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Моды/ProgressionNPCWork
ProgressionNPCWork

ProgressionNPCWork

ProgressionNPCWork is currently a merged Paper plugin that combines NPC, quest, shop, and companion systems under /pnw and already includes dialogue book UI, reload/config features, Bedrock support, and companion logic.

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ProgressionNPCWork

  • ProgressionNPCWork is a single, merged Paper plugin that bundles four systems into one clean workflow:

  • ProgressionNPC → persistent NPCs with admin tools, skins, and equipment

  • ProgressionQuest → YAML-driven quests with NPC dialogue + clickable chat actions

  • ProgressionShop → NPC-bound buy/sell shops with GUI

  • ProgressionNPCCompanion → quest companions (followers) with optional combat + escort targets + gear transfer

Everything is stored in simple files under plugins/ProgressionNPCWork/, so you can manage content with commands, in-game editors, or raw YAML.

Highlights

  • One plugin, four core RPG systems (NPCs, Quests, Shops, Companions)

  • NPC dialogue + quests shown directly in chat (with clickable Accept / Turn-in)

  • Quest safety rules: accept/turn-in only works after talking to the correct NPC

  • Main-quest chains (Hauptquest) + standalone side quests (Nebenquest)

  • Loot turn-in parsing (supports multiple items + optional cmd=...)

  • Companion system:

    • smooth follow behavior (does not reposition just because you rotate)

    • optional combat assist (never targets players)

    • escort goal support (auto-despawn when target is reached)

    • Shift + Rightclick companion to open an equip GUI

    • auto-return companion gear on quest end/fail (and on next join if anything is left behind)

  • Shop system:

    • file-based shops (shops/*.yml)

    • buy + sell entries

    • supports ProgressionAPI item specs (if available)

    • uses ProgressionEconomy for actual money handling (if installed)

Why you’ll love it

  • You can build a real MMO-style quest hub fast: create NPC → add dialogue → create quest → activate → done.

  • Players get a clear flow: talk → accept → deliver items → turn in, with minimal commands.

  • It’s built for server iteration: edit YAML, run reload commands, keep moving.

  • You can create escort / companion quests without custom scripting.

Features

  • NPC System (ProgressionNPC)

  • NPC creation/removal/listing

  • “Look at players” toggle

  • “Animations / AI” toggle + anchor control (keeps NPC at its position)

  • Teleport NPC to you

  • NPC equipment GUI (armor + main/offhand)

    Skin system:

  • save Mojang skin by player name

  • assign saved skin to NPC

    Protection:

  • NPCs can’t be damaged

  • interactions are controlled (no vanilla villager trading)

Quest System (ProgressionQuest)

  • Quest definitions stored as YAML (quests/.yml)

  • NPC dialogue lines stored per NPC (npcs/.yml)

  • Clickable quest actions in chat under the dialogue:

    • [Accept] → runs /pv quest accept

    • [Turn-in] → runs /pv quest turnin

  • Quest prerequisites (quest chains) via requires_completed

    Turn-in rules:

    • must talk to the correct NPC (context system)

    • optional “visit NPCs before turn-in” requirement

    Rewards:

    • XP reward (grants real XP)

    • Item rewards (grants real items)

    • Coins reward is currently displayed (quest economy payout is not implemented here)

    Quest book:

configurable questbook.yml (title/author/CMD/pages/layout)

  • /pv give questbook

Shop System (ProgressionShop)

  • Shops loaded from shops/*.yml

  • Each shop is tied to an npcId

  • GUI-based buy/sell

  • Buy supports item spec (ProgressionAPI) or vanilla material definition

  • Sell supports match rules (e.g., material-based)

  • Optional background filler + navigation/back button settings

  • Economy integration:

    • requires ProgressionEconomy to actually buy/sell

Companion System (ProgressionNPCCompanion)

  • Companion can be enabled per quest (companion.enabled)

  • Optional combat support (companion.combat)

  • Optional escort system:

    • set a target location + radius

    • when player + companion reach it, it marks reached and despawns the companion

    Template NPC support:

    • companion can copy name/skin/equipment from a chosen NPC template (companion.templateNpcId)

    Gear transfer:

    • Shift + Rightclick your companion → open equip GUI

    • saved per-player/per-quest

    • auto-returned on quest end/fail (and recovered on join if left over)

Setup

  • Install

    • Put the jar in your server’s plugins/ folder.

    • Required dependency

    • ProgressionAPI (hard depend)

    • Optional dependencies (recommended)

    • LibsDisguises + ProtocolLib (needed for player-skin disguises on NPCs/companions)

    • ProgressionEconomy (needed for shop buy/sell to actually work)

First start

  • The plugin generates files into:

    • plugins/ProgressionNPCWork/config.yml

    • plugins/ProgressionNPCWork/settings.yml

    • plugins/ProgressionNPCWork/ui.yml

    • plugins/ProgressionNPCWork/messages.yml

    • plugins/ProgressionNPCWork/colors.yml

    • plugins/ProgressionNPCWork/questbook.yml

    • plugins/ProgressionNPCWork/tool_prices.yml

    • plugins/ProgressionNPCWork/shops/ (creates an example shop if empty)

    • plugins/ProgressionNPCWork/templates/ (quest + npc templates)

Compatibility

  • Platform: Paper (uses Paper Brigadier command registration)

  • Minecraft: api-version: 1.21 (built against Paper 1.21.11 API)

  • Java: 21

  • Depends: ProgressionAPI

  • Softdepends: ProtocolLib, LibsDisguises, ProgressionEconomy

Basic workflow

  • Create an NPC

    • /pnpc npc create

    • (Optional) Give it a skin

    • /pnpc skin save

    • /pnpc skin set

    • Add dialogue lines for that NPC

    • Select NPC (admin, in-game): Shift-rightclick the NPC (or use selection tools)

  • Add dialogue:

  • /pv chat create <text...> [npcId]

  • Create a quest

  • Main quest chain:

    • /pv hauptquest create <name...> [npcId]
  • Side quest:

    • /pv nebenquest create <name...> [npcId]
  • Edit quest content

    • /pv quest edit (opens clickable editor)

    • Set task text, loot requirement, visited NPC requirements, rewards, companion settings

  • Activate the quest

    • /pv quest end (sets the quest to active)
  • Player gameplay loop

    • Player rightclicks the NPC → dialogue shows → quests appear with clickable buttons

    • Accept → do task → turn-in

    • (Optional) Add a shop to an NPC

    • Create/edit shops/.yml

  • Bind shop to NPC:

    • /pshop bind

Совместимость

Minecraft: Java Edition

1.21.x

Платформы

Поддерживаемые окружения

Сервер

Детали

Лицензия:MIT
Опубликован:4 недели назад
Обновлён:6 дней назад
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