This is a checklist for features that should be implemented into Minequest, or have been used in the past. Key: *= Need to implement #= Should implement @= Less Important/Optional Quests Types Kill x mobs/players Collect x items Retrieve an item Travel to Defend Destroy Place/build Quests that can /tp you to another world Quest Requirements NPCs can give quests Rewards Spells Currency Items Access to certain areas NPCs* Folder which can contain skins for NPCs that the server loads from Setting in config file to set which skin is used for a specific NPC Spells# Can Include Lightning strikes Ghast fireballs Growing Water Lava Classes* Can Include Warrior Wizard Ranger Explorer Treasure Hunter Knight Races@ Elf Ogre Human Abilities# Special economy@ Can Include Trading Bindings# Zones# Can include Cities Wilderness Quest zones Player homes Evil bases Castles Special items@ Can include Wands Swords Armor (replaceable by 1.4 colored leather armor) Admins/Staff, please feel free to update this list as pleased. This is only a starting checklist. File of old Minequest /help and trading are attached.
Finally got a chance to look at this: Quests stuff should all be implemented. The /tp to another world, however, may not be implemented without some change in the core code. NPCs are no longer handled by MQ, and never will be. I'd rather devote resources to improving the core experience. Plugins like MineQuest-Citizens can fill this void. Spells, classes, races, etc... are to be handled my MineQuest-RPG, which is now undergoing a rewrite. Zones are no longer handled by MQ. I recommend hooking into stuff like Residence or WorldGuard. Economy is no longer handled by MQ; instead, it hooks into Vault for such doings.