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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    Newly created
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    Thats the problem, I'm going to fix it in the next version, but if you want to fix the problem you have been having you can add a block to the store, that should fix it.
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    Thanks, that does help.

    On a sidenote, when deleting the store and town it appears to be properly removed from the mysql database, but the mod still believes there's one there (cache?), and will happily attempt to delete it over again, resulting in an exception.

    The server will start again once the NPC trader (if any) has been removed from the 'questers' table.
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    thank you so much for the iconomy 5 update :D appriciate it ;)

    abit confused. can't find the setting for Iconomy. can just find the one for cubonomy.
    cubonomy_enable=true. should i just change the line to Iconomy_enable=true?

    EDIT: also. wondering if i can turn off DoT dmg from falls etc. have a pvp mod also enabled. and they are not mixing very well. its called war slim.

    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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    No, if you have iConomy it will automatically use currency from it. If it is not installed it will use cubonomy.
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    odd. it refers to cubes all the time.. hmmm ill try again. thanks
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    Yeah, MQ does not play well with health modifying plugins.

    As far as where the iconomy is, look in your and set: cubonomy_enable=false

    That should turn cubonomy off and iconomy on.
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    jmonk: unassigned exp doesn't 'stack'. If I do one quest that awards 500, then another right after for 500, it doesn't add it, the other 500 just vanishes :(
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    Sorry Ltan but I've gotta call you wrong for once. I guess its ok since your not a iConomy user.

    Cubonomy is the economy sections of MineQuest, e.g. stores and stuff like that. Disabling it will remove all of these aspects from MineQuest, meaning no stores iConomy or not. So if you want stores or any money things I recommend you keep cubonomy_enabled to true.

    If you have iConomy running, then MineQuest will pick it up and automatically use it for storage to sync up with your other money based plugins. If it is not installed then it will use the MineQuest DB for money storage.
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    /me facepalms... the shame...

    not really... I do not use iConomy as stated so.. engh :p

    Just means more research for me :D
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    as promised im working something out to create quests more easily with the help of a java-based programm. Although the status of the Quest-Editor is not yet that advanced, im offering the first build from now on. I will add more features, like adding events or tasks with one simple click in the next days. For more information and a downloadlink please visit:

    Greez Black
    ltan likes this.
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    Black: I am appearing to have an issue getting to the file. I think the link may be bummed : ( or perhaps just not ready yet?

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    jap,w as bumbep :p
    saw it, fixed it a second ago, thanks :D
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    So far it looks nice Black. Can't wait to see more added to it
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    ehhm, im experienced a problem with the AreaPreserve Option. The server throws the following:
    2011-05-07 15:02:28 [INFO] [MineQuest] Unable to load Quest Problem on Line 5
    2011-05-07 15:02:28 [INFO] [MineQuest] AreaPreserve:1:68:22:-6:68:26
    2011-05-07 15:02:28 [INFO] [MineQuest] Unable to unload events properly

    i attached the questfile. Normally it has the ending .quest, but i could not upload the file as a .quest, so i changed it. Anyone knows where the problem is ?

    Attached Files:

    • hans.txt
      File size:
      518 bytes
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    I am looking at this now Black. You may want to come into the IRC channel... we can hash things out easier there.
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    Im there, but it seems as ur afk :p
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    For knowledge: the QuestArea and AreaPreserve functions both follow the:


    Formats. This means that you need to have the smallest number first, then the largest of the three axis'.

    Black had his MinX and MaxX fields reversed.

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    jmonk this may help you pinpoint the dirt problem, maybe?

    2011-05-07 20:55:23 [SEVERE] Could not pass event ENTITY_DAMAGE to MineQuest
            at org.monk.MineQuest.Ability.Ability.getRandomEntity(
            at org.monk.MineQuest.Ability.AbilityFireChain.castAbility(
            at org.monk.MineQuest.Mob.SpecialMob.attack(
            at org.monk.MineQuest.Quester.Quester.defendEntity(
            at org.monk.MineQuest.Listener.MineQuestEntityListener.onEntityDamage(
            at org.bukkit.plugin.RegisteredListener.callEvent(
            at org.bukkit.plugin.SimplePluginManager.callEvent(
            at net.minecraft.server.EntityArrow.p_(
            at net.minecraft.server.World.entityJoinedWorld(
            at net.minecraft.server.WorldServer.entityJoinedWorld(
            at net.minecraft.server.World.playerJoinedWorld(
            at net.minecraft.server.World.cleanUp(
            at net.minecraft.server.MinecraftServer.h(
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    very sexy... a dropdown box with all the different quest functions would be nice too :p
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    I posted this in the xAuth forum --​

    and he replied with​

    Maybe that helps? Or I'll probably just have to wait for his next version and see what happens...
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    I was trying to use the teleport event and received the following error:

    13:39:52 [WARNING] Task of 'MineQuest' generated an exception
            at org.monk.MineQuest.Quest.AreaTarget.getTargets(
            at org.monk.MineQuest.Event.Target.EntityTeleportEvent.activate(
            at org.bukkit.craftbukkit.scheduler.CraftScheduler.mainThreadHeartbeat(
            at net.minecraft.server.MinecraftServer.h(
    The simple quest I was attempting the call from:

    Name:Susan's Lament
    Event:1:MessageEvent:10:Kill 20 Zombies
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    Ive found that using the same delay for every event within a task, doesnt work to well :l

    edit: also try changing the target to:Target:1:partyTarget... might work better for teleporting the whole party anyway, if thats what you want :x
    edit 2: a wild smiley appears
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    Ahh... I was using a sample task from jmonk :)
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    Totally incompatible with my server which sucks cause this sounds pretty cool. When I loaded it, it basically ruined towny and essentials until I took it off. If you can make it compatible with those two I may try it again.
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    actually, id be surprised if it worked even then >_< if it doesnt... try

    Name:Susan's Lament
    Event:0:MessageEvent:10:Kill 20 Zombies
    i THINK the code loads/runs/we from top to bottom. for ex:, if you put your tasks on top, they wont work, because it will load the task first and be like LOLWTFNOEVENTS?OKCRASH and many tears will be shed. so in my experience, quests should be formatted:
    -world stuff/name/etc.
    -events that happen at the start/during the given task
    -events that call a task (your killevent, for example)
    -other tasks
    and im not entirely sure about canedits, from what ive seen they go on the bottom.
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    Ok, I did change my order to what you have.. it stopped teh warning error so that much is good for now.... I am still not teleporting though..... sigh.. I just don't have the time today to half-heartedly do this... I will return to it tomorrow night after my final exam in thermo.
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    You dont know what you're missing out on. :(
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    Two things,

    One, is there any way to disable those damage per step effects? I get them quite literally everytime I get hit. They are very annoying.

    Two, will you ever consider iConomy support? I understand you like your 'Cubonomy' and all, but iConomy seems to offer a lot more flexibility with its improved customization and the numerous plugins that are linked to it.

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