QuestForge
Quests you write in a file, played through a GUI
QuestForge gives your server quests that you write in a file and your players play through a GUI, on Paper 1.21.x. Six objective types, chains that gate one quest behind another, rewards in money, XP, items or commands, and progress that survives a restart.
WHY QUESTFORGE
- A quest is a file you can read. Objectives, rewards and the text the player sees all live in the same place, so a quest can go into version control with the rest of your server and a second admin can edit it without asking you how
- Chains are declared, not scripted. One line lists the quests that must be finished first, so a whole storyline is a list of dependencies instead of a pile of conditions spread across files
- The player always knows what they are doing. A BossBar tracks the current objective at all times, and clicking another quest in the log moves the tracker onto it
- They can look before they commit. A preview window shows the objectives and the rewards of a quest before it is accepted, so nobody fills their log with quests they did not want
- Progress comes back after a crash. A player who was two zombies away from finishing is two zombies away when the server returns
- NPCs are optional, not required. Citizens quest givers work if you have them installed; without Citizens every quest is still fully playable
WHAT YOU GET
- Quest packs in YAML — drop files into the quests/ folder and reload in place. Any number of quests, any number of files
- 6 objective types — KILL, COLLECT, CRAFT, REACH, TALK and DELIVER, mixed in any order inside one quest
- Sequential objectives — a quest runs its objectives in the order you wrote them, so "chop wood, then craft the pickaxe, then kill the zombie" happens in that order
- Quest chains — prerequisites: holds one or several quest ids; branching storylines work, not only straight lines
- Four kinds of reward, combinable — money through Vault, vanilla XP, item stacks, and any console command you want to run, including broadcasts and rank grants
- Quest log GUI — six rows with a paginator for servers with a lot of quests, a preview window before accepting and a confirmation step so nothing is accepted by a stray click
- BossBar tracker — always-visible progress on the tracked quest, switchable from the log
- Citizens quest givers — give any NPC the questgiver trait and right-clicking it opens a quest log with only its quests in it
- MythicMobs targets — a KILL objective can name a custom mob instead of a vanilla entity
- Location objectives — REACH takes a world, coordinates and a radius, so exploration and "go and see this place" quests work without an NPC
- Delivery objectives — DELIVER asks the player to hand a set number of items to a specific NPC, and takes them
- Admin hand-outs — staff can start a quest on a player directly, useful for events and for fixing a broken run
- PlaceholderAPI — active quest count, completed count, current quest name and current objective, for your scoreboard, TAB or chat
- English and Spanish included, and every string a player reads lives in messages.yml in MiniMessage format, colours and all
THE SIX OBJECTIVE TYPES
- KILL — a vanilla entity or a MythicMob id, times N
- COLLECT — pick up N of a material, however they get it
- CRAFT — craft N of an item
- REACH — walk within a radius of a point in a world
- TALK — right-click a specific NPC
- DELIVER — hand a specific NPC a specific number of items