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

    I'm not positive but I'm guessing the reason that you the error when using /prof is because of config. There are two other armor related fields and they both have to have the same length as your armor because they define how well it defends. Pulled from http://www.theminequest.com/node/108:



    Good luck with the forest fires :)
     
  3. Offline

    Gharet

    jmonk - I found the problem with not gaining Warrior/Archer XP! I haven't fixed it for Archers yet, but I saw this in the default-created "combat_classes.properties" file:

    Warrior_types=52,67,56,51,60

    according to this page:

    http://www.minecraftwiki.net/wiki/Data_values

    those ids correspond with monster spawner, cobblestone stairs, diamond ore, fire, and farmland.

    When I changed the values to this:

    Warrior_types=268,272,276,283,271,275,279,286

    to allow for all swords and axes, it worked!

    So it must just be a bug in the default configuration. After all of my walls of text to you today, I hope that I can be of help with this information :)

    And thank you for this:

    SkillName_armor_defend and SkillName_armor_blocks

    I will try that, it is likely that this is the problem :)
     
  4. Offline

    jmonk

    I though I had been updating my default config files this entire time but there weren't where I thought they were. After banging my head on my desk a few times I have corrected the problem. If anyone wants to update them they can simply delete the files and restart the MC server, they should be redownloaded with correct ones.
     
  5. Offline

    Gharet

    Thank you!! And also thank you for the nicely formatted version of the config, its way easier to read haha
     
  6. Offline

    jmonk

    I just fixed a minor bug with 0.51. If anyone has already downloaded 0.51 they should re-download now.

    Several people have been asking about rogue classes so I wrote up a piece on configuration a new class. As well as wrote some abilities to help it along.

    http://www.theminequest.com/node/112

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

    Gharet

    When I use the "DungeonQuest" quest, and copy the "dungeon" folder to my world, and the .quest file, I'm able to accept and start the quest, BUT when I am teleported to the world, I'm transported to the same X/Y/Z coordinates that I had in the regular world, rather than the starting coordinates for the quest. If I move to the same X/Y/Z coordinates as the quest-giving NPC, he even talks to me. Something weird must be going on, because obviously I can't start the quest this way =p
     
  8. Offline

    Ziden

    Thanx for tha reply.

    At MineQuestPlayerListener class, i removed many unused events, some that even conflicted with other plugins (on player interact was not being passed to fuzz towny for example). Not really significant improvements, however there were some. I belive you should release things separately, that could work together. Your big real deal is the quest system, witch is amazing, and the class system with customizable skills witch is also amazing. The town and the npcs part (except the mercs part, witch i could give it a try ) are too odd and have been done before in a somehow more intresting way IMO.

    Thanks man, for the awesomeness of the genius half of this plugin :)

    btw, very nice job on the rougue class =] ill be adding a different class now
    pheraphs a summoner ? :D

    ill be downloading dev code and planyg with it, thanx !


    PS: Im with 0.51 code and i found

    EntityTracker entitytracker = this.b.b(this.dimension);

    witch is from net.minecraft.server package, and i cant compile it

    ive changed to EntityTracker entitytracker = this.b.tracker;

    is this correct ? ^^
    i like how u going for the server ofuscatenesss
     
  9. Offline

    Makraiz

    I agree with the above poster, if the system could be split up, it would make identifying issues much easier, as well as allowing a much greater plugin compatibility & customization to set up the servers how we want to. I imagine everyone has a different vision for their server, and I would hate to eventually be referred to as 'just another minequest server'

    Also, I was curious about your post with the rogue update. How would one go about writing brand new abilities? For instance I would actually like to add multiple classes to the game. Can classes share abilities? From the post it doesn't look like that's possible, for instance can archer, rogue, and warrior ALL have sprint?
     
  10. Offline

    ltan

    jmonk's site, theminequest.com, has a lot of resources on it. In particular, http://www.theminequest.com/node/9 , will be beneficial for you if you want to write your own abilities.

    As far as I am aware, you can configure any class to use any of the abilities. They are not limited to a certain class unless *you* decide they should be.

    Lastly, in regards to separation of MQ into smaller pieces.

    I do not think this is in jmonk's vision of what MQ is. I for one applaud MQ as it has replaced several now buggy plugins, and will continue to do so as more and more features are packed into it. jmonk has graciously made the system configurable so that you can turn off the features you do not want. If you want to go farther, as Ziden has done, jmonk has the code freely available for you to do so.

    Just my pennies, and nothing more :D

    -Ltan
     
  11. Offline

    Zuriel

    I'm really loving the new configurations, but I was wondering if there was a way to use datavalues for the mana costs? I wanted to make it so you used different mana elements to cast, shown as dyes, but when I tried to make the cost for fireball 1 red dye(351:1) it caused quite a few errors. Am if formatting it wrong, or was this an oversight?
     
  12. Offline

    Frapl

    Where do I have to put the "dungeon.quest" file? I tried several places but the quest is not showing up with "/list_quest" and I cannot start it with "/start_quest dungeon" because there is no quest with this name.

    Everything else seems to work. I can show my stats by using the "/char" command.

    Using bukkit 819, MineQuest 0.51 and SQLite (no other plugins).
     
  13. Offline

    Supzmuffin

    I got this weird glich i think,
    everything works fine but for some kind of reason i keep getting hit by nothing?.
    and when i got every MineQuest folder-jars out of my server map.
    i don't get hit anymore.. :(
     
  14. Offline

    lolgc

    How i fixed it:

    Go to bukkit Root
    Then to MineQuest
    There youll find a General.properties
    Open it with Editor or something else

    Set use MINEQUEST health System to false
    And disable Health logging



    :)
     
  15. Offline

    ltan

    Frapl, This might help:

    Also, the quest will not appear until you have a NPC give it to you. This is done by spawning a NPC, then setting it's properties for quest to the quest name. The commands necessary are:

    Code:
    /spawn_npc [NAME]
    /npc_properties [NAME] quest [QUEST]
    
    Where [NAME] is the name you want to give the NPC, and [QUEST] is the filename MINUS the .quest extension. So if I want to create a NPC Bob and give him the dungeon.quest file it will be.

    Code:
    /spawn_npc Bob
    /npc_property Bob quest dungeon
    
    When asking for help, please paste your plugins that you currently have running. Especially for health dealing issues like this.

    While you can easily disable the health system of MQ, it may be better to disable the health system of the conflicting plugin instead.

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

    Kalais

    @jmonk
    For some reason stats aren't leveling up. Char levels work but stats keep adding up (example: Mining - level 0 - 408/400 EXP)
     
  17. Offline

    Frapl

    Thanks a lot! It seems to work now. :)
     
  18. Offline

    Gharet

    You can teleport to the quest world fine? I wonder why I am not being teleported correctly. I am getting multiple folders (copies of the world) for the dungeon instances, that don't get removed, yet I never truly can explore them properly =/
     
  19. Offline

    jmonk

    I can confirm this bug, just took a look at it. It is remaining from when resource classes took twice as much to level up (800). I imagine you will still level up once you reach 800.

    Any other bugs to add to the list for 0.52? Just trying to be relatively organized before starting the dev.
     
  20. Offline

    Gharet

    Do you have any insight as to why I am not spawning at the right coordinates when starting the "DungeonQuest" quest? I also noticed these directories created on my server after 2 attempts:

    test/
    test0/

    that both persisted after quitting the quest. I didn't see my player in the players/ directory for either of these, so I don't know if that is related. The only plugin I have running at the same time that could (possibly?) have any conflict would be Essentials, but I want to know if it is only me having this problem before I assume it is plugins and not a bug :)
     
  21. Offline

    jmonk

    Does the quest your starting have NPCs? I'm tracking a strange bug related to quest NPCs right now...
     
  22. Offline

    Gharet

    Yea, I created an npc with /create_npc, then used /npc_property to set the quest. Clicked the NPC and then did "/start_quest DungeonQuest" and ended up somewhere different each time, depending where the NPC was that I got it from


    This is a definite bug though:

    I created a town, and placed an NPC with text - name was "Deckard" and text was "Stay awhile, and listen"

    After my quest failed to take me to the right world (it just brought me to a protected version of my own world), i quit and returned back to the main world. I then removed the NPC, and removed the town, but any time I come near the area the npc HAD been in originally, i still see this:

    <Deckard> Stay awhile, and listen

    even though there is no NPC there anymore. It seems that the trigger for the speech is stored somewhere aside from the NPC, and that it doesn't get removed with the NPC?


    Also:

    I've gotten reports from 2 separate players since enabling MineQuest that they were 1-shotting by spiders. One guy had -21 HP in the database. The other guy currently has 0, even though he respawned. They don't currently have any combat classes, I don't know if that is related or not. They don't have permissions to MineQuest.Questers so the system shouldn't be in use I don't think
     
  23. Offline

    jmonk

    Correction, I don't know if anyone has noticed but on some servers the entire instance system is broken. Working on it diligently now...

    Updating to 0.52 should fix most of your issues. Especially the teleporting ones.

    In regards to health, if you disable the MQ health system then it isn't using the MQ health system and it doesn't matter what the DB says.

    As far as I know all of the damage modified by MQ is completely configurable either through SkillClass config or through Ability config. So if you are having a problem with players doing damage I recommend you start there.

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

    Gharet

    So I should turn off the MQ health system? Will the mobs still get harder based on average player level? My concern there is, if all players only have 10 health because I don't use the health system ,then as they level up they still only have 10 health but no armor until level 20, and then the mobs will be stronger and destroy their faces haha

    I'll give it a try with 0.52 and see how that works

    First time I started the quest, my coordinates were still wrong, but after a minute it ported me into the dungeon entrance. After I died though and hit respawn, I appeared in a solid block, taking damage. When I die from that and respawn, I am booted from the server "Illegal Stance", then when I log back in, I appear at the same coords I had been in when I respawned, but back in my normal world:

    x: 35
    y: 70
    z: 57

    Everything is p rotected though and i have to /quit_quest to get back to the regular version of the world. This seems like the right coordinates for the spawn, but for some reason on respawn when it brings me back to there, it causes this problem

    I also have mq_health_system=true and Warrior_level_health=4. I had 20 hp when i started at level 0 warrior, then afterwards changed the starting HP to 10 but I was left with 20 because I was 'grandfathered in' since it was before the change. However, I have gained 2 levels in warrior but my max hp is still 20


    === Edit ===

    CONSOLE: Connected players: reddwulf
    MineQuest: 4 damage to reddwulf
    MineQuest: [INFO] reddwulf - 6/10
    MineQuest: 8 damage to reddwulf
    MineQuest: [INFO] reddwulf - -2/10
    CONSOLE: 9[PLAYER_COMMAND] reddwulf: /back
    MineQuest: 1 damage to reddwulf
    MineQuest: [INFO] reddwulf - -3/10
    CONSOLE: 9[PLAYER_COMMAND] reddwulf: /back
    CONSOLE: 9[PLAYER_COMMAND] reddwulf: /back
    areddwulff: what the hell?
    CONSOLE: There are 1 out of a maximum 15 players online.
    CONSOLE: Connected players: reddwulf
    CONSOLE: There are 1 out of a maximum 15 players online.
    CONSOLE: Connected players: reddwulf
    MineQuest: 2 damage to reddwulf
    MineQuest: [INFO] reddwulf - -5/10
    areddwulff: Gharet, if you check this, I just died again... from falling about 4 blocks... with full health...
    areddwulff: so something is weird

    ===
    So the problem my players are having is, if we use the MQ Health system, and the player's group doesnt have permissions to MineQuest.Quester, or one of those permissions, they still take damage subtracted from their MQ health, but when they respawn or heal, it doesn't increase that value. So when they die, they are at 0/10, but when they respawn, they have 10 hearst of health but still 0/10 hp, so as soon as they take any damage they die

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

    cloned

    Chances are its a conflict with another plugin. If any other plugin modify health than it is likely the case. I think WorldGuard does and a couple other popular ones.
     
  26. Offline

    Gharet

    I solved ti by adding the MineQuest.Normalhealth permission to every group except my test group for RPG-enabled, and taht seems to be working for normal users. I'll just keep it that way until the quests are working right for me and i enable it for everybody :)
     
  27. Offline

    Flipp

    Hey Poeple, can you please make a Kind of "Light Version" only with the Quest-System and the Npcs? Or like a "suite" System with several .jar´s? Because now with the new Version of MQ i have to set everything in the Configs again, to allow everybody to use Pickaxes, Swords, Armor and other Stuff, and I don´t get it! (Even the OP´s and Admins can´t use the Stuff...).
    I use already other Plugins for things like that, or Towns... And I can´t use something new, because of Players expierience Points, they have already...

    Also it´s not really "ressource-friendly" (for me) , if everything is in the Plugin, and I don´t use it. (I think, but i´m not a Coder)

    Thanks for your Plugin anyway, because the Dungeons are really great! And my Players and me don´t want to miss em anymore.
     
  28. Offline

    Kobra1984

    The minequest.sql file will not load into Mysql
     
  29. Offline

    Ziden

  30. Offline

    Kobra1984

    Fixed it Never Mind
     
  31. Offline

    Gharet

    Aside from my problems with quest teleporting, I have one other issue remaining that may be a bug, related to hitpoints:

    Any time a player types /health, it shows our maximum HP as 20( the starting HP when I first set it up, later changed to 10). The database in the "questers" table has my total HP as 38, and those players as 11 and 13. It seems that in-game the max HP does not reflect the correct values as incremented by class gains. Is this something you were aware of? I'm not sure where it's getting those values from now, since they aren't stored in the database!

    The one time I did go into the dungeon, I got thoroughly stomped. I imagine the extra 18 hp will help haha
     

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