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QuestCreator/任务目标

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Qsefthuopq讨论 | 贡献2019年2月13日 (三) 17:43的版本
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目录

任务目标

  • 目标既可以是玩家可以做的事 (放置方块、钓鱼、行走等) 也可以是服务器的行为(发送消息、播放音效、生成实体).
  • 目标拥有独立的设置.
  • 如果目标不存在,可能会有对应的条件存在. 请查看任务条件页面, 如果存在请使用任务条件.
objects:
  1:
    # settings
  2:
    # settings
  # etc

每个目标都有独立的设置.

OBJECT_1:
  type: PLAYER_BLOCK_PLACE
  # 名称
  name: 'Place 10 cobblestone'
  progress_name: 'place cobblestone'
  # 开始
  message: '&6Let''s start the object !'
  sound: VILLAGER_IDLE
  # 之后
  post_message: '&6The object is ended !'
  post_sound: VILLAGER_IDLE
  # location
  location:
    ... detailed below
  # 前往
  goto: OBJECT OBJECT_2
  • 'type' 为目标名. They're all detailed below.
  • 'name' (optional) is the object name.
  • 'progress_name' (optional) is the short object name. It'll be used in the GUI or in the /quest progress command for example.
  • 'message' (optional) is a text that'll be send when the object starts.
  • 'sound' (optional) is a sound that'll be send when the object starts.
  • 'post_message' (optional) is a text that'll be send when the object ends.
  • 'post_sound' (optional) is a sound that'll be send when the object ends.
  • 'location' is the location settings for the object (detailed below).
  • 'goto' is the goto settings for the object : where do we go when the object ends ? (detailed below).

Location settings·地点设置

  • It's optional for player objects and required for some server objects.
  • It depends for every object.
  • It's a configuration section with its own settings.
  • It can be a block, a zone, in/out a range with a center block, a world, a worldguard region or a player relative base (detailed below)
  • If the object type is a player objective, then it'll be 'where' the player must do the action
  • If the object type is a server objective, then it'll be needed to specify where the server must do the thing (for example, where it needs to drop an item of place a block)

world·世界

location:
  world: world

base·地点

location:
  base: [world],[x],[y],[z],[yaw],[pitch]

yaw 和 pitch 为可选选项.

It's better to use the above form to keep in mind that "location" is a configuration section, but you can also set it like this :

location: [world],[x],[y],[z],[yaw],[pitch]

base with near (inside range with center)

location:
  base: [world],[x],[y],[z],[yaw],[pitch]
  near: [radius in blocks]

yaw and pitch are optional.

base with away (outside range with center)

location:
  base: [world],[x],[y],[z],[yaw],[pitch]
  away: [radius in blocks]

yaw and pitch are optional.

base with bound (area) ·指定区域

location:
  base: [world],[x],[y],[z]
  bound: [world],[x],[y],[z]

WorldGuard 区域

location:
  world: world
  worldguard_region: region

Player relative base·玩家相关地点

location:
  player_relative_base:
    horizontal_angle: 90.0
    vertical_offset: 5.0
    distance: 3.5
    random_player: false

horizontal_angle is the rotation angle around the player, so 0 is in front of him, 90 on his right, and so on.

vertical_offset is y coordinate difference (can be negative).

distance is the distance to the player (can be negative to invert).

If random_player is true, a random player will be selected instead of the quest leader when it comes to getting a random location (usually for SERVER objects).

Goto settings ·前往设置

  • It's required for every object except some specific ones (GROUP, DIVERGE, ...) (will be specified in details)
  • It depends for every object, depending on what you wish to do once the object is ended.
  • It's a configuration section with its own settings.

OBJECT·目标

goto: OBJECT [object id]

BRANCH·分支

goto: BRANCH [branch id]

Starts a branch if wasn't started yet and end the current containing the object. The current running branch will be stopped.

QUEST_SUCCESS·任务成功

goto: QUEST_SUCCESS

End the quest and mark it as succeeded.

QUEST_FAIL·任务失败

goto: QUEST_FAIL

End the quest and mark it as failed.

NONE·无

goto: NONE

Object types·目标类型

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

CONDITIONS·条件

This object is something that the server will do for the quest players.

object:
  # ... generic settings here
  type: CONDITIONS
  # conditions_type (type, optional) : how can the conditions be completed
  # possible values : ALL_CORRECT, SINGLE_CORRECT, ALL_INCORRECT, SINGLE_INCORRECT
  conditions_type: 'ALL_CORRECT'
  # fail_goto (goto, optional) : if specified, and if the conditions are not completed, this goto will be called
  fail_goto: '/'
  # conditions (condition list setting, mandatory) : list of conditions
  conditions:
    1: # sample
      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.

      object:
        type: CONDITIONS
        conditions_type: 'ALL_CORRECT'
        fail_goto: '/'
        conditions:
          1:
            type: MONEY
            amount: '1'
            check_leader_only: 'true'
            error_message: []
            take_after_completion: 'false'

Setting location is optional for this object.

DIVERGE

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: DIVERGE
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'
  # repeat_delay (number, optional) : the choice will resend itself in the chat every X seconds
  repeat_delay: '30'
  # choices (divergence list setting, mandatory) : list of choices that the player can click
  choices:
    1: # sample
      # goto (goto, mandatory) : where should we go when this choice is clicked
      goto: '/'
      # redo_text (text, mandatory) : clickeable text for this divergence, displayed when the player already clicked it once before
      redo_text: '/'
      # text (text, mandatory) : clickeable text for this divergence
      text: '/'
      # conditions_type (type, optional) : how can the conditions be completed
      # possible values : ALL_CORRECT, SINGLE_CORRECT, ALL_INCORRECT, SINGLE_INCORRECT
      conditions_type: 'ALL_CORRECT'
      # conditions (condition list setting, optional) : list of conditions for the choice to appear
      conditions:
        1: # sample
          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.

      object:
        type: DIVERGE
        cancel_event: 'false'
        repeat_delay: '30'
        choices:
          1:
            goto: '/'
            redo_text: '/'
            text: '/'
            conditions_type: 'ALL_CORRECT'
            conditions:
              1:
                type: MONEY
                amount: '1'
                check_leader_only: 'true'
                error_message: []
                take_after_completion: 'false'

Setting location is useless for this object.

GROUP ·组

This object is something that the server will do for the quest players.

object:
  # ... generic settings here
  type: GROUP
  # group_objects (list of text, mandatory) : the objects for this group
  group_objects: []
  # execution_order (boolean, optional) : should the objects be completed in the specified order, or freely
  execution_order: 'false'
  # group_type (type, optional) : how many objects should be completed for this object to be completed
  # possible values : ALL_OBJECTS, SINGLE_OBJECT
  group_type: 'ALL_OBJECTS'

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

      object:
        type: GROUP
        group_objects: []
        execution_order: 'false'
        group_type: 'ALL_OBJECTS'

Setting location is useless for this object.

NO_ACTION · 无行为

This object is something that the server will do for the quest players.

object:
  # ... generic settings here
  type: NO_ACTION

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

      object:
        type: NO_ACTION

Setting location is useless for this object.

PLAYER_ACHIEVEMENT_AWARD · 玩家获得成就

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_ACHIEVEMENT_AWARD
  # achievement_type (achievement, optional) : type of action
  # possible values : OPEN_INVENTORY, MINE_WOOD, BUILD_WORKBENCH, BUILD_PICKAXE, BUILD_FURNACE, ACQUIRE_IRON, BUILD_HOE, MAKE_BREAD, BAKE_CAKE, BUILD_BETTER_PICKAXE, COOK_FISH, ON_A_RAIL, BUILD_SWORD, KILL_ENEMY, ...
  achievement_type: '/'
  # amount (number, optional) : amount of times the action has to be repeated
  amount: '1'
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'

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

      object:
        type: PLAYER_ACHIEVEMENT_AWARD
        achievement_type: '/'
        amount: '1'
        cancel_event: 'false'

Setting location is optional for this object.

PLAYER_BED_ENTER · 玩家上床睡觉

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_BED_ENTER
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'

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

      object:
        type: PLAYER_BED_ENTER
        cancel_event: 'false'

Setting location is optional for this object.

PLAYER_BED_LEAVE · 玩家下床

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_BED_LEAVE
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'

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

      object:
        type: PLAYER_BED_LEAVE
        cancel_event: 'false'

Setting location is optional for this object.

PLAYER_BLOCK_BREAK · 玩家破坏方块

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_BLOCK_BREAK
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'
  # ignore_silk_touch (boolean, optional) : should blocks breaked with a silk touch pickaxe be ignored
  ignore_silk_touch: 'false'
  # block (block setting, mandatory) : block settings
  block:
    # amount (number, optional) : blocks amount
    amount: '1'
    # type (material, optional) : type of block
    type: 'AIR'

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

      object:
        type: PLAYER_BLOCK_BREAK
        cancel_event: 'false'
        ignore_silk_touch: 'false'
        block:
          amount: '1'
          type: 'AIR'

Setting location is optional for this object.

PLAYER_BLOCK_FIRE ·玩家点火

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_BLOCK_FIRE
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'
  # block (block setting, mandatory) : block settings
  block:
    # amount (number, optional) : blocks amount
    amount: '1'
    # type (material, optional) : type of block
    type: 'AIR'

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

      object:
        type: PLAYER_BLOCK_FIRE
        cancel_event: 'false'
        block:
          amount: '1'
          type: 'AIR'

Setting location is optional for this object.

PLAYER_BLOCK_INTERACT ·玩家与方块交互

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_BLOCK_INTERACT
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'
  # click_type (click type, optional) : type of click
  # possible values : RIGHT_CLICK, LEFT_CLICK
  click_type: '/'
  # block (block setting, mandatory) : block settings
  block:
    # amount (number, optional) : blocks amount
    amount: '1'
    # type (material, optional) : type of block
    type: 'AIR'
  # items (item list setting, mandatory) : items settings
  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.

      object:
        type: PLAYER_BLOCK_INTERACT
        cancel_event: 'false'
        click_type: '/'
        block:
          amount: '1'
          type: 'AIR'
        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'

Setting location is optional for this object.

PLAYER_BLOCK_PLACE · 放置方块

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_BLOCK_PLACE
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'
  # block (block setting, mandatory) : block settings
  block:
    # amount (number, optional) : blocks amount
    amount: '1'
    # type (material, optional) : type of block
    type: 'AIR'

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

      object:
        type: PLAYER_BLOCK_PLACE
        cancel_event: 'false'
        block:
          amount: '1'
          type: 'AIR'

Setting location is optional for this object.

PLAYER_BUCKET_FILL · 装满一桶液体

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_BUCKET_FILL
  # amount (number, optional) : amount of times the action has to be repeated
  amount: '1'
  # bucket_type (bucket type, optional) : type of bucket
  # possible values : LAVA, WATER, MILK
  bucket_type: '/'
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'

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

      object:
        type: PLAYER_BUCKET_FILL
        amount: '1'
        bucket_type: '/'
        cancel_event: 'false'

Setting location is optional for this object.

PLAYER_BUTTON_CLICK · 点击按钮

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_BUTTON_CLICK
  # amount (number, optional) : amount of times the action has to be repeated
  amount: '1'
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'

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

      object:
        type: PLAYER_BUTTON_CLICK
        amount: '1'
        cancel_event: 'false'

Setting location is optional for this object.

PLAYER_CHAT · 聊天

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_CHAT
  # amount (number, optional) : amount of times the action has to be repeated
  amount: '1'
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'
  # chat_message (text, optional) : text the chat message must contains
  chat_message: '/'

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

      object:
        type: PLAYER_CHAT
        amount: '1'
        cancel_event: 'false'
        chat_message: '/'

Setting location is optional for this object.

PLAYER_CHAT_VARIABLE · 聊天变量

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_CHAT_VARIABLE
  # variable (text, mandatory) : variable in which the message will be stocked
  variable: '/'
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'
  # disallowed_words (list of text, optional) : list of words that the player can't write
  disallowed_words:
    - 'umbrella'
    - 'wesh'
  # max_length (number, optional) : size limit for the chat message
  max_length: '25'
  # min_length (number, optional) : minimum size for the chat message
  min_length: '3'

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

      object:
        type: PLAYER_CHAT_VARIABLE
        variable: '/'
        cancel_event: 'false'
        disallowed_words:
          - 'umbrella'
          - 'wesh'
        max_length: '25'
        min_length: '3'

Setting location is optional for this object.

PLAYER_CONTAINER_MANIPULATE · 操作容器

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_CONTAINER_MANIPULATE
  # amount (number, optional) : amount of times the action has to be repeated
  amount: '1'
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'
  # inventory_type (inventory type, optional) : type of inventory
  # possible values : CHEST, DISPENSER, DROPPER, FURNACE, WORKBENCH, CRAFTING, ENCHANTING, BREWING, PLAYER, CREATIVE, MERCHANT, ENDER_CHEST, ANVIL, BEACON, ...
  inventory_type: '/'
  # manipulation_type (manipulation type, optional) : type of manipulation
  # possible values : MOVE_TO_TOP, MOVE_TO_BOTTOM
  manipulation_type: '/'
  # item (item setting, optional) : items settings
  item:
    # 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.

      object:
        type: PLAYER_CONTAINER_MANIPULATE
        amount: '1'
        cancel_event: 'false'
        inventory_type: '/'
        manipulation_type: '/'
        item:
          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'

Setting location is optional for this object.

PLAYER_DIE

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_DIE
  # amount (number, optional) : amount of times the action has to be repeated
  amount: '1'
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'

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

      object:
        type: PLAYER_DIE
        amount: '1'
        cancel_event: 'false'

Setting location is optional for this object.

PLAYER_ELYTRA_LAND

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_ELYTRA_LAND
  # amount (number, optional) : amount of times the action has to be repeated
  amount: '1'
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'

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

      object:
        type: PLAYER_ELYTRA_LAND
        amount: '1'
        cancel_event: 'false'

Setting location is optional for this object.

PLAYER_FALL_DISTANCE

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_FALL_DISTANCE
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'
  # distance (decimal number, optional) : distance to walk
  distance: '1.0'

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

      object:
        type: PLAYER_FALL_DISTANCE
        cancel_event: 'false'
        distance: '1.0'

Setting location is optional for this object.

PLAYER_FISH

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_FISH
  # amount (number, optional) : amount of times the action has to be repeated
  amount: '1'
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'
  # item (item setting, optional) : items settings
  item:
    # 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'
  # mob (mob setting, optional) : mob settings
  mob:
    # name (text, optional) : name of mob
    name: '/'
    # type (entity type, optional) : type of mob
    # possible values : DROPPED_ITEM, EXPERIENCE_ORB, AREA_EFFECT_CLOUD, ELDER_GUARDIAN, WITHER_SKELETON, STRAY, EGG, LEASH_HITCH, PAINTING, ARROW, SNOWBALL, FIREBALL, SMALL_FIREBALL, ENDER_PEARL, ...
    type: '/'

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

      object:
        type: PLAYER_FISH
        amount: '1'
        cancel_event: 'false'
        item:
          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'
        mob:
          name: '/'
          type: '/'

Setting location is optional for this object.

PLAYER_FROST_WALKER

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_FROST_WALKER
  # amount (number, optional) : amount of times the action has to be repeated
  amount: '1'
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'

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

      object:
        type: PLAYER_FROST_WALKER
        amount: '1'
        cancel_event: 'false'

Setting location is optional for this object.

PLAYER_HEALTH_GAIN

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_HEALTH_GAIN
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'
  # end_health (decimal number, optional) : health that the player must have at the end
  end_health: '20.0'

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

      object:
        type: PLAYER_HEALTH_GAIN
        cancel_event: 'false'
        end_health: '20.0'

Setting location is optional for this object.

PLAYER_ITEM_CONSUME

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_ITEM_CONSUME
  # amount (number, optional) : amount of times the action has to be repeated
  amount: '1'
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'
  # item (item setting, optional) : items settings
  item:
    # 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.

      object:
        type: PLAYER_ITEM_CONSUME
        amount: '1'
        cancel_event: 'false'
        item:
          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'

Setting location is optional for this object.

PLAYER_ITEM_CRAFT

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_ITEM_CRAFT
  # amount (number, optional) : amount of times the action has to be repeated
  amount: '1'
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'
  # item (item setting, optional) : items settings
  item:
    # 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.

      object:
        type: PLAYER_ITEM_CRAFT
        amount: '1'
        cancel_event: 'false'
        item:
          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'

Setting location is optional for this object.

PLAYER_ITEM_DROP

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_ITEM_DROP
  # amount (number, optional) : amount of times the action has to be repeated
  amount: '1'
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'
  # item (item setting, optional) : items settings
  item:
    # 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.

      object:
        type: PLAYER_ITEM_DROP
        amount: '1'
        cancel_event: 'false'
        item:
          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'

Setting location is optional for this object.

PLAYER_ITEM_ENCHANT

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_ITEM_ENCHANT
  # amount (number, optional) : amount of times the action has to be repeated
  amount: '1'
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'
  # item (item setting, optional) : items settings
  item:
    # 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.

      object:
        type: PLAYER_ITEM_ENCHANT
        amount: '1'
        cancel_event: 'false'
        item:
          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'

Setting location is optional for this object.

PLAYER_ITEM_FURNACE_EXTRACT

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_ITEM_FURNACE_EXTRACT
  # amount (number, optional) : amount of times the action has to be repeated
  amount: '1'
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'
  # item (item setting, optional) : items settings
  item:
    # 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.

      object:
        type: PLAYER_ITEM_FURNACE_EXTRACT
        amount: '1'
        cancel_event: 'false'
        item:
          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'

Setting location is optional for this object.

PLAYER_ITEM_PICKUP

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_ITEM_PICKUP
  # amount (number, optional) : amount of times the action has to be repeated
  amount: '1'
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'
  # item (item setting, optional) : items settings
  item:
    # 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.

      object:
        type: PLAYER_ITEM_PICKUP
        amount: '1'
        cancel_event: 'false'
        item:
          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'

Setting location is optional for this object.

PLAYER_JUMP

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_JUMP
  # amount (number, optional) : amount of times the action has to be repeated
  amount: '1'
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'

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

      object:
        type: PLAYER_JUMP
        amount: '1'
        cancel_event: 'false'

Setting location is optional for this object.

PLAYER_JUMP_HORSE

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_JUMP_HORSE
  # amount (number, optional) : amount of times the action has to be repeated
  amount: '1'
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'

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

      object:
        type: PLAYER_JUMP_HORSE
        amount: '1'
        cancel_event: 'false'

Setting location is optional for this object.

PLAYER_LEVER_CLICK

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_LEVER_CLICK
  # amount (number, optional) : amount of times the action has to be repeated
  amount: '1'
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'

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

      object:
        type: PLAYER_LEVER_CLICK
        amount: '1'
        cancel_event: 'false'

Setting location is optional for this object.

PLAYER_MCMMO_LEVEL_GAIN

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_MCMMO_LEVEL_GAIN
  # skill_name (text, mandatory) : name of McMMO skill
  skill_name: '/'
  # amount (decimal number, optional) : amount of times the action has to be repeated
  amount: '1.0'
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'

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

      object:
        type: PLAYER_MCMMO_LEVEL_GAIN
        skill_name: '/'
        amount: '1.0'
        cancel_event: 'false'

Setting location is optional for this object.

PLAYER_MCMMO_XP_GAIN

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_MCMMO_XP_GAIN
  # skill_name (text, mandatory) : name of McMMO skill
  skill_name: '/'
  # amount (decimal number, optional) : amount of times the action has to be repeated
  amount: '1.0'
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'

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

      object:
        type: PLAYER_MCMMO_XP_GAIN
        skill_name: '/'
        amount: '1.0'
        cancel_event: 'false'

Setting location is optional for this object.

PLAYER_MOB_DISMOUNT

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_MOB_DISMOUNT
  # amount (number, optional) : amount of times the action has to be repeated
  amount: '1'
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'
  # mob (mob setting, optional) : mob settings
  mob:
    # name (text, optional) : name of mob
    name: '/'
    # type (entity type, optional) : type of mob
    # possible values : DROPPED_ITEM, EXPERIENCE_ORB, AREA_EFFECT_CLOUD, ELDER_GUARDIAN, WITHER_SKELETON, STRAY, EGG, LEASH_HITCH, PAINTING, ARROW, SNOWBALL, FIREBALL, SMALL_FIREBALL, ENDER_PEARL, ...
    type: '/'

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

      object:
        type: PLAYER_MOB_DISMOUNT
        amount: '1'
        cancel_event: 'false'
        mob:
          name: '/'
          type: '/'

Setting location is optional for this object.

PLAYER_MOB_KILL

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_MOB_KILL
  # amount (number, optional) : amount of times the action has to be repeated
  amount: '1'
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'
  # mob (mob setting, optional) : mob settings
  mob:
    # name (text, optional) : name of mob
    name: '/'
    # type (entity type, optional) : type of mob
    # possible values : DROPPED_ITEM, EXPERIENCE_ORB, AREA_EFFECT_CLOUD, ELDER_GUARDIAN, WITHER_SKELETON, STRAY, EGG, LEASH_HITCH, PAINTING, ARROW, SNOWBALL, FIREBALL, SMALL_FIREBALL, ENDER_PEARL, ...
    type: '/'

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

      object:
        type: PLAYER_MOB_KILL
        amount: '1'
        cancel_event: 'false'
        mob:
          name: '/'
          type: '/'

Setting location is optional for this object.

PLAYER_MOB_MOUNT

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_MOB_MOUNT
  # amount (number, optional) : amount of times the action has to be repeated
  amount: '1'
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'
  # mob (mob setting, optional) : mob settings
  mob:
    # name (text, optional) : name of mob
    name: '/'
    # type (entity type, optional) : type of mob
    # possible values : DROPPED_ITEM, EXPERIENCE_ORB, AREA_EFFECT_CLOUD, ELDER_GUARDIAN, WITHER_SKELETON, STRAY, EGG, LEASH_HITCH, PAINTING, ARROW, SNOWBALL, FIREBALL, SMALL_FIREBALL, ENDER_PEARL, ...
    type: '/'

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

      object:
        type: PLAYER_MOB_MOUNT
        amount: '1'
        cancel_event: 'false'
        mob:
          name: '/'
          type: '/'

Setting location is optional for this object.

PLAYER_MOB_SHEAR

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_MOB_SHEAR
  # amount (number, optional) : amount of times the action has to be repeated
  amount: '1'
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'
  # mob (mob setting, optional) : mob settings
  mob:
    # name (text, optional) : name of mob
    name: '/'
    # type (entity type, optional) : type of mob
    # possible values : DROPPED_ITEM, EXPERIENCE_ORB, AREA_EFFECT_CLOUD, ELDER_GUARDIAN, WITHER_SKELETON, STRAY, EGG, LEASH_HITCH, PAINTING, ARROW, SNOWBALL, FIREBALL, SMALL_FIREBALL, ENDER_PEARL, ...
    type: '/'

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

      object:
        type: PLAYER_MOB_SHEAR
        amount: '1'
        cancel_event: 'false'
        mob:
          name: '/'
          type: '/'

Setting location is optional for this object.

PLAYER_MOB_SPAWN_EGG

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_MOB_SPAWN_EGG
  # amount (number, optional) : amount of times the action has to be repeated
  amount: '1'
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'
  # mob (mob setting, optional) : mob settings
  mob:
    # name (text, optional) : name of mob
    name: '/'
    # type (entity type, optional) : type of mob
    # possible values : DROPPED_ITEM, EXPERIENCE_ORB, AREA_EFFECT_CLOUD, ELDER_GUARDIAN, WITHER_SKELETON, STRAY, EGG, LEASH_HITCH, PAINTING, ARROW, SNOWBALL, FIREBALL, SMALL_FIREBALL, ENDER_PEARL, ...
    type: '/'

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

      object:
        type: PLAYER_MOB_SPAWN_EGG
        amount: '1'
        cancel_event: 'false'
        mob:
          name: '/'
          type: '/'

Setting location is optional for this object.

PLAYER_MOB_TAME

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_MOB_TAME
  # amount (number, optional) : amount of times the action has to be repeated
  amount: '1'
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'
  # mob (mob setting, optional) : mob settings
  mob:
    # name (text, optional) : name of mob
    name: '/'
    # type (entity type, optional) : type of mob
    # possible values : DROPPED_ITEM, EXPERIENCE_ORB, AREA_EFFECT_CLOUD, ELDER_GUARDIAN, WITHER_SKELETON, STRAY, EGG, LEASH_HITCH, PAINTING, ARROW, SNOWBALL, FIREBALL, SMALL_FIREBALL, ENDER_PEARL, ...
    type: '/'

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

      object:
        type: PLAYER_MOB_TAME
        amount: '1'
        cancel_event: 'false'
        mob:
          name: '/'
          type: '/'

Setting location is optional for this object.

PLAYER_MYTHICMOBS_KILL

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_MYTHICMOBS_KILL
  # mob_id (text, mandatory) : id of MythicMob mob, depending on mob_id_method
  mob_id: '/'
  # mob_id_method (identification method, mandatory) : mob identification method for id
  # possible values : BY_NAME, BY_FACTION
  mob_id_method: '/'
  # amount (number, optional) : amount of times the action has to be repeated
  amount: '1'
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'

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

      object:
        type: PLAYER_MYTHICMOBS_KILL
        mob_id: '/'
        mob_id_method: '/'
        amount: '1'
        cancel_event: 'false'

Setting location is optional for this object.

PLAYER_NPC_INTERACT

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_NPC_INTERACT
  # npc (number, mandatory) : id of Citizens NPC
  npc: '/'
  # amount (number, optional) : amount of times the action has to be repeated
  amount: '1'
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'
  # items (item list setting, optional) : items settings
  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.

      object:
        type: PLAYER_NPC_INTERACT
        npc: '/'
        amount: '1'
        cancel_event: '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'

Setting location is optional for this object.

PLAYER_NPC_KILL

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_NPC_KILL
  # npc (number, mandatory) : id of Citizens NPC
  npc: '/'
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'

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

      object:
        type: PLAYER_NPC_KILL
        npc: '/'
        cancel_event: 'false'

Setting location is optional for this object.

PLAYER_PHATLOOTS_LOOT

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_PHATLOOTS_LOOT
  # amount (number, optional) : amount of times the action has to be repeated
  amount: '1'
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'

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

      object:
        type: PLAYER_PHATLOOTS_LOOT
        amount: '1'
        cancel_event: 'false'

Setting location is optional for this object.

PLAYER_PLAYER_KILL

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_PLAYER_KILL
  # amount (number, optional) : amount of times the action has to be repeated
  amount: '1'
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'
  # player_name (text, optional) : name of player to kill
  player_name: '/'

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

      object:
        type: PLAYER_PLAYER_KILL
        amount: '1'
        cancel_event: 'false'
        player_name: '/'

Setting location is optional for this object.

PLAYER_PORTAL_ENTER

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_PORTAL_ENTER
  # amount (number, optional) : amount of times the action has to be repeated
  amount: '1'
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'

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

      object:
        type: PLAYER_PORTAL_ENTER
        amount: '1'
        cancel_event: 'false'

Setting location is optional for this object.

PLAYER_PORTAL_EXIT

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_PORTAL_EXIT
  # amount (number, optional) : amount of times the action has to be repeated
  amount: '1'
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'

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

      object:
        type: PLAYER_PORTAL_EXIT
        amount: '1'
        cancel_event: 'false'

Setting location is optional for this object.

PLAYER_POTION_THROW

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_POTION_THROW
  # amount (number, optional) : amount of times the action has to be repeated
  amount: '1'
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'
  # effect (potion effect type, optional) : type of potion effect
  effect: '/'

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

      object:
        type: PLAYER_POTION_THROW
        amount: '1'
        cancel_event: 'false'
        effect: '/'

Setting location is optional for this object.

PLAYER_PRESSURE_PLATE_ENABLE

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_PRESSURE_PLATE_ENABLE
  # amount (number, optional) : amount of times the action has to be repeated
  amount: '1'
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'
  # fail_goto (goto, optional) : if the player doesn't press the right pressure plate, this goto will be called
  fail_goto: '/'

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

      object:
        type: PLAYER_PRESSURE_PLATE_ENABLE
        amount: '1'
        cancel_event: 'false'
        fail_goto: '/'

Setting location is optional for this object.

PLAYER_PROJECTILE_SHOOT

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_PROJECTILE_SHOOT
  # amount (number, optional) : amount of times the action has to be repeated
  amount: '1'
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'
  # projectile_type (projectile type, optional) : type of projectile
  # possible values : ARROW, EGG, SNOWBALL, FIREBALL, EXP_BOTTLE, ENDER_PEARL, TRIDENT
  projectile_type: '/'
  # block (block setting, optional) : block settings
  block:
    # amount (number, optional) : blocks amount
    amount: '1'
    # type (material, optional) : type of block
    type: 'AIR'

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

      object:
        type: PLAYER_PROJECTILE_SHOOT
        amount: '1'
        cancel_event: 'false'
        projectile_type: '/'
        block:
          amount: '1'
          type: 'AIR'

Setting location is optional for this object.

PLAYER_SKILLAPI_CAST

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_SKILLAPI_CAST
  # skill_name (text, mandatory) : name of SkillAPI skill
  skill_name: '/'
  # amount (number, optional) : amount of times the action has to be repeated
  amount: '1'
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'

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

      object:
        type: PLAYER_SKILLAPI_CAST
        skill_name: '/'
        amount: '1'
        cancel_event: 'false'

Setting location is optional for this object.

PLAYER_SKILLAPI_UPGRADE

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_SKILLAPI_UPGRADE
  # skill_name (text, mandatory) : name of SkillAPI skill
  skill_name: '/'
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'

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

      object:
        type: PLAYER_SKILLAPI_UPGRADE
        skill_name: '/'
        cancel_event: 'false'

Setting location is optional for this object.

PLAYER_SKILLAPI_XP_GAIN

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_SKILLAPI_XP_GAIN
  # class_name (text, mandatory) : name of SkillAPI class
  class_name: '/'
  # amount (number, optional) : amount of times the action has to be repeated
  amount: '1'
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'

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

      object:
        type: PLAYER_SKILLAPI_XP_GAIN
        class_name: '/'
        amount: '1'
        cancel_event: 'false'

Setting location is optional for this object.

PLAYER_SNEAK

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_SNEAK
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'
  # time (number, optional) : amount of time to sneak (in seconds)
  time: '1'

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

      object:
        type: PLAYER_SNEAK
        cancel_event: 'false'
        time: '1'

Setting location is optional for this object.

PLAYER_SNEAK_TOGGLE

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_SNEAK_TOGGLE
  # amount (number, optional) : amount of times the action has to be repeated
  amount: '1'
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'

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

      object:
        type: PLAYER_SNEAK_TOGGLE
        amount: '1'
        cancel_event: 'false'

Setting location is optional for this object.

PLAYER_SPRINT_DISTANCE

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_WALK_DISTANCE
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'
  # distance (decimal number, optional) : distance to sprint
  distance: '1.0'

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

      object:
        type: PLAYER_WALK_DISTANCE
        cancel_event: 'false'
        distance: '1.0'

Setting location is optional for this object.

PLAYER_TREE_GROW

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_TREE_GROW
  # amount (number, optional) : amount of times the action has to be repeated
  amount: '1'
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'
  # tree_type (tree type, optional) : type of tree
  # possible values : TREE, BIG_TREE, REDWOOD, TALL_REDWOOD, BIRCH, JUNGLE, SMALL_JUNGLE, COCOA_TREE, JUNGLE_BUSH, RED_MUSHROOM, BROWN_MUSHROOM, SWAMP, ACACIA, DARK_OAK, ...
  tree_type: '/'

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

      object:
        type: PLAYER_TREE_GROW
        amount: '1'
        cancel_event: 'false'
        tree_type: '/'

Setting location is optional for this object.

PLAYER_VEHICLE_DISTANCE

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_VEHICLE_DISTANCE
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'
  # distance (decimal number, optional) : distance to travel within a vehicle
  distance: '1.0'
  # vehicle_type (vehicle type, optional) : type of vehicle
  # possible values : BOAT, MINECART, HORSE, DONKEY, MULE, LLAMA, PIG
  vehicle_type: '/'

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

      object:
        type: PLAYER_VEHICLE_DISTANCE
        cancel_event: 'false'
        distance: '1.0'
        vehicle_type: '/'

Setting location is optional for this object.

PLAYER_VEHICLE_ENTER

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_VEHICLE_ENTER
  # amount (number, optional) : amount of times the action has to be repeated
  amount: '1'
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'
  # vehicle_type (vehicle type, optional) : type of vehicle
  # possible values : BOAT, MINECART, HORSE, DONKEY, MULE, LLAMA, PIG
  vehicle_type: '/'

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

      object:
        type: PLAYER_VEHICLE_ENTER
        amount: '1'
        cancel_event: 'false'
        vehicle_type: '/'

Setting location is optional for this object.

PLAYER_VEHICLE_EXIT

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_VEHICLE_EXIT
  # amount (number, optional) : amount of times the action has to be repeated
  amount: '1'
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'
  # vehicle_type (vehicle type, optional) : type of vehicle
  # possible values : BOAT, MINECART, HORSE, DONKEY, MULE, LLAMA, PIG
  vehicle_type: '/'

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

      object:
        type: PLAYER_VEHICLE_EXIT
        amount: '1'
        cancel_event: 'false'
        vehicle_type: '/'

Setting location is optional for this object.

PLAYER_WAIT

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_WAIT
  # time (number, optional) : amount of time to wait (in seconds)
  time: '1'

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

      object:
        type: PLAYER_WAIT
        time: '1'

Setting location is optional for this object.

PLAYER_WALK

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_WALK
  # walk_type (walk type, optional) : type of walk (related to location)
  # possible values : WALK_TO, WALK_AWAY_FROM
  walk_type: 'WALK_TO'

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

      object:
        type: PLAYER_WALK
        walk_type: 'WALK_TO'

Setting location is required for this object.

PLAYER_WALK_DISTANCE

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_WALK_DISTANCE
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'
  # distance (decimal number, optional) : distance to walk
  distance: '1.0'

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

      object:
        type: PLAYER_WALK_DISTANCE
        cancel_event: 'false'
        distance: '1.0'

Setting location is optional for this object.

PLAYER_XP_BOTTLE_THROW

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_XP_BOTTLE_THROW
  # amount (number, optional) : amount of times the action has to be repeated
  amount: '1'
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'

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

      object:
        type: PLAYER_XP_BOTTLE_THROW
        amount: '1'
        cancel_event: 'false'

Setting location is optional for this object.

PLAYER_XP_GAIN

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: PLAYER_XP_GAIN
  # amount (number, optional) : amount of times the action has to be repeated
  amount: '1'
  # cancel_event (boolean, optional) : should the event be cancelled
  cancel_event: 'false'

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

      object:
        type: PLAYER_XP_GAIN
        amount: '1'
        cancel_event: 'false'

Setting location is optional for this object.

RANDOM

This object is something that the server will do for the quest players.

object:
  # ... generic settings here
  type: RANDOM
  # random (list of text, mandatory) : list of things that can randomly selected, Format is the same way as a goto setting
  random: []
  # all_done_goto (goto, optional) : if this setting is specified, the plugin will not select a random OBJECT/BRANCH that was already completed once. If there are no more options available, this goto will be called.
  all_done_goto: '/'

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

      object:
        type: RANDOM
        random: []
        all_done_goto: '/'

Setting location is useless for this object.

SERVER_ACHIEVEMENT_GIVE

This object is something that the server will do for the quest players.

object:
  # ... generic settings here
  type: SERVER_ACHIEVEMENT_GIVE
  # achievement_type (achievement, mandatory) : type of achievement
  # possible values : OPEN_INVENTORY, MINE_WOOD, BUILD_WORKBENCH, BUILD_PICKAXE, BUILD_FURNACE, ACQUIRE_IRON, BUILD_HOE, MAKE_BREAD, BAKE_CAKE, BUILD_BETTER_PICKAXE, COOK_FISH, ON_A_RAIL, BUILD_SWORD, KILL_ENEMY, ...
  achievement_type: '/'
  # leader_only (boolean, optional) : should the action be performed only for the quest leader
  leader_only: 'false'

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

      object:
        type: SERVER_ACHIEVEMENT_GIVE
        achievement_type: '/'
        leader_only: 'false'

Setting location is useless for this object.

SERVER_ACTION_LIST

This object is something that the server will do for the quest players.

object:
  # ... generic settings here
  type: SERVER_ACTION_LIST
  # actions (list of text, mandatory) : what actions should be performed, - WAIT [seconds] to wait, - MESSAGE [message] to send a message, - TITLE [fadein] [duration] [fadeout] [title],[subtitle]  to send a title, - SOUND [type] [volume] [pitch] to play a sound, - PARTICLES [type] [amount] [quest players only] [world,x,y,z]  to display particles, - EFFECT [type] [level] [ticks] to give a potion effect, - OBJECT [branch id] [object id] to perform  an object (only SERVER objects allowed)
  actions: []

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

      object:
        type: SERVER_ACTION_LIST
        actions: []

Setting location is useless for this object.

SERVER_ACTIONBAR_SEND

This object is something that the server will do for the quest players.

object:
  # ... generic settings here
  type: SERVER_ACTIONBAR_SEND
  # actionbar (text, optional) : the actionbar to be sent
  actionbar: '&a&lEver heard about QuestCreator ? :D'

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

      object:
        type: SERVER_ACTIONBAR_SEND
        actionbar: '&a&lEver heard about QuestCreator ? :D'

Setting location is useless for this object.

SERVER_BLOCK_PLACE

This object is something that the server will do for the quest players.

object:
  # ... generic settings here
  type: SERVER_BLOCK_PLACE
  # block (block setting, mandatory) : block settings
  block:
    # amount (number, optional) : blocks amount
    amount: '1'
    # type (material, optional) : type of block
    type: 'AIR'

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

      object:
        type: SERVER_BLOCK_PLACE
        block:
          amount: '1'
          type: 'AIR'

Setting location is required for this object.

SERVER_CAMERA_MODE_TOGGLE

This object is something that the server will do for the quest players.

object:
  # ... generic settings here
  type: SERVER_CAMERA_MODE_TOGGLE
  # toggle (boolean, mandatory) : should the camera mode be enabled or disabled
  toggle: 'false'

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

      object:
        type: SERVER_CAMERA_MODE_TOGGLE
        toggle: 'false'

Setting location is useless for this object.

SERVER_CHECKPOINT_CREATE

This object is something that the server will do for the quest players.

object:
  # ... generic settings here
  type: SERVER_CHECKPOINT_CREATE
  # restart_goto (goto, mandatory) : where should we go when this checkpoint is called
  restart_goto: '/'

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

      object:
        type: SERVER_CHECKPOINT_CREATE
        restart_goto: '/'

Setting location is useless for this object.

SERVER_CHECKPOINT_RESTART

This object is something that the server will do for the quest players.

object:
  # ... generic settings here
  type: SERVER_CHECKPOINT_RESTART
  # branch_id (text, mandatory) : in which branch should we restart to the latest checkpoint
  branch_id: '/'

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

      object:
        type: SERVER_CHECKPOINT_RESTART
        branch_id: '/'

Setting location is useless for this object.

SERVER_COMMANDS_PERFORM

This object is something that the server will do for the quest players.

object:
  # ... generic settings here
  type: SERVER_COMMANDS_PERFORM
  # commands (list of text, optional) : list of commands to be performed
  commands:
    - 'say PYRRH4 is handsome'
  # execution_type (execution type, optional) : under which context should the commands be performed
  # possible values : AS_PLAYER, AS_SERVER
  execution_type: 'AS_SERVER'
  # leader_only (boolean, optional) : should the action be performed only for the quest leader
  leader_only: 'true'

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

      object:
        type: SERVER_COMMANDS_PERFORM
        commands:
          - 'say PYRRH4 is handsome'
        execution_type: 'AS_SERVER'
        leader_only: 'true'

Setting location is useless for this object.

SERVER_EXPLOSION_CREATE

This object is something that the server will do for the quest players.

object:
  # ... generic settings here
  type: SERVER_EXPLOSION_CREATE
  # power (decimal number, optional) : power of explosion
  power: '2.0'

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

      object:
        type: SERVER_EXPLOSION_CREATE
        power: '2.0'

Setting location is required for this object.

SERVER_FIREWORK_SPAWN

This object is something that the server will do for the quest players.

object:
  # ... generic settings here
  type: SERVER_FIREWORK_SPAWN
  # amount (number, optional) : amount of times the action has to be repeated
  amount: '1'
  # firework.color (text, optional) : color of firework
  firework.color: 'AQUA'
  # firework.fade_color (text, optional) : fade color of firework
  firework.fade_color: 'BLUE'
  # firework.flicker (boolean, optional) : should the firework flicker
  firework.flicker: 'true'
  # firework.power (number, optional) : power of firework
  firework.power: '1'
  # firework.trail (boolean, optional) : should the firework leave a trail
  firework.trail: 'true'
  # firework.type (type, optional) : power of firework
  # possible values : BALL, BALL_LARGE, STAR, BURST, CREEPER
  firework.type: 'CREEPER'

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

      object:
        type: SERVER_FIREWORK_SPAWN
        amount: '1'
        firework.color: 'AQUA'
        firework.fade_color: 'BLUE'
        firework.flicker: 'true'
        firework.power: '1'
        firework.trail: 'true'
        firework.type: 'CREEPER'

Setting location is required for this object.

SERVER_HEROES_XP_CHANGE

This object is something that the server will do for the quest players.

object:
  # ... generic settings here
  type: SERVER_HEROES_XP_CHANGE
  # class_name (text, optional) : name of Heroes class
  class_name: '/'
  # operation (operation, optional) : operation to perform/check
  # possible values : ADD, SET, TAKE
  operation: 'ADD'
  # value (decimal number, optional) : value modifier
  value: '1.0'

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

      object:
        type: SERVER_HEROES_XP_CHANGE
        class_name: '/'
        operation: 'ADD'
        value: '1.0'

Setting location is optional for this object.

SERVER_ITEMS_DROP

This object is something that the server will do for the quest players.

object:
  # ... generic settings here
  type: SERVER_ITEMS_DROP
  # amount (number, optional) : amount of times the action has to be repeated
  amount: '1'
  # items (item list setting, mandatory) : items settings
  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.

      object:
        type: SERVER_ITEMS_DROP
        amount: '1'
        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'

Setting location is required for this object.

SERVER_ITEMS_GIVE

This object is something that the server will do for the quest players.

object:
  # ... generic settings here
  type: SERVER_ITEMS_GIVE
  # amount (number, optional) : amount of times the action has to be repeated
  amount: '1'
  # leader_only (boolean, optional) : should the action be performed only for the quest leader
  leader_only: 'false'
  # prevent_abandonment (boolean, optional) : should the players be prevented to drop or move the item to a container
  prevent_abandonment: 'false'
  # items (item list setting, mandatory) : items settings
  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.

      object:
        type: SERVER_ITEMS_GIVE
        amount: '1'
        leader_only: 'false'
        prevent_abandonment: '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'

Setting location is useless for this object.

SERVER_ITEMS_REMOVE

This object is something that the server will do for the quest players.

object:
  # ... generic settings here
  type: SERVER_ITEMS_REMOVE
  # amount (number, optional) : amount of times the action has to be repeated
  amount: '1'
  # leader_only (boolean, optional) : should the action be performed only for the quest leader
  leader_only: 'false'
  # items (item list setting, mandatory) : items settings
  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.

      object:
        type: SERVER_ITEMS_REMOVE
        amount: '1'
        leader_only: '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'

Setting location is useless for this object.

SERVER_JOURNAL_ENTRY_ADD

This object is something that the server will do for the quest players.

object:
  # ... generic settings here
  type: SERVER_JOURNAL_ENTRY_ADD
  # entry_id (text, mandatory) : id of entry
  entry_id: '/'
  # entry_title (text, mandatory) : title of entry
  entry_title: '/'
  # entry_detail (text, optional) : details of entry
  entry_detail: '/'
  # leader_only (boolean, optional) : should the action be performed only for the quest leader
  leader_only: 'false'

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

      object:
        type: SERVER_JOURNAL_ENTRY_ADD
        entry_id: '/'
        entry_title: '/'
        entry_detail: '/'
        leader_only: 'false'

Setting location is useless for this object.

SERVER_JOURNAL_ENTRY_REMOVE

This object is something that the server will do for the quest players.

object:
  # ... generic settings here
  type: SERVER_JOURNAL_ENTRY_REMOVE
  # entry_id (text, mandatory) : id of entry
  entry_id: '/'
  # leader_only (boolean, optional) : should the action be performed only for the quest leader
  leader_only: 'false'

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

      object:
        type: SERVER_JOURNAL_ENTRY_REMOVE
        entry_id: '/'
        leader_only: 'false'

Setting location is useless for this object.

SERVER_LIGHTNING_STRIKE

This object is something that the server will do for the quest players.

object:
  # ... generic settings here
  type: SERVER_LIGHTNING_STRIKE
  # damage (boolean, mandatory) : should the lightning strike deal damage to players
  damage: 'true'
  # amount (number, optional) : amount of times the action has to be repeated
  amount: '1'

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

      object:
        type: SERVER_LIGHTNING_STRIKE
        damage: 'true'
        amount: '1'

Setting location is required for this object.

SERVER_MCMMO_LEVEL_CHANGE

This object is something that the server will do for the quest players.

object:
  # ... generic settings here
  type: SERVER_MCMMO_LEVEL_CHANGE
  # skill_name (text, mandatory) : name of McMMO skill
  skill_name: '/'
  # operation (operation, optional) : operation to perform/check
  # possible values : ADD, SET, TAKE
  operation: 'ADD'
  # value (decimal number, optional) : value modifier
  value: '1.0'

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

      object:
        type: SERVER_MCMMO_LEVEL_CHANGE
        skill_name: '/'
        operation: 'ADD'
        value: '1.0'

Setting location is optional for this object.

SERVER_MCMMO_XP_CHANGE

This object is something that the server will do for the quest players.

object:
  # ... generic settings here
  type: NO_ACTION

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

      object:
        type: NO_ACTION

Setting location is useless for this object.

SERVER_MOB_KILL

This object is something that the server will do for the quest players.

object:
  # ... generic settings here
  type: SERVER_MOB_KILL
  # amount (number, optional) : amount of times the action has to be repeated
  amount: '1'
  # mob (mob setting, mandatory) : mob settings
  mob:
    # name (text, optional) : name of mob
    name: '/'
    # type (entity type, optional) : type of mob
    # possible values : DROPPED_ITEM, EXPERIENCE_ORB, AREA_EFFECT_CLOUD, ELDER_GUARDIAN, WITHER_SKELETON, STRAY, EGG, LEASH_HITCH, PAINTING, ARROW, SNOWBALL, FIREBALL, SMALL_FIREBALL, ENDER_PEARL, ...
    type: '/'

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

      object:
        type: SERVER_MOB_KILL
        amount: '1'
        mob:
          name: '/'
          type: '/'

Setting location is required for this object.

SERVER_MOB_SPAWN

This object is something that the server will do for the quest players.

object:
  # ... generic settings here
  type: SERVER_MOB_SPAWN
  # quest_limited_mob (boolean, mandatory) : should the PvE be restricted to the quest players for the spawned mobs
  quest_limited_mob: 'false'
  # amount (number, optional) : amount of times the action has to be repeated
  amount: '1'
  # mob (mob setting, mandatory) : mob settings
  mob:
    # name (text, optional) : name of mob
    name: '/'
    # type (entity type, optional) : type of mob
    # possible values : DROPPED_ITEM, EXPERIENCE_ORB, AREA_EFFECT_CLOUD, ELDER_GUARDIAN, WITHER_SKELETON, STRAY, EGG, LEASH_HITCH, PAINTING, ARROW, SNOWBALL, FIREBALL, SMALL_FIREBALL, ENDER_PEARL, ...
    type: '/'

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

      object:
        type: SERVER_MOB_SPAWN
        quest_limited_mob: 'false'
        amount: '1'
        mob:
          name: '/'
          type: '/'

Setting location is required for this object.

SERVER_MOB_TELEPORT

This object is something that the server will do for the quest players.

object:
  # ... generic settings here
  type: SERVER_MOB_TELEPORT
  # teleport_to (location, mandatory) : where should the mobs be teleported
  teleport_to: '/'
  # amount (number, optional) : amount of times the action has to be repeated
  amount: '1'
  # mob (mob setting, mandatory) : mob settings
  mob:
    # name (text, optional) : name of mob
    name: '/'
    # type (entity type, optional) : type of mob
    # possible values : DROPPED_ITEM, EXPERIENCE_ORB, AREA_EFFECT_CLOUD, ELDER_GUARDIAN, WITHER_SKELETON, STRAY, EGG, LEASH_HITCH, PAINTING, ARROW, SNOWBALL, FIREBALL, SMALL_FIREBALL, ENDER_PEARL, ...
    type: '/'

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

      object:
        type: SERVER_MOB_TELEPORT
        teleport_to: '/'
        amount: '1'
        mob:
          name: '/'
          type: '/'

Setting location is required for this object.

SERVER_MONEY_CHANGE

This object is something that the server will do for the quest players.

object:
  # ... generic settings here
  type: SERVER_MONEY_CHANGE
  # leader_only (boolean, optional) : should the action be performed only for the quest leader
  leader_only: 'false'
  # operation (operation, optional) : operation to perform/check
  # possible values : ADD, SET, TAKE
  operation: 'ADD'
  # value (number, optional) : value modifier
  value: '1'

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

      object:
        type: SERVER_MONEY_CHANGE
        leader_only: 'false'
        operation: 'ADD'
        value: '1'

Setting location is useless for this object.

SERVER_MYTHICMOBS_SPAWN

This object is something that the server will do for the quest players.

object:
  # ... generic settings here
  type: SERVER_MYTHICMOBS_SPAWN
  # mob_name (text, mandatory) : name of MythicMob mob
  mob_name: '/'
  # amount (number, optional) : amount of times the action has to be repeated
  amount: '1'
  # quest_limited_mob (boolean, optional) : should the PvE be restricted to the quest players for the spawned mobs
  quest_limited_mob: 'false'

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

      object:
        type: SERVER_MYTHICMOBS_SPAWN
        mob_name: '/'
        amount: '1'
        quest_limited_mob: 'false'

Setting location is optional for this object.

SERVER_NPC_DISPLAY_CHANGE

This object is something that the server will do for the quest players.

object:
  # ... generic settings here
  type: SERVER_NPC_DISPLAY_CHANGE
  # npc (number, mandatory) : id of Citizens NPC
  npc: '/'
  # operation (operation, optional) : operation to perform/check
  # possible values : HIDE, SHOW
  operation: 'WALK_TO'

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

      object:
        type: SERVER_NPC_DISPLAY_CHANGE
        npc: '/'
        operation: 'WALK_TO'

Setting location is optional for this object.

SERVER_NPC_MOVE

This object is something that the server will do for the quest players.

object:
  # ... generic settings here
  type: SERVER_NPC_MOVE
  # npc (number, mandatory) : id of Citizens NPC
  npc: '/'
  # operation (operation, optional) : operation to perform/check
  # possible values : TELEPORT, WALK_TO, WALK_TO_WAIT_COMPLETION
  operation: 'WALK_TO'

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

      object:
        type: SERVER_NPC_MOVE
        npc: '/'
        operation: 'WALK_TO'

Setting location is optional for this object.

SERVER_PARTICLES_DISPLAY

This object is something that the server will do for the quest players.

object:
  # ... generic settings here
  type: SERVER_PARTICLES_DISPLAY
  # amount (number, optional) : amount of times the action has to be repeated
  amount: '1'
  # particle_type (type, optional) : type of particle
  # possible values : EXPLOSION_NORMAL, EXPLOSION_LARGE, EXPLOSION_HUGE, FIREWORKS_SPARK, WATER_BUBBLE, WATER_SPLASH, WATER_WAKE, SUSPENDED, SUSPENDED_DEPTH, CRIT, CRIT_MAGIC, SMOKE_NORMAL, SMOKE_LARGE, SPELL, ...
  particle_type: 'HEART'
  # quest_players_only (boolean, optional) : should the particles be seen only by the quest players
  quest_players_only: 'true'

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

      object:
        type: SERVER_PARTICLES_DISPLAY
        amount: '1'
        particle_type: 'HEART'
        quest_players_only: 'true'

Setting location is required for this object.

SERVER_PHATLOOTS_LOOT

This object is something that the server will do for the quest players.

object:
  # ... generic settings here
  type: SERVER_PHATLOOTS_LOOT

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

      object:
        type: SERVER_PHATLOOTS_LOOT

Setting location is optional for this object.

SERVER_PLAYER_CLEAR

This object is something that the server will do for the quest players.

object:
  # ... generic settings here
  type: SERVER_PLAYER_CLEAR

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

      object:
        type: SERVER_PLAYER_CLEAR

Setting location is useless for this object.

SERVER_PLAYER_DAMAGE

This object is something that the server will do for the quest players.

object:
  # ... generic settings here
  type: SERVER_PLAYER_DAMAGE
  # amount (decimal number, optional) : amount of times the action has to be repeated
  amount: '1.0'

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

      object:
        type: SERVER_PLAYER_DAMAGE
        amount: '1.0'

Setting location is useless for this object.

SERVER_PLAYER_EFFECTS_GIVE

This object is something that the server will do for the quest players.

object:
  # ... generic settings here
  type: SERVER_PLAYER_EFFECTS_GIVE
  # effects (effect list setting, mandatory) : effects settings
  effects:
    1: # sample
      # duration (number, optional) : duration of effect (in ticks, 1 sec = 20 ticks)
      duration: '0'
      # level (number, optional) : level of effect (starting at 1)
      level: '0'
      # type (potion effect type, optional) : type of effect
      type: '/'

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

      object:
        type: SERVER_PLAYER_EFFECTS_GIVE
        effects:
          1:
            duration: '0'
            level: '0'
            type: '/'

Setting location is useless for this object.

SERVER_PLAYER_EFFECTS_REMOVE

This object is something that the server will do for the quest players.

object:
  # ... generic settings here
  type: SERVER_PLAYER_EFFECTS_REMOVE
  # effects (effect list setting, mandatory) : effects settings
  effects:
    1: # sample
      # duration (number, optional) : duration of effect (in ticks, 1 sec = 20 ticks)
      duration: '0'
      # level (number, optional) : level of effect (starting at 1)
      level: '0'
      # type (potion effect type, optional) : type of effect
      type: '/'

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

      object:
        type: SERVER_PLAYER_EFFECTS_REMOVE
        effects:
          1:
            duration: '0'
            level: '0'
            type: '/'

Setting location is useless for this object.

SERVER_PLAYER_TELEPORT

This object is something that the server will do for the quest players.

object:
  # ... generic settings here
  type: SERVER_PLAYER_TELEPORT

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

      object:
        type: SERVER_PLAYER_TELEPORT

Setting location is required for this object.

SERVER_QUANTUMRPG_ITEM_GIVE

This object is something that the quest players will have to do.

object:
  # ... generic settings here
  type: SERVER_QUANTUMRPG_ITEM_GIVE
  # item_id (text, mandatory) : id of QuantumRPG item
  item_id: '/'
  # 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'
  # level (number, optional) : level of item
  level: '1'
  # success_rate (number, optional) : success rate (if applicable)
  success_rate: '1'

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

      object:
        type: SERVER_QUANTUMRPG_ITEM_GIVE
        item_id: '/'
        module: '/'
        amount: '1'
        level: '1'
        success_rate: '1'

Setting location is optional for this object.

SERVER_SKILLAPI_CLASS_PROFESS

This object is something that the server will do for the quest players.

object:
  # ... generic settings here
  type: SERVER_SKILLAPI_CLASS_PROFESS
  # class_name (text, mandatory) : name of SkillAPI class
  class_name: '/'

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

      object:
        type: SERVER_SKILLAPI_CLASS_PROFESS
        class_name: '/'

Setting location is optional for this object.

SERVER_SKILLAPI_LEVEL_CHANGE

This object is something that the server will do for the quest players.

object:
  # ... generic settings here
  type: SERVER_SKILLAPI_LEVEL_CHANGE
  # class_name (text, mandatory) : name of SkillAPI class
  class_name: '/'
  # operation (operation, optional) : operation to perform/check
  # possible values : ADD, SET, TAKE
  operation: 'ADD'
  # value (number, optional) : value modifier
  value: '1'

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

      object:
        type: SERVER_SKILLAPI_LEVEL_CHANGE
        class_name: '/'
        operation: 'ADD'
        value: '1'

Setting location is optional for this object.

SERVER_SKILLAPI_POINTS_CHANGE

This object is something that the server will do for the quest players.

object:
  # ... generic settings here
  type: SERVER_SKILLAPI_POINTS_CHANGE
  # class_name (text, mandatory) : name of SkillAPI class
  class_name: '/'
  # operation (operation, optional) : operation to perform/check
  # possible values : ADD, SET, TAKE
  operation: 'ADD'
  # value (number, optional) : value modifier
  value: '1'

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

      object:
        type: SERVER_SKILLAPI_POINTS_CHANGE
        class_name: '/'
        operation: 'ADD'
        value: '1'

Setting location is optional for this object.

SERVER_SKILLAPI_XP_CHANGE

This object is something that the server will do for the quest players.

object:
  # ... generic settings here
  type: SERVER_SKILLAPI_XP_CHANGE
  # class_name (text, mandatory) : name of SkillAPI class
  class_name: '/'
  # operation (operation, optional) : operation to perform/check
  # possible values : ADD, SET, TAKE
  operation: 'ADD'
  # value (number, optional) : value modifier
  value: '1'

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

      object:
        type: SERVER_SKILLAPI_XP_CHANGE
        class_name: '/'
        operation: 'ADD'
        value: '1'

Setting location is optional for this object.

SERVER_TAB_CHANGE

This object is something that the server will do for the quest players.

object:
  # ... generic settings here
  type: SERVER_TAB_CHANGE
  # tab (tab setting, mandatory) : the title to be sent
  tab:
    # footer (text, optional) : footer
    footer: 'Honestly, just take a look ! #selfadINSIDEtheproduct :D'
    # header (text, optional) : header
    header: 'QuestCreator is like the best questing plugin'

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

      object:
        type: SERVER_TAB_CHANGE
        tab:
          footer: 'Honestly, just take a look ! #selfadINSIDEtheproduct :D'
          header: 'QuestCreator is like the best questing plugin'

Setting location is useless for this object.

SERVER_TITLE_SEND

This object is something that the server will do for the quest players.

object:
  # ... generic settings here
  type: SERVER_TITLE_SEND
  # title (title setting, mandatory) : the title to be sent
  title:
    # duration (number, optional) : duration (in ticks) (1 sec = 20 ticks)
    duration: '50'
    # fade_in (number, optional) : fade in (in ticks) (1 sec = 20 ticks)
    fade_in: '5'
    # fade_out (number, optional) : fade out (in ticks) (1 sec = 20 ticks)
    fade_out: '5'
    # subtitle (text, optional) : subtitle
    subtitle: 'Fresh a voca doooo !'
    # title (text, optional) : title
    title: 'Fresh Avocado'

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

      object:
        type: SERVER_TITLE_SEND
        title:
          duration: '50'
          fade_in: '5'
          fade_out: '5'
          subtitle: 'Fresh a voca doooo !'
          title: 'Fresh Avocado'

Setting location is useless for this object.

SERVER_VARIABLE_CHANGE

This object is something that the server will do for the quest players.

object:
  # ... generic settings here
  type: SERVER_VARIABLE_CHANGE
  # value (text, mandatory) : the modifier value
  value: '/'
  # variable (text, mandatory) : the variable to modify
  variable: '/'
  # leader_only (boolean, optional) : should the action be performed only for the quest leader
  leader_only: 'true'
  # operation (operation, optional) : operation to perform/check
  # possible values : SET, ADD, TAKE, ADD_NUMBER, TAKE_NUMBER
  operation: 'ADD'

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

      object:
        type: SERVER_VARIABLE_CHANGE
        value: '/'
        variable: '/'
        leader_only: 'true'
        operation: 'ADD'

Setting location is useless for this object.

SERVER_WORLDEDIT_SCHEMATIC_PASTE

This object is something that the server will do for the quest players.

object:
  # ... generic settings here
  type: SERVER_WORLDEDIT_SCHEMATIC_PASTE
  # schematic_file (text, mandatory) : schematic file name (for example 'castle.schematic')
  schematic_file: '/'

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

      object:
        type: SERVER_WORLDEDIT_SCHEMATIC_PASTE
        schematic_file: '/'

Setting location is optional for this object.

SERVER_XP_CHANGE

This object is something that the server will do for the quest players.

object:
  # ... generic settings here
  type: SERVER_XP_CHANGE
  # amount (number, optional) : amount of times the action has to be repeated
  amount: '1'
  # operation (operation, optional) : operation to perform/check
  # possible values : ADD, SET, TAKE
  operation: 'ADD'

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

      object:
        type: SERVER_XP_CHANGE
        amount: '1'
        operation: 'ADD'

Setting location is useless for this object.