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Miroir du dépôt quests.
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inventory_plus.lua | ||
README | ||
unified_inventory.lua |
quests 0.6 quests is a simple quest framework for minetest that lets you define your own quests and handels the representation. Dependencies: none License: WTFPL ------------------------------------------------------------------------------- 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