Custom Quests

Quest, Quests, Chapters, as many as you want with i.e. json files! Especially useful for pack dev's

File Details

CustomQuests-1.16.4-2.1.0

  • R
  • Mar 14, 2021
  • 472.91 KB
  • 3.2K
  • 1.16.4
  • Forge

File Name

customquests-1.16.4-2.1.0.jar

Supported Versions

  • 1.16.4

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:customquests-334985:3239071")
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All the changes in v2.1.0 compared to v2.0.0:
- Fixed a bug where you couldn't claim rewards when there were no rewards (now the buttons becomes green, instead of being stuck on blue)
- Added config option for enabling/disabling backups
- Added config option for debug mode (this one might get changed later on to allow log levels)
- Added config option for giving the device on first login
- Fixed a bug where in some cases when creating a new party, the party would not be created because of invalid data
- Made progress within a party only sync when things have changed, this drastically lowers the internet congestion
- Enabled and implemented `/customquests settings` command
- Added `/customquests party list` command
- Added all in-game static text to translation file(s)
- Added questing GUI hotkey (`c` by default)
- Added auto-claim hotkey (`v` by default) (in case of a choice reward, it ALWAYS selects the first one!!!)
- Reward selection outlines render white at 50% opacity when no reward has been selected yet
- A BUNCH more places support the mod its text formatting now, (all different info in the tooltips, and also buttons(mainly the ones in the chapter list))
- Crafting recipe now uses tags instead of items
- Item tooltips only render at the task/reward slot when it's and item based task/reward (i.e. item detect, item craft, block place, etc) and it doesn't appear otherwise (i.e. XP submit, checkbox, biome detect, etc)
- Rendered lines now have anti aliasing enable, making them look less ugly
- NBT provided int fields in the "Quests.json" actually load in correctly now (this took way longer than it should have :/ )
- Fixed a bug where you were still able to click in quests which were outside of the questing canvas
- Fixed overflow text errors, they're all `ScrollingLabel`s now
- Fixed the `OR` logic type not working all the time
- Added Dutch, English, German, Italian and Brazilian Portuguese translations
- New question device texture (by zMash_Br)
- 9 New task types: Travel, Hunt, BiomeDetect, XpDetect, XpSubmit, BlockMines, BlockPlaced, Checkbox, Advancement (+ the 3 old ones: ItemDetect, ItemSubmit, ItemCraft)
- 13 new button shapes (by AlleCraft): triangle_up, triangle_down, triangle_left, triangle_right, pentagon, hex_Star, heart, trapezium_up, trapezium_down, trapezium_left, trapezium_right, spiked_square, rounded_square_extra (+12 old ones: round, diamond, square, hexagon, octagon, parallelogram, parallelogram_inverted, parallelogram_rotated, parallelogram_rotated_inverted, rounded_square, rounded_hexagon, gear)

For devs that use the CQ API:
- Progress is now read/updated inside functions, instead of being stored in `ITaskType` (it now has a `PlayerEntity` or `ClientPlayerEntity`), and therefor not stored anymore in a new instance of `ITaskType` every time.
- `ButtonContext` has because of the above ^^ a `QuadConsumer<MouseButton, uuid, int int>` as return type instead of a `Runnable`
- Moved some stuff to other packages (mainly inside the hierarchy package)
- Changed most `ArrayList<>`s from the questing data structure to `Set<>` to make use of that there can't be duplicates in a `Set<>`
- Refactored `Config` class
- Revised a bunch of stuff to make it more semantic
- Lines now support alpha (ARGB)
- Made my own `GLScissorStack` to support nested `GLScissor`s (sorry not sorry Funwayguy for not using your famous `StencilBuffer` xD )
- Added `PredicateTexture`, it's a texture type that only show when the give predicate returns true
- Removed redundant classes from the old event system i used