Description
Example Campaign (EN/ES): LINK
- That link sends you to my website, I made a really solid campaign for you to download and try the Engine!
Note 01: Is worth visiting my page to understand how to make it work.
Note 02: This engine supports both classic vanilla open-world and pre-built maps. It's made with quests, actors and conditions for both options.
⚔️ Questler: Living Quests, Narrative & RPG Engine
Questler is far more than just a traditional quest book—it is a complete narrative, progression, and world-building engine built for modpack creators, adventure server owners, and map makers on Fabric (Minecraft 26.2).
Craft deep branching questlines, interactive dialogue trees, and living world actors directly inside the game through a polished visual authoring studio—without touching a single line of code or restarting your world.
✨ Key Features
🎭 Living NPC System & Deep Storytelling
- Physical Entity vs. Borrowed AI: Decouple visual appearance from behavior. Any Vanilla or modded entity (villagers, iron golems, zombies, skeletons, custom mobs) can serve as a story actor using interchangeable AI presets (passive/dialogue, guard, hostile, or custom entity AI).
- Dynamic World Anchors & Conditional Spawning: Anchor story actors to villages, custom structures, biomes, exact coordinates, or have them dynamically appear right in front of the player (
near_player) only when a prerequisite quest is completed. - 9 Advanced Lifecycle Policies: Configure actors with conditional protections (
protected_until), automatic casualty replacements (replaceable/recoverable), or quests that dynamically fail or branch upon death (fail_on_death,branch_on_death). - Branching Dialogue Trees & Story Deliveries: Interactive dialogue system responsive to quest progression states (
available,in_progress,completed), featuring full inventory scanning for story item deliveries. - Quality of Life Protections: Built-in solar immunity for undead story actors (no helmets required) and locked villager levels/XP to prevent vanilla job resets.
🧭 Exploration & Rich Task Objectives
- Location & Exploration Tasks (
questler:location): Send players to explore villages, specific structures, biomes, dimensions, or precise coordinates. Includes configurable discovery radius and a one-click "📍 My Position" button in the editor to capture author coordinates instantly. - Diverse Native Tasks: Entity hunting (
kill), item/tag gathering (item), NPC conversations (talk_to_actor), story deliveries (deliver_item), vanilla advancements (advancement), experience points (xp), and manual checkboxes. - Sequential Task Chains: Require multi-step tasks within a quest to be performed in a strict, chronological sequence.
🛠️ In-Game Visual Authoring Studio (Zero-Code)
- Fluid 2D Infinite Canvas: Interactive pan and zoom navigation, adaptive global framing (
Fto Zoom-to-Fit), seamless parallax tiled backgrounds, and hardware-accelerated vector cables (Bézier, Straight, or Orthogonal). - Live In-Game Hot-Reloading: Edit actors, quests, tasks, and rewards in real time. World entities immediately update their nameplates, equipment, AI behaviors, and spawn states without disconnecting or running
/reload. - Custom Chapter Canvas Images: Place scalable diagrams, map overlays, or in-game screenshots directly onto the quest canvas with full control over scale, rotation, opacity, and tooltips.
- DAG Inspector & Sandbox Simulator: Built-in narrative graph visualizer with DFS cycle detection, broken dependency diagnostics, live actor locator with one-click
/tpbuttons, and an interactive quest state simulator.
🖥️ Player Experience & Reactive HUD
- Individual Pinning & Pin Cascade: Right-click any quest on the canvas to pin it to your HUD. When a pinned quest is completed and claimed, it automatically unpins and cascades to pin newly unlocked child quests in the chain.
- Pinned Quests Header Tray: Click any pinned chip in the quest screen header to fly your camera directly to that quest with a golden locator beacon flash.
- Pulsing Alerts & Customizable Toasts: Never miss a turn-in with pulsing reward notifications and an in-game configuration menu (
O) to adjust toast positions, durations, and UI scaling.
🔒 Server-Authoritative & Portable Architecture
- 100% Server-Authoritative: All evaluations, completions, and item deliveries are governed securely by the server and atomically saved per world (
<world>/questler/progress/<uuid>.json), completely eliminating client desyncs and exploits. - Single-File Portable Packs (
.questler.zip): Export and import complete campaigns containing canonical JSONs, custom bundled images, versioned manifests, and SHA-256 integrity checks. - Draft-Tolerant Auto-Save: Create and save work-in-progress campaigns and actors without being blocked by strict dependency validation errors.
⌨️ Useful Commands
/questler— Opens the main Questler book (also bound to</ rebindable in Controls)./questler config— Opens client settings & HUD overlay layout (or pressO)./questler locate <actor_id>— Displays real-time world coordinates and a clickable/tplink to a narrative actor./questler reload— Safely reloads campaigns, chapters, and data configurations./questler export <campaign_id>— Packages a campaign into a portable.questler.zipfile./questler progress <player> (reset|complete) [campaign_id]— Administrative progress management.
📦 Requirements & Compatibility
- Platform: Fabric
- Minecraft Version: 26.2
- Java Version: Java 25 LTS
- Required Dependency: Fabric API







