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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    Wow.. I'm surprised you experience any resource issues at all with those server specs.
    Were you using MySQL or h2? I found that H2 was definitely a culprit in slowing my server down, so I run MySQL on a seperate server for minequest and iconomy.
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    Well that should be plenty of CPU and memory... it's probably bottlenecking on hard drive, Minecraft is pretty bad about that. Switching MQ (and as many other plugins as you can) to use MySQL will probably help, yeah.
    You could also try putting some files on a ramdrive, in particular the world region files helps a lot. With 16 GB of memory you can probably afford it. :) Just remember to do frequent backups since it'll vanish on a reboot or power loss.
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    I have two questions for anyone out there:
    First- Does anyone have a list of the kinds of monsters you can have in a quest? For instance I know Zombie, Spider, Skeleton, Creeper, ect. But is there ones for Animals and how about a human? Now I am not talking about a pure npc but maybe a Human Monster? Saw one in Mob Arena so I thought I would ask.
    Second- Can you set up monsters to spawn inside towns during quest events with that town having on Mob Protection?
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    Kelvorn, at this time, humans can only be NPC's in the MQ plugin. But, NPC's can be coded to attack and defend themselves. As far as animals... I don't think those can be used as they are not aggressive, minus the wolves if you attack, naturally in MC.

    I have not tried the second question, but I am doubting it due to the fact that they are mobs and as you pointed out, the town is protected.

    Maniac, did you limit how much ram CraftBukkit uses when you run it? It may not be an issue with the plugin itself, but the fact that CB might be hogging all of the ram if you don't limit it.

    For example I am running mine with the following shell script:

    cd "${0%/*}"; java -Xincgc -Xmx775M -jar craftbukkit-0.0.1-SNAPSHOT.jar
    And yes, that is Seven Hundred and Seventy-Five Megs of ram. I have just now upgraded my gaming server to more than 1 gig of ram :/

    hth Ltan

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: Jul 17, 2016
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    Heh, 775 would be plenty if it weren't for Java being such a memory-hog... but I guess I can't complain too much, if Minecraft weren't written in Java, we wouldn't be talking here right now. :)
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    Isn't that the sad truth on both counts lol!
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    Dont really want to go through everyones comments to see if its there but i want to set my admins level/xp to highest and have everyone start at 1.. is there a config or somthing i can edit?
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    Try doing it via SQL, i enabled SQL on this plugin on my server for the sole purpose of control of the stats with ease(and text editors : P)
    That's all i gotta say
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    If you decided to use the default sqlite, there is a db browser in listed in the forums that will also allow you to edit that database easily. You *don't* have to use MySQL if you don't want to.

    One of the problems with this forum is the fact that people are asking the same questions over and over again without reading the forum, and thus we are at page 38 already. Your question actually hasn't been asked that frequently, perhaps only twice, but please... if everyone could read the thread first then we might be able to reduce the amount of repetition in the questions being asked.

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    idea: OTs put in FAQs and not so FAQs in the thread at the top.
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    Ltan, you are correct in this, however I have found it very difficult to wade through the bukkit forums for information, as I'm sure the lazy poster above does as well. I'm also incredibly lazy, as most people are. I can give a couple helpful tips in wading through previous posts in the thread. The bukkit search tool works fairly well if you add Minequest to the search.. also, you can go through the thread page by page, using ctrl+f to find things rather quickly.

    I agree with Mega_hans, it would be nice to have the FAQ on the original post updated with the most frequently and even some uncommon answers (use a spoilers tag to hide it so the post isn't too big).

    I also find that website is somewhat difficult to navigate. Sometimes I find what I'm looking for pretty quickly, and others.. not so easy to find. For instance, when I first began with this plugin I had found a page that explained where to put the .quest files. I have never found that page again, though I've looked for it several times. It doesn't really matter, since I know where to put the files, however I often wonder if there was more information on that page that I may have missed. Perhaps every page should have a link on the menu to the left of that website.
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    Oh, don't get me wrong, I too am lazy.. hence the you go look for it and let me be :D

    Serious note aside, yes, there needs to be some organization here, and on the other sites. I will start working on this as well as the other tasks I have and perhaps with time this will start cleaning up items around the site.


    And by no means was I calling the poster above lazy. As I said earlier, I think he is perhaps the second user to ask his question in these forums. It just takes me as long as it would anyone else to go and hunt down the posts in order to get the solution. again, back to me being lazy eh? ;)
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    Thanks man! I'll try this out as soon as possible. I really appreciate that you went through the trouble of writing that huge post. [cake]
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    ... is a lie ...

    With the new release of MQ0.60, I just want to place note that there will be a WARNING when you run this that:

    [INFO] [MineQuest] [WARNING] (Use Item Config) MANA_POTION is not a valid item
    This is nothing to worry about right now. With MQ0.60, jmonk has introduced a mana system, and the potion is being worked on still.


    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: Jul 17, 2016
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    Ooh I eagerly want to download. Will my .53 configuration and table carry over or do I have to start fresh?
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    Your previous DB should remain intact. I would back it up anyway as a precaution.
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    Roger that I'm gonna try it out. Thanks!
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    Every time i restart the server i have to set it so they can build in town... anyway i can get it to stay, or make it so ops always can?
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    When can the skin thing be for 1.7? Im waiting for it..
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    If you are using permissions, and from the http:\\ Permission menu item on the left:

    	  Quester - enables MineQuest
    	  Abilities - enables abilities
    	  Mayor - makes mayor status
    	  Town.townname - allows editing of town
    	  Property.playername - allows editing of property owned by playername
    	  NormalHealth - disables minequest health system
    		  Quester - enables quester commands
    	  	  Store - enables store commands
    	  	  Quest - enables quest/party commands
    		  Town - enables town commands
    		  Merc - enables mercenary commands
    		  Debug - enables debug commands
    IF you are wanting the players to be able to build in a Town, then you will want to give them the Mayor status. I am guessing that this will be for OPs? If you are wanting to give them permission to build in another players property, then use the Property.playername permission. If you are wanting them to build in their own track of property within a town, then they need to buy a piece of property that you have setup previously.

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    Hopefully today, if not tomorrow. It will be doing a bit more than just skins this time as well.
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    Orly? Me Like
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    You need to do an account system to skin upload.. I can't use Guard :(
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    For some reason my permissions are not working on mcmyadmin .. not sure why?
    or i would have this set up. if you know how to toggle permissions using mcmyadmin please let me know.

    and yes i understand it works with the mayor thing but setting someone else as mayor makes it so i cannot build unless they do /addedit therefore if they are not on after server restart i cant be added?

    *EDIT* Nevermind got my permissions working =)
    gonna try it out thanks
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    Unfortunately I neither run Permissions nor mcmyadmin so I am now at the end of my knowledge.
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    I am having the exact same problem, however I did put the abilities.jar in the MineQuest Folder. I'm quite confused [pig]
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    mcmmo support?
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    2011-07-12 09:39:27 [INFO] [MineQuest] [WARNING] Cannot find quester muyloco1
    2011-07-12 09:39:27 [SEVERE] Could not pass event PLAYER_COMMAND_PREPROCESS to MineQuest
        at org.monksanctum.MineQuest.Listener.MineQuestPlayerListener.onPlayerCommandPreprocess(
        at org.bukkit.plugin.RegisteredListener.callEvent(
        at org.bukkit.plugin.SimplePluginManager.callEvent(
        at net.minecraft.server.NetServerHandler.handleCommand(
        at net.minecraft.server.NetServerHandler.a(
        at net.minecraft.server.Packet3Chat.a(
        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 thought I followed the installation instructions correctly...
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    Minor bug... in the discovery modded Bukkit server, someone accidentally set CraftingManager's registerShapedRecipe() and registerShapelessRecipe() functions to private. They should be public.

    You might also want to look into ModLoaderMP for Craftbukkit as a somewhat more portable/compatible way of doing Bukkit mods... though it would rely on waiting for someone else to update before you can, so, maybe not. :)

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