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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    This bug affects fire, too, leading to possible exploits. Players can lure a poisonous mob to a corner and shoot it with a fire arrow, and the fire will turn into a block which they can jump on and access previously unaccessable places! :(

    Also, the boss mode skeletons blow up terrain and it doesn't repair itself for the next set of questers, it also destroys down 2 blocks and makes it impossible for their escape without death or quiting the quest.

    Heal other seems to be broken, and now it doesn't just empty the bucket, it completely destroys it! :(

    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'll look into this. Maybe when you reset your server it isn't loading the town spawn point propertly...

    I might be able to fix the steps issue, maybe by changing my create/destroy even to save data about them as well.

    Feature request: Need some more information, not quite sure what you are looking for.

    /nomobs: I'm working on rewriting this to be less cpu intensive, when I do I'll be sure to remove wolves.

    So the super mobs are turning the fire into dirt that players can jump on? I though I had fixed this already, but I could be wrong.

    Not repairing world? Are you running a quest using a Instance world? Any strange output on the console?

    I got some of my guys to confirm that heal other is broken. Just trying to figure out what exactly is wrong.

    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 feature I'm looking for would basically let me do a block event with the item id having is damage modifier after its block number, for instance (I think wool is 320?) it would be 320:6 for black wool (not sure if damage bit 6 is black but, you get the idea).

    Using fire arrow against a poison zombie is the fastest way to reproduce the fire turning into a dirt block.

    No weird output on the console, the instance world just doesn't fix itself, also making the boss blow a 2 square deep hole in the level could cause lots of problems (boss type skeleton) and probably could just be removed as it doesn't seem to hurt anyone?

    To elaborate on heal other, I can bind it to a bow and 'shoot' players and it heals them and does no damage... which is kinda cool and it consumes the water out of the bucket properly. If the ability is 'cooling' though it still consumes the water from a bucket even though it doesn't cast.

    I'd like to give you a copy of my WIP dungeon so you could have an easy way to test/see my bugs, if you have a preferred method... ?

    P.S. have you tested Trape on bedrock?

    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 can u pls fix the problem with godmode cus that is the only thing that keeps me from using this mod

    or make a own god mode since i heard that is has a own damage system
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    jmonk, I seem to have picked up the randomly loosing health issue. I am running 0.32 with 1.4 CraftBukkit.

    It appears that when I heal a heart, I immediately loose a heart....
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    I would really like to get this plugin working , it cant seem to load the sql , ive tried sqlite and Mysql and neither of them work for this , it tells me either it cant find the directory or it cant be found at all , any suggestions?
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    What folder is your sqlite in?
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    Can you try this with your god mode system? If that doesn't work I will probably go ahead and add my own system so you can enable a god mode.

    I think I understand what you are saying about the wool, doesn't sound too hard so I will try to add it.

    Fire arrow vs poison zombie? Does fireball have virtually the same affect or is there something special about fire arrow? I'm guessing there is some error which block I chose for poison zombies to turn to dirt. I was thinking of shortening the time they remain dirt so this might help the issue as well.

    Still looking at heal other. Probably just and ordering issue of when I take spell components vs checking casting time.

    I don't have a preferred method, if it will fit in an email try to send it to [email protected], if not then get back to me and I'll have to think, or you can post it on some random hosting site of your chosing and give me a link.

    Trape has been tested on bedrock thoroughly on my server so there aren't any issues I'm aware of.

    Heal like casting heal or like using an item?

    Attached Files:

    Last edited by a moderator: May 13, 2016
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    Heal over time. Sorry. When I am static and healing over time. If I have more than one heart of damage, as soon as I heal one heart, I take one heart of damage. This only occurs when MineQuest is running though. This could still be an issue between MQ and another plugin I am running, I haven't done extensive testing other than unloading MQ-032.


    If I stand still, all hearts healed are still there, however once I move I take damage back to the original heart level I was before auto-healing. This does NOT happen when I heal through foods.

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    A user reported to me that if he is really deep, near bedrock levels, and he is mining it will randomly start damaging him. The event log spits out "player took 0 damage, player took 0 damage, player took 1 damage" randomly like that... when he goes back up to the surface it alleviates the problem.

    Also I have to delete my instance folders to reset the dungeons properly every day, but the first time you do /startquest and it copies to the instanced folder, it doesn't seem to like to load the chunk you start in so you just bounce in the air until you /quit_quest, but then you can go back in and it works fine. Blocks still aren't regenerating though in the dungeon on every new /startquest :(
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    just tested godmode it works really good
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    i have it in my lib folder

    i fixed it and like it , but how do you bind an ability to rightclick use?
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    jmonk can you deliver unto us an example of a mainworld quest file? I'm not sure if i just don't include the instance parameters or what... ?
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    I hope this isn't asking too quickly seeing as you mention 612 as the last working build but here is the nag message for RB 617
    [SEVERE] Nag author: '<NoAuthorGiven>' of 'MineQuest' about the following: onPlayerQuit has been replaced with a new signature, (PlayerQuitEvent)
    good luck! =)
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    smal bug: the fireball spell pust the ground under u on fire
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    @shadydeath999: What do you have fireball bound to? I found that if it is bound to the snowball, or the egg, then it works properly. If bound to a non-thrown item, ie torches, it will burn you as you have noticed.
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    hmm didnt notice i had it bound to a stick
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    I would like to see the ranged spells become able to be cast from the static items like sticks, torches, or whatnot { a fireball casting shovel that you could then beat your foe with sounds like fun lol}, but I am not sure how much work this would require from jmonk to actually implement as it would require a lot of client side and server side work I believe.

    jmonk: I found the offending plugin that did not want to play well with MineQuest. Although people will probably /facepalm over this, it was mcMMO. I was able to run both side by side in 1.3.

    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 he would only have to make it possibe to get the block u are looking at link WorldEdit does with //tool brush

    when u die it cuases all items u have to go lost

    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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    Deep mining, thats a new one. I've got some people trying to reproduce this now so we can figure out what would cause that.

    I'm not sure what your instancing problem is exactly. I will do some testing with 0.32 to see if I can get my dungeons to not reload. Think you can send me a tar/zip of the offending world and the quest file that produces it?

    This has been in the back of my mind for a while. Odds are I will only implement it for AoEs, as I don't want to have to write code for targeting entities (debuging it would be impossible). I can't promise when/how this will happen, but eventually I will have support for things such as fireball on a stick.

    I think this runs on RB617 as far as I know. I just haven't done "formal" testing. I'm on the nag thing, I fixed it I just didn't want to bother uploading a new jar until I had more fixes. Should not affect gameplay at all AFAIK.

    So mcMMO allows an option like slow heal that doesn't work with MineQuest?

    What functionality of mcMMO are you using it for?
    I'm trying to gage the amount of work of trying to interface kindly with the plugin vs adding any functionality you might want so you don't need mcMMO.

    I have seen sometimes on laggy servers the items won't show up, but if you walk over them you will receive them. Is it something like that or are the items completely gone?

    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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    Well, depending upon your character's level, you can get random drops from picking herbs {flowers, pumpkins, etc}, mining, forestry, etc. The ability to produce clay by putting gravel into water. The wonderful Iron Anvil! This allows you to repair your weapons and armor. And possibly one of the top items... The Chimera Wing.

    It is of course a simple matter of using Permissions to turn off the auto-regen, so that is fixed in my server for the time being.

    And yes, the auto-regen does not like MQ at all.

    Also, the god mode for mcmmo does not work either, but that is only necessary for ops and admin.
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    Is there a way to transfer the flatfile db to mysql?
    Oh and could you get the plugin to work with Gastronomic? That'd be sweet
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    Ya I sent it to you in your email a few days ago, its the wolfenstein dungeon.
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    I just posted some information regarding what is going to come in 0.40 (whenever we manage to get there).

    Not an easy one that I am aware of. Gastronomic would be cool, but I don't think I could add support for something like this from my end. Maybe if MineQuest grows to be popular enough the plugin developer will decide to add support.

    noticed it a bit earlier, you should have a reply

    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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    they are completely gone and i dont have a laggy server with 6gb ram and a 3.03ghz quad or higher core
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    Ok, what RB are you running 617?
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    yes i tryed on 617 now i am running 658 and cant go back to 617 atm
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    Trying to reproduce this. Do you have any other plugins that relate to damage and/or death?
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    not sure i have about 40 plugins in total
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    I'm running the dev build you have posted but /spawn_quest_giver doesn't seem to do anything?

    Oh nevermind, it can't find sqlite for some reason, the dev build that is...

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