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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    I will start researching these a little bit later today. I first need to get my kids on the bus for school and head into work myself. If you want my initial thought, try removing MobBounty and ChocolateFever. The next one would be NoCheat.

    I had not made that connection, and you are the first one to state exactly when it occurs. Nice observation! This should help isolate the actual issue.

    Flipp, I apologize that there hasn't been any response to your post. I have been busy with exams this week.

    As for no quests showing up, you need to give the quest to a NPC so that they can hand it out when you hit them.

    you would first spawn the NPC:

    /spawn_npc Quest_Giver <- Quest_Giver is just the name I put here, you can name it anything

    Then give the NPC the quest:

    /npc_property Quest_Giver quest test <- In this case, the quest 'test' points to your file. There is no need to add the extension to the command though.

    Then when you hit the NPC you will be given access to that quest. It should then show up in your quest list and then be startable with:

    /start_quest test

    and if you need to stop it suddenly:



    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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    You can remove the restrictions in one of the config files if thats what you mean. There is a required level for each tool material type. Just set them all to level 0.
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    How exactly does one create the quest file once you have it built in world. i have seen the examples but to be honest it just looks like a list of events. I want to put this mod on the server i play on that is why i want to know
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    Heya Bizcut! This is something that a few people are working on right now, and with more and more commands being added it is being stretched out a bit.

    jmonk has some really good info on though, and it would do you well to go and read there as well.

    For the most part, all of your quests are going to be just as you described them. A list of events and actions etc. These are then saved as a .quest file and transfered to your server's root bukkit folder. Then you need to spawn a NPC, see my post on the previous page for the commands etc, and then give them the quest to dish out. Once you hit them they give it to you.

    If you need help with the structure of the file, the page I listed above will get you started, and then if you join the irc channel in my sig there is normally someone on who can give you a hand.

    Let us know if there is anything else you need help with, and please do read monk's site!

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    not exactly. i want to only add certain features of MineQuest, like the quest system and the combat classes, but not the resource-gathering classes. i'd like a config file (or permission nodes) for that
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    Ltan that helps alot. the only thing it does not tell me is do i do all that in like a text editor or is there a program ect i need to make the quests.
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    ahh... you can do this in any editor. There are actually a couple custom apps being worked on now that will help simplify this process. I personally use Kate or Vi
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    any chance of getting on your server to check this out in person ?
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    Hey guys, quick question. Will the next version use build 740 or should I move up to the next recommended build?
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    idk yet, the only reason I wouldn't go to the next build is if there are so many changes that I can't fix MineQuest for a while, and that doesn't happen very often. If might even work with the newest build, you are welcome to try it, 740 is the highest listed because it is the highest tested.

    I felt bad about my lack of posting/lack of development recently. So this afternoon I started working on something many people have requested. Its coming along nicely.

    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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    Looks beautiful.
    Out of blatant curiosity, will any form of permissions (or even a simple multi-world disable/enable) be packaged with 4.5? I desperately need this as my server runs on 3 different worlds (excluding Nethers) and I also have it set so people who arent whitelisted get to walk around and look at things, but get no actual building/plugin permissions.

    I know you're extremely busy, but I am just so desperate for some form of permissions to be implemented :'(
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    Well I tried removing the suggested plugins, as well as seasons, but nothing seemed to work. I'm afraid to remove bigbrother or worldguard even if it is only temporary. I discovered today this is also happening in pvp, unless fire damage is dealt.
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    How can I make a quest use a map that is regenerated each time it is further used? After the end of my custom quest, the map blows up. The only way to reset it is to delete the Quest Copy of the map (the one players use aside from the actual) so that it can regenerate exactly like the original map looked like. I've used every option and I've tried with a defined QuestArea and without, and yet I still can't seem to get it to work. ATM I have this:
    Also, TNT Explosion Radius seems to not be true to the input data.
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    This is odd. By having instances turned on this should not be happening.

    # Setting the Quest Area
    #Number of Instances Allowed
    # Re-spawning Point for Players
    This is what I am using with one of my worlds, and I have never seen damage to it after I run the quest. Could you pastebin your entire quest so that we can possibly see if there is something else that might be causing this to happen?

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    @jmonk : As i guess u now have a better view on things, do u think u will get the world option done until u publish 0.5 ?
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    As you can see the map literally self-destructs as you ride away on a Minecart, yet when I return, the map is still in pieces.
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    Is there a way to disable the rpg part of the plugin and just use the quests? This is the only good custom quest maker on bukkit and I don't really want an rpg system on my server.
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    I wanted to do the same. Disable Cubonomy, Towns, and set experience gains all to 0 and set maximum classes to 0. This should make the RPG Feature unavailable (though it technically is still existent).
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    Thanks! I'll try it now. =D

    I made a quest giver npc... but i want to change where he is. How do I remove him? P.S. Sorry about all of the questions...

    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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    the best place to look for commands is

    With that out of the way ;) try /remove_npc [Name]

    Try filling in the quest area! I believe this is a requirement for the instancing to work properly. If that doesn't fix the issue, I am 80% sure it will, I am going to continue to poke through your quest file to see if I can figure out what else could be causing it.

    Has anyone else started to use the Explosion event, and if so have you noticed a permanent change to the environment?


    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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    Oh, I have used the quest area before. Here's one with it... the one I am using at the moment.

    I ran another quest that was very simple, and it would reset itself. The quest only consisted of the following:

    From this, I can deduct that something in the first quest must have caused the map not to reset/fully reset (checking if any part of the map reset). Perhaps the explosion trigger? One of the triggers? I'd be glad to test for you.

    Yet another problem, whenever I do a quest and complete it, upon trying to activate another quest, I am teleported to the area of the previous quest. (Realized I had the junkname both set to "test")

    Lastly, I can't seem to delete mercenaries. If I try the NPC Command, they will appear to take damage, but they will not die and my log will be spammed with errors (similar to how it looks when I delete a normal NPC.)
    In my quest, I spawn lava at the top rim of a doorway. Whenever I quit the quest, the top part of the lava disappears but the part that flows downward doesn't (due to MC lava physics). This still doesn't explain the fact that the explosions didn't reset, though.
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    Yeah, the Merc's are a hard thing to remove... I think I got rid of mine by deleting the spawn point in the mysql DB and then issuing the remove command.
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    i installed it on a map but now every time i move i take damage. even when i just turn to look in another direction

    DOHH. never mind the spawn was ontop of a tree and i guess i broke a leg when i jumped off i ate some cooked pork and its all better now

    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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    LOL! Yeah, you need to clear the spawn area of all obstructions as it chooses a radius to spawn in. In jmonk's dungeon quest I kept spawning off the edge of the entrance and ended up in the lava!
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    Would someone with a lot (7-10+)of plugins working with this one mind posting their cb build & plugin list. I am having an issue related to PVP damage (they go into negative health without dying) which kind of kills the fun of my server. I've tried removing several plugins but none seem to be the culprit. I really need to narrow down this issue ASAP.
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    I will try adding pvp to my server and get a friend or three on and give it a test... I will let you know either way.
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    Fuzzwolf: I had the problem before but I had my quest area x,y,z wrong even though I copied them from the debug outputs... jmonk actually corrected them for me so I'm not sure what I did wrong but double check your x,y,z and make sure its making a cube around the quest area you want to regenerate!
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    I have not noticed this at all on my server. I am running with:

  30. hello, i am getting this error:
    2011-05-17 07:35:11 [SEVERE] Could not pass event PLAYER_INTERACT to Towny
    at ca.xshade.bukkit.towny.event.TownyPlayerListener.onPlayerInteract(
    at org.bukkit.plugin.RegisteredListener.callEvent(
    at org.bukkit.plugin.SimplePluginManager.callEvent(
    at org.bukkit.craftbukkit.event.CraftEventFactory.callPlayerInteractEvent(
    at org.bukkit.craftbukkit.event.CraftEventFactory.callPlayerInteractEvent(
    at net.minecraft.server.NetServerHandler.a(
    at net.minecraft.server.Packet18ArmAnimation.a(SourceFile:35)
    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(

    i only get this error when i hit nothing.
    but it still is iritating.

    i only have it, when i have this plugin installed.
    here is the config:

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    First off, you might want to change the mayor from the creator, jmonk, to you, whatever your MC name is.

    Also, since you are using towny [ a plugin that is becoming buggier ], I would also change town_protect and town_no_mobs to false, EVEN though you already have town_enable set to false already. I really doubt that any of these will really help though. I am hearing more and more that towny is becoming more and more of a pain to use in the last couple of weeks.

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