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StoryQuest
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Story-driven quests for Minecraft maps: in-game editor, journal, HUD tracker, dialogues, visit zones and command triggers.
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StoryQuest
Story-driven quests for Minecraft maps — no JSON, no datapacks, no restarts.
StoryQuest is a quest system for Minecraft 1.21.1 (NeoForge) built for adventure maps, RPG servers and story campaigns. Instead of the usual "collect 64 cobblestone" loop, you get chapters, dialogues, visit zones and scripted events — all created right in the game.
✨ Features
- 📖 In-game quest editor (
K, operators only) — main info, story text, objectives, flags, conditions and scripts, all in tabs. - 📗 Quest journal (
J) — chapters, descriptions, objective status, accept and track buttons. Two UI themes: Paper and Book, switchable without a restart. - 🎯 HUD tracker — the tracked quest and its objectives on screen. Corner, scale, offset and opacity are configurable per client.
- 🗺️ Waypoints — visit objectives can show a floating marker (any color, visible through blocks), a light beam and a HUD compass with direction and distance.
- ✅ Objectives — Manual (completed by a command or command block) and Visit (completed automatically when the player enters a sphere: dimension + X/Y/Z + radius).
- 💬 Dialogues — narrator name, page-by-page text (
|separates pages), shown on quest start and finish, or on demand from command blocks. - 🔀 Conditions & branches — quests can require other quests (all or any), hide until available, and form mutually exclusive branches.
- 👥 Co-op quests — shared quests use one progress per world: anyone in the group can start the quest or tick an objective; commands run for every online player.
- ⚡ Story scripts — commands on quest start and completion, separated by
;or newlines, with a%player%placeholder. They run as the player with permission level 2, so@s,give,effect,summon,tellraw,functionall work. - 💾 Sensible storage — quests live in the world save (
data/storyquest_quests.dat): copy the world, copy the quests. Player progress is stored in player NBT and survives death. JSON export/import for moving quests between worlds, with automatic backups (last 20 copies kept). - 🌍 English and Russian localization.
🚀 Quick start
- Join a world with cheats enabled (or be an operator).
- Press
Kto open the editor, click New. - Fill in the ID (e.g.
chapter_1_intro), title, chapter, description. - Text tab — intro and final dialogue, pages separated by
|. - Objectives tab — add at least one objective. For Visit, press My position to grab your coordinates.
- Script tab — optional commands on start/completion.
- Save, then give the quest:
/storyquest start chapter_1_intro
🧰 Commands
/storyquest journal | Open the quest journal |
/storyquest editor | Open the editor (operators) |
/storyquest start <quest> [players] | Start a quest (checks conditions) |
/storyquest force-start <quest> | Start ignoring conditions (testing) |
/storyquest complete <quest> | Complete a quest |
/storyquest objective complete <quest> <n> | Complete an objective manually |
/storyquest track <quest> / untrack | Pin / unpin the HUD tracker |
/storyquest reset / reset-shared | Reset personal / shared progress |
/storyquest export <name> / import <name> | JSON export & import |
/storyquest dialogue <players> <speaker> <text> | Show a dialogue |
⚙️ Config
Everything is in config/storyquest-common.toml / storyquest-client.toml, editable in game: Mods → StoryQuest → Config. HUD position and scale, waypoints and beams, compass, UI theme, chat messages, sounds.
📋 Status & links
The mod is in beta — core features are stable, feedback is welcome.
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