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Quest framework for Minetest
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quests 0.4

quests is a simple quest framework for minetest that lets you define your own quests and handels the representation.

Dependencies: none
License: WTFPL

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You can see a full list of your active quests with the chatcommand /quests

API:
quests.register_quest(playername,questname,quest)
-- registers a quest for later use
--
-- questname is the name of the quest to identify it later
--      it should follow the naming conventions: "modname:questname"
-- quest is a table in the following format
--      {
--        title,                -- is shown to the player and should contain usefull information about the quest.
--        description,          -- a small description of the mod.
--        max,                  -- is the desired maximum. If max is 1, no maximum is displayed. defaults to 1
--        autoaccept,           -- is true or false, wether the result of the quest should be dealt by this mode or the registering mod.
--        callback              -- when autoaccept is true, at the end of the quest, it gets removed and callback is called.
--      }
--
-- returns true, when the quest was successfully registered
-- returns falls, when there was already such a quest

quests.start_quest(playername, questname)
-- starts a quest for a specified player
--
-- playername - the name of the player
-- questname  - the name of the quest, which was registered with quests.register_quest
--
-- returns false on failure
-- returns true if the quest was started

quests.update_quest(playername, questname, value)
-- when something happens that has effect on a quest, a mod should call this method
-- playername is the name of the player
-- questname is the quest which gets updated
-- the quest gets updated by value
-- this method calls a previously specified callback if autoaccept is true
-- returns true if the quest is finished
-- returns false if there is no such quest or the quest continues

quests.accept_quest(playername, questname)
-- When the mod handels the end of quests himself, e.g. you have to talk to somebody to finish the quest,
-- you have to call this method to end a quest
-- returns true, when the quest is completed
-- returns false, when the quest is still ongoing

quests.abort_quest(playername, questname)
-- call this method, when you want to end a quest even when it was not finished
-- example: the player failed
--
-- returns false if the quest was not aborted
-- returns true when the quest was aborted

quests.show_hud(playername)
-- shows the hud to player playername

quests.hide_hud(playername)
-- hides the hud for player playername

quests.show_formspec(playername)
-- shows the player playername his/her questlog