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.

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    MineQuest - RPG System with Customizable Quests and Classes
    Version: 0.62-test
    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:

    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.

    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.

    MySQL or SQLite

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

    This is a video of the first real dungeon created, the first time through

    MineQuest 0.40 Trailer -


    Whats new in 0.60?


    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.
    There are some forums on the MineQuest site found below.
    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.

    More Info:
    Information about MineQuest and its features

    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:

    If you love MineQuest then help keep the project alive:
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    Yeah I'm not suprised. I usually don't deal with manifest and that fancy jar packaging until I'm doing a release. Seems to be working with my version of bukkit.
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    I'm going to have my flat file data imported into mysql anyway this afternoon, make it all proper and stuff, that should solve my problem
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    did test the dev build yesterday and noticed some strange things:
    1. Invisible Monsters... anyhow not all Monsters were invisible to start with. They still make sounds and shoot arrows and so on... they are just not visible.
    2. Shooting Fireballs returns an error about having no target and so on... but still gives warmage exp while not using up resources... When I did mash the button fast enough every 5th Fireball actually goes off despite having no target :-D

    Another thing is... there are shop function but actually no way to create a shop... at least there is no command for it in the doc.

    Anyhow so far the ideas are amazing.
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    Thanks for the feedback

    Inivisible monsters - Yeah, IDK whats causing this, but I noticed this once or twice on my server. Do you have them constantly or just occassionaly?

    Shooting fireballs - Not sure whats going on, but I will poke around. I might just have the order wrong on checking for castability vs giving exp.

    Stores are not really documented and they really should be more so, but I can get you started a little bit. Create store is mentioned here, needs to be inside a town.

    How to use a store is mentioned here, as well as a command to add block types to the store.
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    Can someone make a guide on how or what to set up on ive bein trying to set up this and i just dont get why its such a long process.... i got mysql working but now its telling me to set up but it doesnt tell me what to do with it. This is in my properties file. i deleted user and pass to post it here, so please help?

    #Sat Apr 09 16:21:39 MDT 2011

    Help is appreciated...
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    I will get on this now eruiel..
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    thank u for helping
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    No worries!

    The following is probably redundant, but just so that it is in this list.

    #Thu Mar 24 00:34:57 EDT 2011
    # This is the address for the server you are running.  Just leave it as localhost.
    # This is the port for your mySQL DB.
    # Your mySQL User
    # Max Classes: Not positive, but this can be extended if you want to work with custom classes.  4 are the number of default classes shipped with MQ.
    # If you set silent to 0 then it gives you verbose details in the log and in the server console.
    # mySQL Password
    # The MAN!
    # Are you using mySQL?
    # The database that MQ should look for.
    With that finished, the next step is where to put the properties file. This is located in the bukkit main directory. For example, I have bukkit in the following location:

    So I have my in this folder.

    That should be all that is necessary for getting MQ up and running for you.
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    OMG!! thank a lot at last i know xD its running now, thanks alot!!
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    Glad to have helped!
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    Will you update to 670 please? I'd like to try this plugin out.
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    idk if I will have time tonight, but I will work on this tomorrow. I didn't realize I wasn't compatible with the latest build.
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    @jmonk also, is it possible to reduce health? :D

    Thanks for repost, excited to try this.
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    Possibly, not sure exactly what you mean.
    If you are referring to the rate at which players gain health with levels I'm working on this as part of the next release. I plan on making the starting health as well as additional health per level configurable.
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    I haven't had time to install and test this plugin out, but it looks great.
    I was referring to if, possible to make your own class, etc. for a "Theif class" or something that doesn't have the same amount of hearts as another class.

    Warrior: 10 Hearts
    Mages: 5 Hearts
    Theives: 7
    Hunters: 8
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    I've read through the thread and haven't found a way to fix the fireball lighting the floor under you, I used an egg but right clicking to throw the egg doesn't do anything, and left clicking lights the floor under you.
    (I binded the fireball spell to the egg)

    Heal other also doesn't work, I left click them and it hurts them and then says I have to target another player...

    Can someone help me?
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    jmonk help! I'm suddenly getting this

    2011-04-10 00:49:16 [INFO] [MineQuest] (MySQL) CREATE TABLE IF NOT EXISTS  (abil VARCHAR(30), bind int, bind_2 int)
    2011-04-10 00:49:16 [INFO] [MineQuest] [ERROR] Failed to update database
    2011-04-10 00:49:16 [INFO] [MineQuest] (MySQL) SELECT * FROM
    2011-04-10 00:49:16 [INFO] [MineQuest] [ERROR] Failed to query database
    2011-04-10 00:49:16 [SEVERE] null loading MineQuest v0.32 (Is it up to date?)
        at org.monk.MineQuest.Quester.Quester.updateBinds(
        at org.monk.MineQuest.Quester.SkillClass.SkillClass.update(
        at org.monk.MineQuest.Quester.SkillClass.SkillClass.<init>(
        at org.monk.MineQuest.Quester.SkillClass.ResourceClass.<init>(
        at org.monk.MineQuest.Quester.SkillClass.Resource.Miner.<init>(
        at org.monk.MineQuest.Quester.SkillClass.SkillClass.newClass(
        at org.monk.MineQuest.Quester.Quester.update(
        at org.monk.MineQuest.Quester.Quester.<init>(
        at org.monk.MineQuest.MineQuest.onEnable(
        at org.bukkit.plugin.SimplePluginManager.enablePlugin(
        at org.bukkit.craftbukkit.CraftServer.loadPlugin(
        at org.bukkit.craftbukkit.CraftServer.loadPlugins(
        at net.minecraft.server.MinecraftServer.e(
        at net.minecraft.server.MinecraftServer.a(
        at net.minecraft.server.MinecraftServer.d(
    2011-04-10 00:49:16 [INFO] BorderGuard Lite (Square) version 2.4 is enabled!
    and I tried replacing my minequest.db with a backup but it's not working!!! This is with sqlite!

    I fixed it I think... I used a sqlite database editor and found a char file with a blank name set (blank) for active value (instead of 1). I deleted the entry and re-inserted the .db and it fired back up... weird...

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 12, 2016
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    I just tested with 0.32 and it seemed to work fine. Have you tried it with build 670 yet?

    Right now Warriors gain 1d10 per level, Archers and PeaceMages 1d6, and WarMages 1d4. So over time they end up having differen't health. I would like to have this configurable in later releases.

    have you tried throwing the egg/showball at a chicken or a pig?

    Just fixed a bug where characters level 5 or higher in a class can get infinite redstone/diamond/gold by hitting a block and not letting it get destroyed. This is fixed in 0.33 so anyone running 0.3x should update.

    Also decided to fix the Heal Other and Fireball issues while I was forced to do the above fix. If you want those updates make sure you download a new abilities.jar as well as MineQuest-0.33.jar.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 12, 2016
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    Jmonk I really appreciate your work on a extensive plugin like this. I just wished it integrated with my already installed iConomy.
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    if you read the todo list you''ll notice hes working on that
    so far hes making it configarble so you can turn his cubonomy off
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    Hello, Minequest.jar, cant connect to the db, i get it why, cause i havent set any db yet, but it then says "check" but it dosent create the file, could you giveme an example file? or just tell me the syntax?

    Thanks, Fear.
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    Does the dev build include the fix for fireballs and healother as well as the item dupe fix? I want to run the dev build...

    ALSO! could you please include your 'kill 10 skeletons' quest file for an example on how to build main world (non instanced) quests? thanks!
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    Here is mine, but I can't figure out why it didn't generate the file for you.

    I thinks so.

    You can always find the quests I've posted here.

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

    I really liked this system, My players not so much. They all where saying that the exp rate was not worth it. Like Coal and Cobble gave the same exp. Also, The levels where to steep. From level 2-3 was like 2000 exp. And you are getting 2 off of mining coal? Thats a long time. And thats 1000 cobble using only a wooden pick.

    Now, I know nothing of how to make plugins. So I cant really say much, but thats just my player feed back.

    Also, Watch out. I had a careless player burn town 3 towns using 1 fireball. Its super easy for the fire to get out of hand.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 12, 2016
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    I understand your players complaints with the speed of it, but when I setup the leveling rate I wanted to keep it fairly slow so the game wouldn't become trivial after 100 hours of game play.

    That being said, part of the features I am working on for 0.40 is leveling rates. These will (hopefully) be configurable, meaning you can determine how much exp a player gets for destroying at block with a tool, and how much they get for destroying a block without a tool. As well as a whole slew of other configuration options.

    If everything goes smoothly I'll be releasing this within a week or two, I've already hit several bumps along the way. Configuration vs Performance tradeoffs.
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    Trucido Mortis

    That actually sounds great! I am glad you are addressing the 'problems' already ^^ Best of luck to you!
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    How i can modifiy english word of this plugin to translate it in french myself ? Thx


    Hello , there is a grave problem with the plugin.
    Somone who know it can level up in one minute : when i left click with on a bloc i earn 1 xp (and not right click)

    So if i left click non stop on a bloc i can become level 1 in few seconds etc.

    CAN you fix it and allow to earn xp only when blockbreak ?


    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 12, 2016
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    It's true, but the amount of 'punches' it takes to get to level 3 makes the left-click not super critical to fix at the moment... probably once custom exp tables are in place it will be though!
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    I have to agree with sonyusa for the moment. Players probably won't be able to get much past levels 2 or 3 very quickly. In the next release this will probably become an issue with customizable exp, so I will include some sort of option of block break vs block damage for exp.

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