations, nothing updates, but if I go to the third location, the quest updates as done, even if I didn't go to the first two locations. For another multi-location quest, I went to the first location, and all the others were instantly completed, with the same amount of steps as the first one.

    4) Why do quest requirements not show in order of objectives, 0 then 1 then 2 etc., but rather in a random order?

    5) Movement quests, like your example where you have to move 1000 spaces with no particular location, updates if I simply move my mouse cursor around without moving. As in, I can stand still, and move my mouse, and it counts as movement for the quest.

    Just giving you the heads up, since you're working on the code anyway. I know about the school thing, I'm about to graduate from college myself, and I have no real time. Once I get settled into my job next month, I'll get started on making some plugins for uQuest myself, give you a hand :)
    AS1LV3RN1NJA and Hawox like this.
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    This is exactly what I need around here. I love you. <3
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    We had a ton of problems getting the quest system to work with CommandSigns but managed it in the end. If anyone using uQuest needs some pointers just PM me and I'll try to help. The core of the problem is permissions and the &commandsign proxy causing inheritance issues so start looking for solutions there.

    One thing with regards to uQuest. We came across some very odd behavior when attempting to remove a quest from the quest file. We have them all numbered from 0 to 52. We have tweaked the original default quests and removed a few ahead of uploading them to the server. Here is where things got wierd. So let me expain this step-by-step.

    So, the server was live and we were going through the quests one at a time to ensure we'd set them up correctly. Quests 34 and 36 were too tedious to complete (they were hit blocks quests) so we decided to remove them. We editted the file, while the server was live, reloaded the quests and it broke all of uQuest. No commands worked and all reported an internal error. We restarted the server itself. Still broken. We put the unedited quest file back in and reloaded it while the server was live. It worked fine. Removed quest 34 by itself. uQuest broke. We renumbered the quests (even thought we know they worked with quest numbers being all 0) and it still didn't work.

    Ultimately we simply took quest 1 and duplicated it as quest 34 and 36. Everything was fine. But this does mean that uQuest is a little too sensitive to changes in the quest file and doesn't report anything specific on what was wrong.

    As a side note Hawox, if you need to take a break and want to play some Minecraft you'll be welcome on our server. It's we started it up around a month or two ago for our gaming community which is attached to, the guys who run the weekly podcast for Starwars: the Old Republic. You'll need to see if an admin or moderator is available as players joining initially default to a visitor group and cannot build. They will be more than happy to move you to the builders list. Server will require you to downgrade to 1.5.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 11, 2016
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    Glad to help! Also, still haven't figured out how multi-item reward quests work.

    If you removed quest 34 and 36 without renumbering, what I believe happens is that when assigning a random quest, uquest chooses either the highest numbered quest, or the total number of quests, and has that be the max number for its random number generator. This means that even if you don't have quest 34 and 35, it will still assign 34 or 35 sometimes, because its not picking one randomly from the yml and giving it, rather it is picking a random number and checking the yml for that quest number.
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    The trouble is, when we renumbered them so there was no gaps uQuest was still broken. We've also found that having a quest file where more than 1 quest is listed as 0 works fine as well.
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    When ever I change up the quest.yml file it give me errors: Thats what I did. All I changed was some text and the pricing.

    This is the error:
    03:00:34 [SEVERE] null
    org.bukkit.command.CommandException: Unhandled exception executing command 'q' i
    n plugin uQuest v1.5
            at org.bukkit.command.PluginCommand.execute(
            at org.bukkit.command.SimpleCommandMap.dispatch(
            at org.bukkit.craftbukkit.CraftServer.dispatchCommand(
            at net.minecraft.server.NetServerHandler.handleCommand(NetServerHandler.
            at net.minecraft.server.NetServerHandler.a(
            at net.minecraft.server.Packet3Chat.a(
            at net.minecraft.server.NetworkManager.a(
            at net.minecraft.server.NetServerHandler.a(
            at net.minecraft.server.NetworkListenThread.a(SourceFile:100)
            at net.minecraft.server.MinecraftServer.h(
    Caused by: java.lang.NullPointerException
            at hawox.uquest.commands.Cmd_uquest.onCommand(
            at org.bukkit.command.PluginCommand.execute(
            ... 12 more
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    I can't use the plugin at all, I haven't edited anything, I get the exact same error as the above poster. O NOES!

    EDIT: Upon disabling Permissions support I was able to receive quests but not turn them in.. gave a similar error but towards iConomy. It's not connecting properly to Permissions or iConomy, even though we have both. Sadness!

    Bukkit 818
    Permissons 2.7.4
    iConomy 4
    uQuest 1.50
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    Try iconomy 5 lol.
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    And break every one of my other iConomy plugins? Fudge that. :p
    Besides, it's also not recognizing Permissions 2.7 OR 3.0 so there's clearly an issue inside uQuest.
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    Any chance of an update ?
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    What for? It works fine as it is.
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    Man ive been looking for something like this... shouldnt it be in role playing though? i was wondering why there hasnt been ny good things in role playing
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    any sort of update for queste levelling? like small level easy quest high level hard quest?
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    Wyatt Hunsaker

    i really like what your doing plaese dont abandon this mod like most creators do to such things with great potential
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    I'm sorry, but why would anyone want to play a random server that makes you downgrade to 1.5 and wont give you automatic building rights? seems like a lot of effort for nothing..
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    This is perfect for role-play servers. ;)
    Is it possible to add NPC support, finish quests by clicking a certain sign (probably set by an admin) after finishing pre-requisites, going to a certain area, etc.?
    It would be perfect to make people move around to finish the quest like a real RPG.
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    (a) that was posted when Bukkit didn't support 1.6 and 1.6.4 was currently the latest version (and therefore painfully unstable)

    (b) we STILL haven't seen an update for McMMO to 818 and there are known issues with XP not working for fighting creatures.

    (c) the visitors group exists so that people can't simply come onto the server and grief. they have to get permissions from a moderator or admin. that way if they start causing problems we can simply add them to a banlist. we don't have no-build zones because we encourage people to build inside the main town.

    All in all, if you don't see the point then you don't understand what you're talking about.
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    erm not really. my server has been running a nonRB of bukkit every time it comes out, has been running MCMMO with no problems ever, and doesnt have a visitors group and all is fine and dandy. no problems lol. Sir, I'm really unsure of what youre talking about, but if thats what floats youre boat, I'm not one to judge lol. i appreciate you answering my question in a respectful manner :)


    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 11, 2016
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    Unlike you yelling at the dev to update that which works.
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    oh right, because caps=yelling. i forgot about that. sorry but its more or less an emphasis since it hasnt been updated for a few Recommended Builds. I'm not blaming him for that, but it more or less justifies my "yelling". maybe he should have a larger team? essentials is updated almost immediately after a RB comes out. shit, most plugins update for nonRB of bukkit. hes skipped a few builds. he should probably at least give us some kind of header or footer saying its gonna take a few RB of this to actually get updated. sheeeesh.
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    You seem to think there are problems running this on the latest RB. You might want to post those so they know what needs to be fixed. For the rest of us, it has been working great.
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    Yeah it hasn't been working for me since 803. I'll try again tonight, but last I checked, it gave me am error when typing /q. Posted about it a little while ago.
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    2011-06-07 05:04:13 [SEVERE] Could not pass event PLAYER_MOVE to uQuest
        at hawox.uquest.UQuestPlayerListener.onPlayerMove(
        at org.bukkit.plugin.RegisteredListener.callEvent(
        at org.bukkit.plugin.SimplePluginManager.callEvent(
        at net.minecraft.server.NetServerHandler.a(
        at net.minecraft.server.Packet10Flying.a(SourceFile:126)
        at net.minecraft.server.NetworkManager.b(
        at net.minecraft.server.NetServerHandler.a(
        at net.minecraft.server.NetworkListenThread.a(SourceFile:105)
        at net.minecraft.server.MinecraftServer.h(
    I get that error a lot. I mean, 8MB worth of a lot.
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    Sorry if this is already implemented or somewhere on this thread.

    I just wanted to suggest having 2 quest types (like in most MMORPGs) a repeatable quest and a once-off quest.

    The repeatable quest is useful to obtain money, for example the quest say go kill 20 mobs and then u can complete the quest and get xx coins. Then repeat it for more coins. (In MMORPGs it's usually a continuous quest, where you get a certain quest item dropped from a mob and then you can exchange that item for coins). And since we are on this topic maybe a Virtual Quest Item Drop system? Where you have % to get Quest Item from mob x. This would allow for even more customizable quests.
    A once-off quest would be a normal quest you complete and can not do again.

    Also a feature to link quests would be nice :) Like Quest 54 requires Quests 5,9 and 34 to be completed in order to start Quest54.

    Edit: Oh and the ability for it to link with an NPC plugin like Citizens... omgomgomg :D
    trevorhenrich likes this.
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    Randy Schouten

    Hey guys,

    I thought I'd just drop by to tell I've made a plugin to link uQuest with Citizens!
    It's called NPC-Quester.
    Link to thread
    It will get updated often as I want this plugin to have FULL control (like every other plugin I make).

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