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QuestCreator/任务条件

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Qsefthuopq讨论 | 贡献2019年2月13日 (三) 16:23的版本
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任务条件

  • A condition is something that the player needs to progress.
  • 条件可用于开始任务的需求或任务目标的需求 (如果没有类似的目标类型的话).
  • 一个条件拥有独立的配置选项.

每个条件都有通用设置.

my_condition:
  type: [condition type]
  check_leader_only: true
  take_after_check: true
  error_message: '&cYou don''t have this requirement.'
  • 'type' is the condition type. They're all detailed below.
  • 'check_leader_only' is a boolean. Set it to true to check the condition only for the leader.
  • 'take_after_check' is a boolean. Set it to true to take the condition when the quest starts (only if applicable, for example ITEM or MONEY).
  • 'error_message' is a text. It will be sent to the player if he hasn't the condition (if the condition is a start condition).

Example of use for a start condition

start_conditions:
  my_condition:
    type: ITEM
    operation: HAS
    item:
      must_have_in_hand: true
      type: DIAMOND
      amount: 10
    error_message: '&cYou need 10 diamonds to start this quest !'
    check_leader_only: true
    take_after_completion: true

Example of use for a quest object

my_object:
  type: CONDITIONS
  conditions:
    my_condition:
      type: MONEY
      amount: 100.0
      check_leader_only: true
      take_after_completion: true

Condition types

This list was generated automatically from the in-game editor. If you find any incoherence, please report it on discord.

CONDITION_JOBSREBORN_JOB_LEVEL

condition:
  # ... generic settings here
  type: CONDITION_JOBSREBORN_JOB_LEVEL
  # job_name (text, mandatory) : name of job
  job_name: '/'
  # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader
  check_leader_only: 'true'
  # error_message (text, optional) : an error message displayed when the condition isn't completed
  error_message: []
  # operation (operation, optional) : operation to perform/check
  # possible values : EQUALS, DIFFERENT, AT_LEAST, LESS_THAN
  operation: 'EQUALS'
  # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable)
  take_after_completion: 'false'
  # value (decimal number, optional) : value modifier
  value: '1.0'

Here's a compact version to copy/paste it quickly.

      condition:
        type: CONDITION_JOBSREBORN_JOB_LEVEL
        job_name: '/'
        check_leader_only: 'true'
        error_message: []
        operation: 'EQUALS'
        take_after_completion: 'false'
        value: '1.0'

HEROES_CLASS_LEVEL

condition:
  # ... generic settings here
  type: HEROES_CLASS_LEVEL
  # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader
  check_leader_only: 'true'
  # class_name (text, optional) : name of Heroes class
  class_name: '/'
  # class_type (type, optional) : type of Heroes class
  # possible values : PRIMARY, SECONDARY
  class_type: 'PRIMARY'
  # error_message (text, optional) : an error message displayed when the condition isn't completed
  error_message: []
  # operation (operation, optional) : operation to perform/check
  # possible values : EQUALS, DIFFERENT, AT_LEAST, LESS_THAN
  operation: 'EQUALS'
  # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable)
  take_after_completion: 'false'
  # value (decimal number, optional) : value modifier
  value: '1.0'

Here's a compact version to copy/paste it quickly.

      condition:
        type: HEROES_CLASS_LEVEL
        check_leader_only: 'true'
        class_name: '/'
        class_type: 'PRIMARY'
        error_message: []
        operation: 'EQUALS'
        take_after_completion: 'false'
        value: '1.0'

HEROES_SKILL_LEVEL

condition:
  # ... generic settings here
  type: HEROES_SKILL_LEVEL
  # skill_name (text, mandatory) : name of Heroes skill
  skill_name: '/'
  # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader
  check_leader_only: 'true'
  # error_message (text, optional) : an error message displayed when the condition isn't completed
  error_message: []
  # operation (operation, optional) : operation to perform/check
  # possible values : EQUALS, DIFFERENT, AT_LEAST, LESS_THAN
  operation: 'EQUALS'
  # skill_type (type, optional) : type of Heroes skill
  # possible values : PRIMARY, SECONDARY
  skill_type: 'PRIMARY'
  # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable)
  take_after_completion: 'false'
  # value (decimal number, optional) : value modifier
  value: '1.0'

Here's a compact version to copy/paste it quickly.

      condition:
        type: HEROES_SKILL_LEVEL
        skill_name: '/'
        check_leader_only: 'true'
        error_message: []
        operation: 'EQUALS'
        skill_type: 'PRIMARY'
        take_after_completion: 'false'
        value: '1.0'

ITEM

condition:
  # ... generic settings here
  type: ITEM
  # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader
  check_leader_only: 'true'
  # error_message (text, optional) : an error message displayed when the condition isn't completed
  error_message: []
  # operation (operation, optional) : operation to perform/check
  # possible values : HAS, HAS_NOT
  operation: 'HAS'
  # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable)
  take_after_completion: 'false'
  # items (item list setting, mandatory) : list of items needed
  items:
    1: # sample
      # type (material, mandatory) : type of item
      type: 'AIR'
      # amount (number, optional) : amount of items
      amount: '1'
      # chance (decimal number, optional) : item apparition chance
      chance: '-1'
      # durability (number, optional) : durability of item
      durability: '0'
      # enabled (boolean, optional) : is the item enabled
      enabled: 'true'
      # enchants (list of text, optional) : list of item enchants, Line format : {enchantment},{level}
      enchants: []
      # lore (list of text, optional) : lore of item
      lore: []
      # max_amount (number, optional) : maximum items amount
      max_amount: '0'
      # must_have_in_hand (boolean, optional) : should the item be hold in hand
      must_have_in_hand: 'false'
      # name (text, optional) : display name of item
      name: '/'
      # nbt (text, optional) : NBT tag of item, base64 encoded
      nbt: '/'
      # remove_after_action (boolean, optional) : should the item be removed after action
      remove_after_action: 'false'
      # slot (number, optional) : slot in the GUI
      slot: '-1'
      # unbreakable (boolean, optional) : does the item has the unbreakable tag
      unbreakable: 'false'

Here's a compact version to copy/paste it quickly.

      condition:
        type: ITEM
        check_leader_only: 'true'
        error_message: []
        operation: 'HAS'
        take_after_completion: 'false'
        items:
          1:
            type: 'AIR'
            amount: '1'
            chance: '-1'
            durability: '0'
            enabled: 'true'
            enchants: []
            lore: []
            max_amount: '0'
            must_have_in_hand: 'false'
            name: '/'
            nbt: '/'
            remove_after_action: 'false'
            slot: '-1'
            unbreakable: 'false'

MCMMO_LEVEL

condition:
  # ... generic settings here
  type: MCMMO_LEVEL
  # skill_name (text, mandatory) : name of McMMO skill
  skill_name: '/'
  # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader
  check_leader_only: 'true'
  # error_message (text, optional) : an error message displayed when the condition isn't completed
  error_message: []
  # operation (operation, optional) : operation to perform/check
  # possible values : EQUALS, DIFFERENT, AT_LEAST, LESS_THAN
  operation: 'EQUALS'
  # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable)
  take_after_completion: 'false'
  # value (number, optional) : value modifier
  value: '1.0'

Here's a compact version to copy/paste it quickly.

      condition:
        type: MCMMO_LEVEL
        skill_name: '/'
        check_leader_only: 'true'
        error_message: []
        operation: 'EQUALS'
        take_after_completion: 'false'
        value: '1.0'

MCMMO_XP

condition:
  # ... generic settings here
  type: MCMMO_XP
  # skill_name (text, mandatory) : name of McMMO skill
  skill_name: '/'
  # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader
  check_leader_only: 'true'
  # error_message (text, optional) : an error message displayed when the condition isn't completed
  error_message: []
  # operation (operation, optional) : operation to perform/check
  # possible values : EQUALS, DIFFERENT, AT_LEAST, LESS_THAN
  operation: 'EQUALS'
  # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable)
  take_after_completion: 'false'
  # value (number, optional) : value modifier
  value: '1.0'

Here's a compact version to copy/paste it quickly.

      condition:
        type: MCMMO_XP
        skill_name: '/'
        check_leader_only: 'true'
        error_message: []
        operation: 'EQUALS'
        take_after_completion: 'false'
        value: '1.0'

MONEY

condition:
  # ... generic settings here
  type: MONEY
  # amount (decimal number, optional) : amount of times the action has to be repeated
  amount: '1'
  # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader
  check_leader_only: 'true'
  # error_message (text, optional) : an error message displayed when the condition isn't completed
  error_message: []
  # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable)
  take_after_completion: 'false'

Here's a compact version to copy/paste it quickly.

      condition:
        type: MONEY
        amount: '1'
        check_leader_only: 'true'
        error_message: []
        take_after_completion: 'false'

PERMISSION

condition:
  # ... generic settings here
  type: PERMISSION
  # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader
  check_leader_only: 'true'
  # error_message (text, optional) : an error message displayed when the condition isn't completed
  error_message: []
  # permission (permission, optional) : permission
  permission: '/'
  # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable)
  take_after_completion: 'false'

Here's a compact version to copy/paste it quickly.

      condition:
        type: PERMISSION
        check_leader_only: 'true'
        error_message: []
        permission: '/'
        take_after_completion: 'false'

QUANTUMRPG_ITEM

condition:
  # ... generic settings here
  type: QUANTUMRPG_ITEM
  # item_name (text, mandatory) : level of item
  item_name: '/'
  # module (e module, mandatory) : name of QuantumRPG module
  # possible values : ACTIVE_ITEMS, ARROWS, BUFFS, COMBAT_LOG, CONSUMABLES, CUSTOM_ITEMS, DROPS, ESSENCES, EXTRACTOR, GEMS, IDENTIFY, ITEM_HINTS, MAGIC_DUST, NOTIFICATIONS, ...
  module: '/'
  # amount (number, optional) : amount of times the action has to be repeated
  amount: '1'
  # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader
  check_leader_only: 'true'
  # error_message (text, optional) : an error message displayed when the condition isn't completed
  error_message: []
  # operation (operation, optional) : operation to perform/check
  # possible values : HAS, HAS_NOT
  operation: 'EQUALS'
  # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable)
  take_after_completion: 'false'

Here's a compact version to copy/paste it quickly.

      condition:
        type: QUANTUMRPG_ITEM
        item_name: '/'
        module: '/'
        amount: '1'
        check_leader_only: 'true'
        error_message: []
        operation: 'EQUALS'
        take_after_completion: 'false'

QUEST_COMPLETED

condition:
  # ... generic settings here
  type: QUEST_COMPLETED
  # quest (quest model, mandatory) : quest model id
  quest: '/'
  # amount (number, optional) : amount of times the action has to be repeated
  amount: '1'
  # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader
  check_leader_only: 'true'
  # error_message (text, optional) : an error message displayed when the condition isn't completed
  error_message: []
  # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable)
  take_after_completion: 'false'

Here's a compact version to copy/paste it quickly.

      condition:
        type: QUEST_COMPLETED
        quest: '/'
        amount: '1'
        check_leader_only: 'true'
        error_message: []
        take_after_completion: 'false'

QUEST_COMPLETED_TIME

condition:
  # ... generic settings here
  type: QUEST_COMPLETED_TIME
  # quest (quest model, mandatory) : quest model id
  quest: '/'
  # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader
  check_leader_only: 'true'
  # error_message (text, optional) : an error message displayed when the condition isn't completed
  error_message: []
  # max_delay (number, optional) : maximum authorized completion delay
  max_delay: '1'
  # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable)
  take_after_completion: 'false'

Here's a compact version to copy/paste it quickly.

      condition:
        type: QUEST_COMPLETED_TIME
        quest: '/'
        check_leader_only: 'true'
        error_message: []
        max_delay: '1'
        take_after_completion: 'false'

QUEST_WENTTHROUGH_OBJECT

condition:
  # ... generic settings here
  type: QUEST_WENTTHROUGH_OBJECT
  # branch (text, mandatory) : quest branch id
  branch: '/'
  # object (text, mandatory) : quest object id
  object: '/'
  # quest (quest model, mandatory) : quest model id
  quest: '/'
  # check_last_completion_only (boolean, optional) : restricts checks to the latest completion
  check_last_completion_only: 'false'
  # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader
  check_leader_only: 'true'
  # error_message (text, optional) : an error message displayed when the condition isn't completed
  error_message: []
  # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable)
  take_after_completion: 'false'

Here's a compact version to copy/paste it quickly.

      condition:
        type: QUEST_WENTTHROUGH_OBJECT
        branch: '/'
        object: '/'
        quest: '/'
        check_last_completion_only: 'false'
        check_leader_only: 'true'
        error_message: []
        take_after_completion: 'false'

RACESOFTHANA_RACE

condition:
  # ... generic settings here
  type: RACESOFTHANA_RACE
  # race_name (text, mandatory) : name of RacesOfThana race
  race_name: '/'
  # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader
  check_leader_only: 'true'
  # error_message (text, optional) : an error message displayed when the condition isn't completed
  error_message: []
  # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable)
  take_after_completion: 'false'

Here's a compact version to copy/paste it quickly.

      condition:
        type: RACESOFTHANA_RACE
        race_name: '/'
        check_leader_only: 'true'
        error_message: []
        take_after_completion: 'false'

SKILLAPI_CLASS

condition:
  # ... generic settings here
  type: SKILLAPI_CLASS
  # class_name (text, mandatory) : name of SkillAPI class
  class_name: '/'
  # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader
  check_leader_only: 'true'
  # error_message (text, optional) : an error message displayed when the condition isn't completed
  error_message: []
  # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable)
  take_after_completion: 'false'

Here's a compact version to copy/paste it quickly.

      condition:
        type: SKILLAPI_CLASS
        class_name: '/'
        check_leader_only: 'true'
        error_message: []
        take_after_completion: 'false'

SKILLAPI_GROUP

condition:
  # ... generic settings here
  type: SKILLAPI_GROUP
  # group_name (text, mandatory) : name of SkillAPI group
  group_name: '/'
  # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader
  check_leader_only: 'true'
  # error_message (text, optional) : an error message displayed when the condition isn't completed
  error_message: []
  # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable)
  take_after_completion: 'false'

Here's a compact version to copy/paste it quickly.

      condition:
        type: SKILLAPI_GROUP
        group_name: '/'
        check_leader_only: 'true'
        error_message: []
        take_after_completion: 'false'

SKILLAPI_LEVEL

condition:
  # ... generic settings here
  type: SKILLAPI_LEVEL
  # skill_name (text, mandatory) : name of SkillAPI skill
  skill_name: '/'
  # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader
  check_leader_only: 'true'
  # error_message (text, optional) : an error message displayed when the condition isn't completed
  error_message: []
  # operation (operation, optional) : operation to perform/check
  # possible values : EQUALS, DIFFERENT, AT_LEAST, LESS_THAN
  operation: 'EQUALS'
  # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable)
  take_after_completion: 'false'
  # value (number, optional) : value modifier
  value: '1'

Here's a compact version to copy/paste it quickly.

      condition:
        type: SKILLAPI_LEVEL
        skill_name: '/'
        check_leader_only: 'true'
        error_message: []
        operation: 'EQUALS'
        take_after_completion: 'false'
        value: '1'

SKILLAPI_POINTS

condition:
  # ... generic settings here
  type: SKILLAPI_POINTS
  # skill_name (text, mandatory) : name of SkillAPI skill
  skill_name: '/'
  # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader
  check_leader_only: 'true'
  # error_message (text, optional) : an error message displayed when the condition isn't completed
  error_message: []
  # operation (operation, optional) : operation to perform/check
  # possible values : EQUALS, DIFFERENT, AT_LEAST, LESS_THAN
  operation: 'EQUALS'
  # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable)
  take_after_completion: 'false'
  # value (number, optional) : value modifier
  value: '1'

Here's a compact version to copy/paste it quickly.

      condition:
        type: SKILLAPI_POINTS
        skill_name: '/'
        check_leader_only: 'true'
        error_message: []
        operation: 'EQUALS'
        take_after_completion: 'false'
        value: '1'

SKILLAPI_TOTALXP

condition:
  # ... generic settings here
  type: SKILLAPI_TOTALXP
  # skill_name (text, mandatory) : name of SkillAPI skill
  skill_name: '/'
  # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader
  check_leader_only: 'true'
  # error_message (text, optional) : an error message displayed when the condition isn't completed
  error_message: []
  # operation (operation, optional) : operation to perform/check
  # possible values : EQUALS, DIFFERENT, AT_LEAST, LESS_THAN
  operation: 'EQUALS'
  # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable)
  take_after_completion: 'false'
  # value (number, optional) : value modifier
  value: '1'

Here's a compact version to copy/paste it quickly.

      condition:
        type: SKILLAPI_TOTALXP
        skill_name: '/'
        check_leader_only: 'true'
        error_message: []
        operation: 'EQUALS'
        take_after_completion: 'false'
        value: '1'

VARIABLE

condition:
  # ... generic settings here
  type: VARIABLE
  # value (text, mandatory) : value of variable
  value: '/'
  # variable (text, mandatory) : name of variable
  variable: '/'
  # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader
  check_leader_only: 'true'
  # error_message (text, optional) : an error message displayed when the condition isn't completed
  error_message: []
  # operation (operation, optional) : operation to perform/check
  # possible values : LESS_THAN, LESS_OR_EQUALS, EQUALS, MORE_OR_EQUALS, MORE_THAN, DIFFERENT
  operation: 'EQUALS'
  # placeholder_api (boolean, optional) : should PlaceholderAPI be used
  placeholder_api: 'false'
  # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable)
  take_after_completion: 'false'

Here's a compact version to copy/paste it quickly.

      condition:
        type: VARIABLE
        value: '/'
        variable: '/'
        check_leader_only: 'true'
        error_message: []
        operation: 'EQUALS'
        placeholder_api: 'false'
        take_after_completion: 'false'

XP_LEVEL

condition:
  # ... generic settings here
  type: XP_LEVEL
  # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader
  check_leader_only: 'true'
  # error_message (text, optional) : an error message displayed when the condition isn't completed
  error_message: []
  # level (number, optional) : player XP level
  level: '1'
  # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable)
  take_after_completion: 'false'

Here's a compact version to copy/paste it quickly.

      condition:
        type: XP_LEVEL
        check_leader_only: 'true'
        error_message: []
        level: '1'
        take_after_completion: 'false'