https://github.com/mt-mods/missions
Minetest missions mod
https://github.com/mt-mods/missions
minetest mission mod xp
Last synced: 17 days ago
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Minetest missions mod
- Host: GitHub
- URL: https://github.com/mt-mods/missions
- Owner: mt-mods
- License: lgpl-2.1
- Created: 2018-05-17T06:53:29.000Z (almost 7 years ago)
- Default Branch: master
- Last Pushed: 2024-02-27T01:24:18.000Z (about 1 year ago)
- Last Synced: 2025-04-17T00:17:14.270Z (22 days ago)
- Topics: minetest, mission, mod, xp
- Language: Lua
- Homepage: https://forum.minetest.net/viewtopic.php?f=9&t=20125
- Size: 12.4 MB
- Stars: 4
- Watchers: 5
- Forks: 7
- Open Issues: 17
-
Metadata Files:
- Readme: readme.md
- License: LICENSE.txt
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README
Minetest mission mod (missions)
======# Archived!
**This mod is now in archive mode, for a full replacement with more features use the "epic" mod: https://github.com/damocles-minetest/epic**
**(or ping me if you want to fork and maintain this)**Minetest mod for in-game mission creation (for players and admins)
Adds a mission block to create missions and a mission-wand to mark positions and chests* Github: [https://github.com/thomasrudin-mt/missions](https://github.com/thomasrudin-mt/missions)
* Forum Topic: [https://forum.minetest.net/viewtopic.php?f=9&t=20125](https://forum.minetest.net/viewtopic.php?f=9&t=20125)Obligatory screenshot
Features:
* In-game mission builder
* Craftable mission-block and wand
* Create epic quests or mazes
* Missions can span multiple days, even weeks
* Running missions persist across login/logout and server-restartSupported mission-steps:
* Build (place any nodes)
* Build specific nodes (e.g: Stone)
* Dig nodes (any)
* Dig specific nodes (e.g: Meseblock)
* Put items in Chest at position (e.g: 99xStone)
* Waypoint (hidden and visible in hud)
* Teleport player to position (requires the **missions_teleport** priv)
* Reward player with items from a chest
* Reward player with items (mission-build must have the **give** priv)
* Message (show a message with a title)
* Grant priviliege (requires the **priv** privilege)Extended mission-steps (dependent on other mods):
* Spawn a mob at position (requires the **missions_mobs** priv)
* Check xp (if xp mod enabled)
* Give xp (if xp mod enabled and privs available)# Install
* Unzip/Clone it to your worldmods folder
# Crafting
Mission-Block:
Mission wand:
**Note:** Used (position and chest) wands can be mixed back to a plain wand again
# Manual
## Create missions (in-game)
Craft yourself a mission wand (missions:wand) and mark your waypoints and chests with it:
Give them a name so you find them later in the inventory.
The wand converts either to a position wand or a chest wand, depending on what you are pointing it to.
* **Position wand**: Marks waypoints for a mission
* **Chest wand**: Marks chests for taking or putting inventory (default and morechests supported for now)Properly named chest-wand:
When you are finished marking the places and chests you want in your mission
you can craft a mission-block (missions:mission) and place it where you want the mission to start.
The Mission block can only be dug from the owner or an admin with protector_bypass privilege.Rightclick on the mission to open the editor dialog:
On the left you can add and order the mission steps.
On the right you can edit its name, description and the time allowed to finish it.Now click on **add** to create your first mission step:
Choose your first step in the mission:
* Could be a waypoint to which the player has to go
* Or a chest which has to be filled with a given amount and type of item
* Or a simple welcome message to brief the playerExample of a step in which the player has to place 99 stones in the chest
This is just an example, the player could take out the items as soon as the step or the mission is finished.
In reality you would use a dropbox from the morechests mod or inject the items into some tubes with mesecons and pipeworks.Example of a waypoint step:
The visibility of the waypoint can be toggled if you want the player to search for it (after you gave him some hints of course)
Example of a Message step:
The player has to click the message away in order to execute the next step
An example of a finished mission with waypoints and messages:
now you can click on **Save and Validate** to check if the mission is valid:
* Enough items to give the player as reward
* Enough room in chests for the player to put inAn example of an invalid mission:
The mission will be validated every time a player wants to start it.
Of course a reward upon finishing the mission would always be a good idea...
For this, create a **Reward from Chest** step and place the marked wand to the chest in the **target** field.
The chest has to contain the items in order to start the mission.## Play missions
To play a mission do a rightclick on a mission-block or as the owner of it click on **User** in the edit dialog:
After carefully reading the text (or not at all) you can click **Start** to accept the mission.
Only one mission can be active at the same time.After the start the configured wapyoints will guide you through the mission (or not if so configured)
For item collection a status-text on the upper right will tell you how much you have to collect:
An example message from the mission-creator to the player:
## Create more mission-steps (specs)
See the existing steps in the **steps** folder for some guidelines.
# Depends
* default
* [xp_redo](https://github.com/thomasrudin-mt/xp_redo)?
* [more_chests](https://github.com/minetest-mods/more_chests)?
* [mobs_redo](https://notabug.org/TenPlus1/mobs_redo)?
* [mobs_monster](https://notabug.org/TenPlus1/mobs_monster)?
* [mobs_horse](https://notabug.org/TenPlus1/mob_horse)?
* [mobs_animal](https://notabug.org/TenPlus1/mobs_animal)?
* [mobs_npc](https://notabug.org/TenPlus1/mobs_npc)?
* mobs_xenomorph?
* mobs_fish?
* mobs_crocs?
* mobs_jellyfish?
* mobs_sharks?
* mobs_turtles?
* mesecon?# Pull requests / bugs
I'm happy for any bug reports or pull requests (code and textures)