[Mod] Quest framework [1.1] [quests]

TeTpaAka
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Re: [Mod] Quest framework [0.6] [quests]

by TeTpaAka » Fri Mar 27, 2015 12:06

indriApollo wrote:This is a very nice mod ! thank you TeTpaAka

Thanks.

I had to take a break due to my exams, but now I could continue working on this.
The newest update includes the option to automaticly hide the HUD.
 

Aryandil
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Re: [Mod] Quest framework [0.7] [quests]

by Aryandil » Mon May 11, 2015 22:30

I have a question. I'm rather new to computer skills when it comes to coding and all that and only just figured out where to put mods and maps. If you could explain how to use API, that would be great. Thank you!
 

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Re: [Mod] Quest framework [0.7] [quests]

by TeTpaAka » Tue May 12, 2015 06:17

Aryandil wrote:I have a question. I'm rather new to computer skills when it comes to coding and all that and only just figured out where to put mods and maps. If you could explain how to use API, that would be great. Thank you!

First, you register a quest on load time of the mod, like you would do with a node/item/entity:
Code: Select all
quests.register_quest("yourmod:quest", {
    title = "Awesome quest",
    description = "blablabla",
    max = 10,
    autoaccept = true,
    callback = function(playername, questname)
        minetest.chat_send_all(playername .. " has beaten " .. questname .."!")
    end
}

Then you need to start the quest for a player, for example when he punches a node, talks to an npc, on_newplayer:
Code: Select all
quests.start_quest("singleplayer", "yourmod:quest")

Each time an action occurs that alters the quest (digging stuff, killing players/mobs...) you should call:
Code: Select all
quests.update_quest("singleplayer", -- or any other player
                    "yourmod:quest", 1) -- 1 or the amount of update

That's it. Please report any bugs in this topic. Thank you.
 

amadin
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Re: [Mod] Quest framework [0.7] [quests]

by amadin » Mon Jul 06, 2015 15:21

It is great mod, but i know to create many quests without gui interface is too long time and difficult for most peoples.
 

TeTpaAka
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Re: [Mod] Quest framework [0.7] [quests]

by TeTpaAka » Mon Jul 06, 2015 20:07

amadin wrote:It is great mod, but i know to create many quests without gui interface is too long time and difficult for most peoples.

This mod is designed as a foundation for other mods to work on. It is not directly for the end user as it is useless on it's own, only for mod creators.
Anyway, I will try to improve the mod if you tell me, what you expect from a gui.
 

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Re: [Mod] Quest framework [0.7] [quests]

by Amaz » Mon Jul 06, 2015 21:56

This looks like a really great mod!
However, when I use it and the sample quest mod, I get some errors... Firstly, whenever I complete a quest, I get this error message (or something similar.)
Code: Select all
2015-07-06 22:49:45: ERROR[main]: ServerError: /home/amaz/.minetest/mods/quests/core.lua:113: attempt to index field '?' (a nil value)
2015-07-06 22:49:45: ERROR[main]: stack traceback:
2015-07-06 22:49:45: ERROR[main]:    /home/amaz/.minetest/mods/quests/core.lua:113: in function 'accept_quest'
2015-07-06 22:49:45: ERROR[main]:    /home/amaz/.minetest/mods/quests/core.lua:89: in function 'update_quest'
2015-07-06 22:49:45: ERROR[main]:    /home/amaz/.minetest/mods/sample_quest/init.lua:74: in function '?'
2015-07-06 22:49:45: ERROR[main]:    /usr/local/share/minetest/builtin/game/register.lua:341: in function </usr/local/share/minetest/builtin/game/register.lua:329>
Writing quests to file


And whenever I change an option concerning the hud, I get an error like this:
Code: Select all
015-07-06 22:53:52: ERROR[main]: ServerError: /home/amaz/.minetest/mods/quests/formspecs.lua:182: attempt to index field '?' (a nil value)
2015-07-06 22:53:52: ERROR[main]: stack traceback:
2015-07-06 22:53:52: ERROR[main]:    /home/amaz/.minetest/mods/quests/formspecs.lua:182: in function '?'
2015-07-06 22:53:52: ERROR[main]:    /usr/local/share/minetest/builtin/game/register.lua:341: in function </usr/local/share/minetest/builtin/game/register.lua:329>


I'm not sure if you know why these are happening... I'm using 0.4.12-dev
 

TeTpaAka
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Re: [Mod] Quest framework [0.7] [quests]

by TeTpaAka » Thu Jul 09, 2015 12:00

It is fixed in current master. Thanks to arsdragonfly.
 

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Re: [Mod] Quest framework [0.7] [quests]

by Minetestforfun » Thu Jul 09, 2015 12:42

Hi,

Can you share with use when you think your mod will be 1.0/stable version ?

Thank you in advance
 

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Re: [Mod] Quest framework [0.7] [quests]

by TeTpaAka » Thu Jul 09, 2015 13:00

Minetestforfun wrote:Hi,

Can you share with use when you think your mod will be 1.0/stable version ?

Thank you in advance

It should be stable now, though it still needs a lot of testing. The only things I plan to add are in the TODO list in the first post. After that, I will bump the version to 1.0. The functionality should be given and the API shouldn't change.

If you have any suggestions, please post them here. I haven't had much time lately, but from next week on, I will have more time to work on minetest.
 

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Re: [Mod] Quest framework [0.7] [quests]

by Minetestforfun » Thu Jul 09, 2015 14:10

Ok, thank you for your quick answer, i planned to add your mod in my server when it will be 1.0 so... :p
 

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Re: [Mod] Quest framework [0.7] [quests]

by dannyplaysminetest » Sun Jul 12, 2015 13:58

Thanks for your hard work on this mod, i removed the Achievements Mod a while ago from my Mod Folder (got bored with it), i think this Mod is more fun and a realy good replacement, testing it right now... ;-)

¨back¨ done some testing, a QuestLog button on the Unified Inventory, perfect and easy to use.
Thanks for this cool Mod! ^_^
 

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Re: [Mod] Quest framework [0.8] [quests]

by TeTpaAka » Wed Jul 15, 2015 12:40

Update:

Central messages added for direct notifications when a quest changes and sound effects added.

Update2:

Quest metadata added.
 

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TeTpaAka
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Re: [Mod] Quest framework [0.9] [quests]

by TeTpaAka » Thu Jul 16, 2015 13:57

Update:

Manual word wrap after 60 chars added. This looks fine in 800x600 but doesn't adapt to the screen resolution. But as long as there is no engine support, this is fine.

My TODO list is done, I declare this version 1.0.
 

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Re: [Mod] Quest framework [1.0] [quests]

by Minetestforfun » Thu Jul 16, 2015 14:41

Version 1.0, Congratulation ! :p

Now need a xpframework/skillframework to work with this for create a RPG based server :)
 

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Re: [Mod] Quest framework [1.0] [quests]

by Wuzzy » Thu Jul 16, 2015 15:32

Great! Contratulations for reaching the 1.0 milestone. Now I just need to find an use case for this mod. xD
 

TeTpaAka
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Re: [Mod] Quest framework [1.0] [quests]

by TeTpaAka » Thu Jul 16, 2015 19:17

Minetestforfun wrote:Version 1.0, Congratulation ! :p

Now need a xpframework/skillframework to work with this for create a RPG based server :)

Wuzzy wrote:Great! Contratulations for reaching the 1.0 milestone. Now I just need to find an use case for this mod. xD

Thanks you two.

I fixed a deprecation warning, so now we have 1.1.
 

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Re: [Mod] Quest framework [1.1] [quests]

by Minetestforfun » Sat Aug 01, 2015 21:08

Now first stable version of the quests available, we succeed to add the "Daily Quests" system.

Feel free to follow us here https://github.com/MinetestForFun/minet ... issues/145

You can grab our work here : https://github.com/MinetestForFun/minet ... r/mods/mff

Gravgun is our team member wich work on this big mod project ! :)
 

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