QuestAdder | Make your server with QuestAdder!

toxicity188

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Hello, I am toxicity.

Today i will show you about QuestAdder.
My BuiltByBit link is here.
Plugin's wiki is here.

Please feel free to send DM to me if you have a any question. my discord name is toxicitiy188.

Open source, Free
QuestAdder is fully open source.
You can always fork and rebuild QuestAdder!

Dialog-Based System
YAML:
example_quest:
  name: "[Main] Hunt pig"
  class: quest
  item:
    type: book
    display: <color:gold><decoration:bold>[Main] <color:white>Hunt pig.
    lore:
      - Hunt three pig!
  recommend:
    - Faster is better.
  condition:
    1:
      condition: var('hunt_pig') >= 3
      lore: Hunt three pig <color:gray>(%var('hunt_pig')%/3)
  variable:
    1:
      event: kill{t=PIG}
      name: hunt_pig
      max: 3
      lore: Hunt three pig
  reward:
    money: 100
    exp: 50

example_dialog_1:
  talk:
    - <gradient:yellow-green>Let's take some quest!
  quest:
    - example_quest give
  check:
    - example_quest has example_dialog_2

example_dialog_2:
  talk:
    - <color:yellow>Success!
    - <gradient:blue-dark_purple>Congratulation!
  quest:
    - example_quest complete
    - example_quest remove
  check:
    - example_quest !complete example_dialog_3

example_dialog_3:
  talk:
    - you have to hunt more pig,*** to complete quest!
QuestAdder is developed based on Dialog.
you can make every dialog with QuestAdder.

Support function and variables
YAML:
  condition:
    1:
      condition: var('hunt_pig') >= 3
      lore: Hunt three pig <color:gray>(%var('hunt_pig')%/3)
  variable:
    1:
      event: kill{t=PIG}
      name: hunt_pig
      max: 3
      lore: Hunt three pig
QuestAdder has it's own variable system, and can use function like "var('hunt_pig')"
you can make every quest you want to.

Support various component effect
Just follow my wiki!
QuestAdder supports various text effect.
you can use this effect in every way in my plugin!

QnA

YAML:
example-npc:
  class: npc
  name: test npc
  id: 0
  dialog:
    - example-dialog-1
    - example-dialog-4

example-dialog-1:
  talk:
    - hello!
    - choose one!
  qna:
    - example-qna-1
example-qna-1:
  class: qna
  items:
    11:
      item:
        type: green_wool
        display: dog
      dialog:
        - example-dialog-2
    15:
      item:
        type: red_wool
        display: cat
      dialog:
        - example-dialog-3
example-dialog-2:
  talk:
    - dog? okay!
  variable:
    - "'dog' @set:animal"
  index:
    - 1 @set:example-npc
example-dialog-3:
  talk:
    - cat? okay!
  variable:
    - "'cat' @set:animal"
  index:
    - 1 @set:example-npc

example-dialog-4:
  talk:
    - you selected %strOf(player(),'animal')%!
    - try again?
  qna:
    - example-qna-2

example-qna-2:
  class: qna
  items:
    11:
      item:
        type: green_wool
        display: yes
      dialog:
        - example-dialog-5
    15:
      item:
        type: red_wool
        display: no
      dialog:
        - example-dialog-6

example-dialog-5:
  talk:
    - alright!
  index:
    - 0 @set:example-npc
  dialog:
    - example-dialog-1

example-dialog-6:
  talk:
    - oh, ***okay.
This plugin uses QnA to implement multiple choice system.
you can simple use QnA to make a tree storyline.

Action Script
YAML:
navigate_start:
  event:
    - navigatestart
  action:
    - sound{n=entity.experience_orb.pickup}
    - message{m=" <color:gold><decoration:bold>[!] <color:white>navigation start - <color:yellow>%location()%"}
navigate_fail:
  event:
    - navigatefail
  action:
    - sound{n=entity.item.break}
    - message{m=" <color:red><decoration:bold>[!] <color:white>no location found!"}
navigate_end:
  event:
    - navigateend
  action:
    - sound{n=entity.item.break}
    - message{m=" <color:red><decoration:bold>[!] <color:white>navigation end."}
navigate_complete:
  event:
    - navigatecomplete
  action:
    - sound{n=entity.experience_orb.pickup}
    - message{m=" <color:gold><decoration:bold>[!] <color:white> yow arrive at the destination - <color:yellow>%location()%"}

quest_give:
  event:
    - questgive
  action:
    - sound{n=entity.experience_orb.pickup}
    - message{m=" <color:gold><decoration:bold>[!] <color:white>quest request - <color:yellow>%quest()%"}
quest_select:
  event:
    - questselect
  action:
    - message{m=" <color:gold><decoration:bold>[!] <color:white>quest choose - <color:yellow>%quest()%"}

quest_complete:
  event:
    - questcomplete
  action:
    - sound{n=ui.toast.challenge_complete}
    - title{t="<gradient:yellow-green><decoration:bold,italic>Quest Complete!",st="<color:green><decoration:bold,italic>%comma(exp())% Exp <color:gray>- <color:gold><decoration:bold,italic>%comma(money())% Gold"}

quest_surrender:
  event:
    - questsurrender
  action:
    - message{m=" <color:gold><decoration:bold>[!] <color:white>quest surrender - <color:yellow>%quest()%"}

quest_surrender_fail:
  event:
    - questsurrenderfail
  action:
    - message{m=" <color:gold><decoration:bold>[!] <color:white>this quest is unsurrenderable - <color:yellow>%quest()%"}
Action Script is QuestAdder's script language.
you can handle various event and execute effect.

Navigation system
캡처_2023_09_04_03_22_47_958.png

QuestAdder supports it's own navigation system.
you can freely use this!

Auto resourcepack build
YAML:
hammer:
  type: gold_nugget
  display: <gradient:yellow-green>Beautiful Hammer
  icon:
      asset: hammer
QuestAdder supports auto resourcepack build.
You can simply apply resource by import QuestAdder/resources/build folder in your resourcepack folder.

ItemsAdder, Oraxen support
QuestAdder supports ItemsAdder and Oraxen!
QuestAdder automatically link the item and you can use the item without other work!

MySql Support
QuestAdder supports MySql.
YAML:
#yml, mysql
using: yml

info: #mysql
  host: localhost
  database: questadder
  name: root
  password: write your password here!
 
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