3e82fda965
Now register_quest only registers a quest and you have to start it with quests.start_quest()
66 lines
2.6 KiB
Plaintext
66 lines
2.6 KiB
Plaintext
quests 0.1
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quests is a simple quest framework for minetest that lets you define your own quests and handels the representation.
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Dependencies: none
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License: WTFPL
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-------------------------------------------------------------------------------
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You can see a full list of your active quests with the chatcommand /quests
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API:
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quests.register_quest(playername,questname,quest)
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-- registers a quest for later use
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--
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-- questname is the name of the quest to identify it later
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-- it should follow the naming conventions: "modname:questname"
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-- quest is a table in the following format
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-- {
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-- title, -- is shown to the player and should contain usefull information about the quest.
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-- description, -- a small description of the mod.
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-- max, -- is the desired maximum. If max is 1, no maximum is displayed. defaults to 1
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-- autoaccept, -- is true or false, wether the result of the quest should be dealt by this mode or the registering mod.
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-- callback -- when autoaccept is true, at the end of the quest, it gets removed and callback is called.
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-- }
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--
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-- returns true, when the quest was successfully registered
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-- returns falls, when there was already such a quest
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quests.start_quest(playername, questname)
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-- starts a quest for a specified player
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--
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-- playername - the name of the player
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-- questname - the name of the quest, which was registered with quests.register_quest
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--
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-- returns false on failure
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-- returns true if the quest was started
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quests.update_quest(playername, questname, value)
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-- when something happens that has effect on a quest, a mod should call this method
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-- playername is the name of the player
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-- questname is the quest which gets updated
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-- the quest gets updated by value
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-- this method calls a previously specified callback if autoaccept is true
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-- returns true if the quest is finished
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-- returns false if there is no such quest or the quest continues
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quests.accept_quest(playername, questname)
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-- When the mod handels the end of quests himself, e.g. you have to talk to somebody to finish the quest,
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-- you have to call this method to end a quest
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-- returns true, when the quest is completed
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-- returns false, when the quest is still ongoing
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quests.abort_quest(playername, questname)
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-- call this method, when you want to end a quest even when it was not finished
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-- example: the player failed
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--
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-- returns false if the quest was not aborted
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-- returns true when the quest was aborted
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quests.show_hud(playername)
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-- shows the hud to player playername
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quests.hide_hud(playername)
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-- hides the hud for player playername
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