any quest mods?

ph8jPf9M
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any quest mods?

by ph8jPf9M » Thu Sep 01, 2016 13:37

i would like to start creating quests. what mods, api and frameworks should i use?
 

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rubenwardy
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cd2
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Re: any quest mods?

by cd2 » Sun Jan 01, 2017 09:42

rubenwardy wrote:See quests in rpgtes
It's WTFPL

I'm pretty sure that it isn't licensed under WTFPL. https://github.com/cdqwertz/rpgtest/tree/master/mods/quests (LGPL 2.1)
 

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TheReaperKing
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Re: any quest mods?

by TheReaperKing » Mon Jan 02, 2017 00:03

Looking at your quests mod, is there any way to give rewards?

Edit - I see the goal.reward in the code, would you just add a line in this syntax?
local quest = quests.new(name, "Preparing a small feast")
quests.add_dig_goal(quest, "Harvest wheat", "farming:wheat_8", 5)
quests.add_dig_goal(quest, "Harvest apples", "default:apple", 3)
quests.add_quest(name, quest)
goal.reward("food:pie")
goal.ending("For your efforts you have been awarded a pie! Thank you!")
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cd2
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Re: any quest mods?

by cd2 » Mon Jan 02, 2017 09:47

TheReaperKing wrote:Looking at your quests mod, is there any way to give rewards?

Edit - I see the goal.reward in the code, would you just add a line in this syntax?
local quest = quests.new(name, "Preparing a small feast")
quests.add_dig_goal(quest, "Harvest wheat", "farming:wheat_8", 5)
quests.add_dig_goal(quest, "Harvest apples", "default:apple", 3)
quests.add_quest(name, quest)
goal.reward("food:pie")
goal.ending("For your efforts you have been awarded a pie! Thank you!")


This should work:

Code: Select all
local quest = quests.new(name, "Preparing a small feast")
local goal_1 = quests.add_dig_goal(quest, "Harvest wheat", "farming:wheat_8", 5)
local goal_2 = quests.add_dig_goal(quest, "Harvest apples", "default:apple", 3)

goal_2.requires = goal_1 -- the player needs to complete goal 1 before goal 2

goal_2.reward = "food:pie"  -- set reward
goal_2.ending = "For your efforts you have been awarded a pie!  Thank you!"  -- set ending

quests.add_quest(name, quest)
 

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TheReaperKing
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Re: any quest mods?

by TheReaperKing » Mon Jan 02, 2017 10:44

Great stuff, thanks so much!
Resources on happiness and life management - http://MikesHappyPlace.com
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Re: any quest mods?

by 843jdc » Tue Feb 07, 2017 13:33

After playing World of Warcraft for a month or so, I am going to have to look into this mod and see how I can bring quests into Cash's World. Maybe I can give my players a reason to learn how to make things rather than asking/demanding them from the admin so often.

Item quests. Kill mob quests. etc
 

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domtron vox
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Re: any quest mods?

by domtron vox » Mon Feb 27, 2017 13:32

There is a Quests framework by TeTpaAka. Form topic: viewtopic.php?f=11&t=11265
 

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Re: any quest mods?

by bell07 » Mon Feb 27, 2017 20:08

Seen on github sapier does work currently on a new quest_engine in mobf_2_6_dev branch:
https://github.com/sapier/mobf_core/tree/mobf_2_6_dev. It should be really nice if finished, with quests from a Tutor-NPC in animals_modpack.
 

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Re: any quest mods?

by Sokomine » Wed Apr 05, 2017 00:43

I hope BrandonReese will release a newer version of his AdventureTest. The mobs in the villages do have quests for the player and work pretty well. Part of that system could provide a good basis for quests. Formspecs are always a bit tricky, and those there work well.
A list of my mods can be found here.
 


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