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			83 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
		
			Executable File
		
	
	
	
	
			
		
		
	
	
			83 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
		
			Executable File
		
	
	
	
	
quests 1.1
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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:
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intllib (optional)
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unified_inventory or inventory_plus (optional)
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central_message (optional)
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License: WTFPL
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Sounds: CC-BY
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Textures: CC-BY
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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(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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--                              -- function(playername, questname, metadata)
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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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-- metadata   - optional additional data
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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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quests.show_formspec(playername)
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-- shows the player playername his/her questlog
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quests.get_metadata(playername, questname)
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-- get metadata of the quest if the quest exists, else return nil
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quests.set_metadata(playername, questname, metadata)
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-- set metadata of the quest
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