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GuillaumeVDN的插件文档/QuestCreator/示例:修订间差异

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(创建页面,内容为“{{模板:VDNBox}} =示例任务= You can download the files here. ==内容== This example has a NPC activator and a quest. 激活器: * The NPC will display par…”)
 
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{{模板:VDNBox}}
{{模板:VDNBox}}
=示例任务=
=从NPC处接取任务=
You can download the files here.
You can download the files here.


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==任务模型==
==任务模型==
/quest_models/example_npc_fetch.yml
/quest_models/example_npc_fetch.yml
  # -------------------- Display settings --------------------
  # -------------------- 显示设置 --------------------
   
   
  display_name: NPC fetch quest
  display_name: NPC fetch quest
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     {controls}
     {controls}
   
   
  # -------------------- Post-quest settings --------------------
  # -------------------- 任务结束设置 --------------------
   
   
  completion:
  completion:
第169行: 第169行:
         goto: QUEST_SUCCESS
         goto: QUEST_SUCCESS
   
   
  # -------------------- Rewards settings --------------------
  # -------------------- 奖励设置 --------------------
   
   
  end_objects:
  end_objects:
第177行: 第177行:
       currency: VAULT
       currency: VAULT
       value_formula: {value} + 20.0  # takes the current money amount and add 20$
       value_formula: {value} + 20.0  # takes the current money amount and add 20$
    b:
      type: SERVER_FIREWORKS_LAUNCH
      effects:
        1:
          type: CREEPER
          colors: |
            AQUA
            BLUE
          fade_colors: |
            AQUA
            BLUE
          flicker: true
          trail: true
      count: 1
      position:
        type: PLAYER_RELATIVE_SINGLE
        location:
          distance: 3.0
          vertical_offset: 1.0
=NPC跑腿任务=
==内容==
This example has a NPC activator and a quest.
It uses a different object than the npc fetch example, where the player must hold the item in their hand, and deliver everything at once.
激活器:
* The NPC will display particles when the quest is available or in progress
* Approach the NPC to get a little dialog, and get asked to confirm starting the quest with a GUI
任务内容:
* Interact with the NPC with 64 wheat in your hand
* Get $150 as a reward and throw a firework
其它:
* You can complete this quest at most 20 times
* There’s a 10 hours cooldown on success
==激活器==
/quest_activators/npc_farmer.yml
type: CITIZENS_NPCS
npcs: [0]
particles:
  AVAILABLE: notify_1
  PROGRESS: notify_2
particles_location:
  vertical_offset: 2.5
sneak_click_cancel: true
required_gui_quests: 9999  # set it to a big number so it will never open
==任务模型==
/quest_models/example_npc_deliver.yml
# -------------------- 显示设置 --------------------
display_name: NPC deliver quest
description: ['You''ll have to deliver some wheat to a NPC in this quest.']
start_notify:
  title: '&6Quest started'
  title_subtitle: '&7You started quest {quest} &7!'
  sound: ENTITY_PLAYER_LEVELUP
progress_notify:
  actionbar: '&a{quest} &7| {objective}'
progress_notify_scoreboard: true
all_status_item:
  type: STONE
  name: '&6{quest}'
  lore: |
    &7{description}
    {completions}
    {last_completion}
    {cooldown}
    {detailed_progression}
    {detailed_errors}
    {controls}
# -------------------- 任务结束设置 --------------------
completion:
  max_completions: 20
  notify:
    SUCCESS:
      title: '&dQuest completed'
      title_subtitle: '&7You completed quest &a{quest} &7!'
      sound: ENTITY_PLAYER_LEVELUP
    FAIL:
      title: '&cQuest failed'
      title_subtitle: '&7You failed quest &c{quest} &7!'
      sound: BLOCK_ANVIL_DESTROY
    CANCEL:
      title: '&cQuest cancelled'
      title_subtitle: '&7You cancelled quest &c{quest}'
      sound: BLOCK_ANVIL_DESTROY
cooldown:
  duration: 10 HOUR
  end_types: [SUCCESS]
# -------------------- Activator settings --------------------
activators: [npc_farmer]
activators_dialog:
  - '&6[Farmer] &7Hi ! Do you want to start my quest ? I need some wheat.'
  - ''  # empty line so the player needs to click again for the GUI to open
activators_dialog_auto_start_distance: 3.5
activators_dialog_reset:
  reset_delay: 30 SECOND
  reset_distance: 5.0
  reset_notify:
    message: '&6[Farmer] &7Okay then, rude D:'
# -------------------- Quest content --------------------
branches:
  MAIN:
    starts_at: DELIVER
    objects:
      # ----- Main object : the farm object. The player will have to interact with the NPC holding 64 wheat in their hand.
      DELIVER:
        start_notify:
          message: '&6[Farmer] &7Wonderful ! So, I need you to bring me 64 wheat. I''ll be waiting for you then.'
        # display
        name_short: Deliver 64 wheat to the farmer
        objective_detail: '&7Deliver wheat : &b{objective_progression}&7/&b{objective_goal}'
        # npc deliver settings
        type: PLAYER_CITIZENS_NPC_INTERACT
        npc: 0
        items_needed:
          items:
            a:
              item:
                type: WHEAT
              goal: 64
          in_hand: true
          take: true
          error_message: '&6[Farmer] &7So, how''s your search for my wheat going ? Remember, I need 64 of it.'
        # post-object
        complete_notify:
          sound: ENTITY_PLAYER_LEVELUP
          message: '&6[Farmer] &7That''s so amazing ! Thanks a lot. Here''s a $150 reward :D'
        goto: QUEST_SUCCESS
# -------------------- 奖励设置 --------------------
end_objects:
  SUCCESS:
    a:
      type: SERVER_LOGIC_MONEY
      currency: VAULT
      value_formula: {value} + 150.0  # takes the current money amount and add 150$
    b:
      type: SERVER_FIREWORKS_LAUNCH
      effects:
        1:
          type: CREEPER
          colors: |
            AQUA
            BLUE
          fade_colors: |
            AQUA
            BLUE
          flicker: true
          trail: true
      count: 1
      position:
        type: PLAYER_RELATIVE_SINGLE
        location:
          distance: 3.0
          vertical_offset: 1.0
         
=选择(任务分支)=
你可以[http://guillaumevdn.com/plugins/doc/files/example_choice.zip 点击这里]下载文件。
==内容==
This example contains all the available diverge objects, as well as most of their settings.
==任务模型==
/quest_models/example_choice.yml
# -------------------- 显示设置 --------------------
display_name: Choice example
description: ['This is just an example on how to use the diverge objects.']
start_notify:
  title: '&6Quest started'
  title_subtitle: '&7You started quest {quest} &7!'
  sound: ENTITY_PLAYER_LEVELUP
progress_notify:
  actionbar: '&a{quest} &7| {objective}'
progress_notify_scoreboard: true
all_status_item:
  type: STONE
  name: '&6{quest}'
  lore: |
    &7{description}
    {completions}
    {last_completion}
    {cooldown}
    {detailed_progression}
    {detailed_errors}
    {controls}
# -------------------- 任务结束设置 --------------------
completion:
  max_completions: -1
  notify:
    SUCCESS:
      title: '&dQuest completed'
      title_subtitle: '&7You completed quest &a{quest} &7!'
      sound: ENTITY_PLAYER_LEVELUP
    FAIL:
      title: '&cQuest failed'
      title_subtitle: '&7You failed quest &c{quest} &7!'
      sound: BLOCK_ANVIL_DESTROY
    CANCEL:
      title: '&cQuest cancelled'
      title_subtitle: '&7You cancelled quest &c{quest}'
      sound: BLOCK_ANVIL_DESTROY
# -------------------- Quest content --------------------
branches:
  MAIN:
    starts_at: CHAT
    objects:
      # ----- First object : chat choice
      CHAT:
        # display
        name_short: Make a choice
        start_notify:
          message: |
            &r--------------------
            &6[System] Please make a choice in the chat. You just need to click one of the options.
            &r
        # diverge chat
        type: DIVERGE_CHAT
        repeat_delay: 30 SECOND
        choices:
          a:
            text: '&6(a) &aI want to test the DIVERGE_CHAT object.'
            redo_text: '&6(a) &7I want to test the DIVERGE_CHAT object (again).'
            goto: OBJECT CHAT
          b:
            text: '&6(b) &aI want to test the DIVERGE_GUI object.'
            redo_text: '&6(b) &7I want to test the DIVERGE_GUI object (again).'
            goto: OBJECT GUI
          c:
            text: '&6(c) &aI want to test the DIVERGE_OBJECTS object.'
            redo_text: '&6(c) &7I want to test the DIVERGE_OBJECTS object (again).'
            goto: OBJECT OBJECTS
          d:
            text: '&6(d) &aThis option will only be clickeable if you have $10. Click to restarts this object.'
            redo_text: '&6(d) &7This option will only be clickeable if you have $10. Click to restarts this object (again).'
            unavailable_text: '&6(d) &8This option will only be clickeable if you have $10.'
            conditions:
              conditions:
                a:
                  type: LOGIC_MONEY
                  currency: VAULT
                  logic: '{money} >= 10'
            goto: OBJECT CHAT
          e:
            text: '&6(e) &eThis choice can only be clicked once. It restarts this object.'
            max_completions: 1
            goto: OBJECT CHAT
          f:
            text: '&6(f) &aI''m out ! (stop the quest)'
            redo_text: '&6(f) &7I''m out ! (stop the quest, again)'
            goto: QUEST_SUCCESS
        # post-object
        complete_notify:
          sound: ENTITY_PLAYER_LEVELUP
          message: '&7[System] You made a choice in the chat, congrats!'
      # ----- Second object : GUI choice
      GUI:
        # display
        name_short: Make a choice
        start_notify:
          message: '&6[System] Please make a choice in the GUI. You just need to click one of the options.'
        # diverge chat
        type: DIVERGE_GUI
        reopen_delay: 5 SECOND
        choices:
          a:
            slot: 10
            item:
              type: GREEN_WOOL
              name: '&aI want to test the DIVERGE_CHAT object.'
            redo_item:
              type: GRAY_WOOL
              name: '&7I want to test the DIVERGE_CHAT object (again).'
            goto: OBJECT CHAT
          b:
            slot: 11
            item:
              type: GREEN_WOOL
              name: '&aI want to test the DIVERGE_GUI object.'
            redo_item:
              type: GRAY_WOOL
              name: '&7I want to test the DIVERGE_GUI object (again).'
            goto: OBJECT GUI
          c:
            slot: 12
            item:
              type: GREEN_WOOL
              name: '&aI want to test the DIVERGE_OBJECTS object.'
            redo_item:
              type: GRAY_WOOL
              name: '&7I want to test the DIVERGE_OBJECTS object (again).'
            goto: OBJECT OBJECTS
          d:
            slot: 13
            item:
              type: GREEN_WOOL
              name: '&aThis option will only be clickeable if you have $10. Click to restarts this object.'
            redo_item:
              type: GRAY_WOOL
              name: '&7This option will only be clickeable if you have $10. Click to restarts this object (again).'
            unavailable_item:
              type: RED_WOOL
              name: '&8This option will only be clickeable if you have $10.'
            conditions:
              conditions:
                a:
                  type: LOGIC_MONEY
                  currency: VAULT
                  logic: '{money} >= 10'
            goto: OBJECT GUI
          e:
            slot: 14
            item:
              type: ORANGE_WOOL
              name: '&aThis choice can only be clicked once. It restarts this object.'
            max_completions: 1
            goto: OBJECT GUI
          f:
            slot: 15
            item:
              type: GREEN_WOOL
              name: '&aI''m out ! (stop the quest)'
            redo_item:
              type: GRAY_WOOL
              name: '&7I''m out ! (stop the quest, again)'
            goto: QUEST_SUCCESS
        # post-object
        complete_notify:
          sound: ENTITY_PLAYER_LEVELUP
          message: '&7[System] You made a choice in the GUI, congrats!'
      # ----- Third object : objects choice
      OBJECTS:
        # display
        name_short: Make a choice
        start_notify:
          message: '&6[System] Please make a choice. Here, you can either jump 3 times to restart the quest, or say "goodbye" in the chat to stop the quest.'
        update_notify:
          message: '&6[System] Please make a choice. Here, you can either jump 3 times to restart the quest, or say "goodbye" in the chat to stop the quest.'
        update_notify_delay: 30 SECOND
        # diverge chat
        type: DIVERGE_OBJECTS
        choices:
          a:
            object: OBJECTS_RESTART
            goto: OBJECT CHAT
          b:
            object: OBJECTS_STOP
            goto: QUEST_SUCCESS
        # post-object
        complete_notify:
          sound: ENTITY_PLAYER_LEVELUP
          message: '&7[System] You made a choice using objects, congrats!'
      OBJECTS_RESTART:
        type: PLAYER_JUMP
        goal: 3
      OBJECTS_STOP:
        type: PLAYER_CHAT
        whitelist: ['goodbye']
        error_message: '&7If you''re trying to stop the quest, the thing to say is "goodbye".'
# -------------------- 奖励设置 --------------------
end_objects:
  SUCCESS:
    a:
      type: SERVER_FIREWORKS_LAUNCH
      effects:
        1:
          type: CREEPER
          colors: |
            AQUA
            BLUE
          fade_colors: |
            AQUA
            BLUE
          flicker: true
          trail: true
      count: 1
      position:
        type: PLAYER_RELATIVE_SINGLE
        location:
          distance: 3.0
          vertical_offset: 1.0
         
=农场任务组 + GUI=
==内容==
任务:
* Five farming quests where you need to break X blocks of grown wheat
* You get X dollars as a reward and throw a firework
Global variables :
* There are global variables to define the goals and rewards of the quest
Group :
* It contains all five quests, and require them to be completed in order
GUI :
* The main GUI is configured to display all five quests, depending on their status
* There’s also an extra item with overriden clicks that will display chat messages on click (left/right/other)
==全局变量==
/global_variables.yml
# Farm goals and rewards for the wheat farming quests
farm_wheat_1_goal: 25
farm_wheat_2_goal: 50
farm_wheat_3_goal: 100
farm_wheat_4_goal: 150
farm_wheat_5_goal: 250
farm_wheat_1_reward: 100
farm_wheat_2_reward: 200
farm_wheat_3_reward: 400
farm_wheat_4_reward: 600
farm_wheat_5_reward: 1000
==任务组==
/quest_groups/group_farm.yml
max_concurrent: 1
execution_order: true
models: [farm_wheat_1,farm_wheat_2,farm_wheat_3,farm_wheat_4,farm_wheat_5]
==GUI==
/guis/main.yml
name: '&aThe farming GUI'
type: CHEST_1_ROW
contents:
  0:
    type: QUESTS
    quests: [farm_wheat_1]
    locations:
      - 0,0
  1:
    type: QUESTS
    quests: [farm_wheat_2]
    locations:
      - 0,1
  2:
    type: QUESTS
    quests: [farm_wheat_3]
    locations:
      - 0,2
  3:
    type: QUESTS
    quests: [farm_wheat_4]
    locations:
      - 0,3
  4:
    type: QUESTS
    quests: [farm_wheat_5]
    locations:
      - 0,4
  8:
    type: NONE
    locations:
      - 0,8
    icon:
      type: NETHER_STAR
      name: '&7Click me!'
      lore: |
        &7Left, right, or any other click type.
    override_clicks:
      LEFT: COMMANDS_AS_PLAYER say &bI just made a left click!
      RIGHT: COMMANDS_AS_PLAYER say &bI just made a right click!
      DEFAULT: COMMANDS_AS_PLAYER say &bI just made another click!
     
==第一个任务模型==
/quest_models/farm_wheat_1.yml
See the other quest models in downloads above (they’re the same, with different names and variables).
# -------------------- 显示设置 --------------------
display_name: Farm wheat I
description: ['You''ll have to farm {gvariable:farm_wheat_1_goal} wheat in this quest.']
start_notify:
  title: '&6Quest started'
  title_subtitle: '&7You started quest {quest} &7!'
  sound: ENTITY_PLAYER_LEVELUP
progress_notify:
  actionbar: '&a{quest} &7| {objective}'
progress_notify_scoreboard: true
all_status_item:
  type: WHEAT
  name: '&6{quest}'
  lore: |
    &7{description}
    {completions}
    {last_completion}
    {cooldown}
    {detailed_progression}
    {detailed_errors}
    {controls}
status_item:
  UNAVAILABLE:
    type: BEDROCK
    name: '&c{quest}'
    lore: |
      &7{description}
      {detailed_errors}
      {controls}
# -------------------- 任务结束设置 --------------------
completion:
  max_completions: 1
  notify:
    SUCCESS:
      title: '&dQuest completed'
      title_subtitle: '&7You completed quest &a{quest} &7!'
      sound: ENTITY_PLAYER_LEVELUP
    FAIL:
      title: '&cQuest failed'
      title_subtitle: '&7You failed quest &c{quest} &7!'
      sound: BLOCK_ANVIL_DESTROY
    CANCEL:
      title: '&cQuest cancelled'
      title_subtitle: '&7You cancelled quest &c{quest}'
      sound: BLOCK_ANVIL_DESTROY
# -------------------- Quest content --------------------
branches:
  MAIN:
    starts_at: FARM
    objects:
      # ----- Main object : the player will have to mine X wheat (defined in a global variable)
      FARM:
        # display
        name_short: Farm some wheat
        objective_detail: '&7Farm wheat | &b{objective_progression}&7/&b{objective_goal}'
        # blocks break settings
        type: PLAYER_BLOCKS_BREAK
        blocks:
          a:
            types: [WHEAT]
            states: [AGE 7]
            goal: {gvariable:farm_wheat_1_goal}
        # post-object
        complete_notify:
          sound: ENTITY_PLAYER_LEVELUP
          message: '&7[&a{quest}&7] Congratulations ! Here''s a ${gvariable:farm_wheat_1_reward} reward !'
        goto: QUEST_SUCCESS
# -------------------- 奖励设置 --------------------
end_objects:
  SUCCESS:
    a:
      type: SERVER_LOGIC_MONEY
      currency: VAULT
      value_formula: {value} + {gvariable:farm_wheat_1_reward}  # takes the current money amount and add the reward
     b:
     b:
       type: SERVER_FIREWORKS_LAUNCH
       type: SERVER_FIREWORKS_LAUNCH

2020年10月24日 (六) 06:57的版本

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QuestCreator

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从NPC处接取任务

You can download the files here.

内容

This example has a NPC activator and a quest.

激活器:

  • The NPC will display particles when the quest is available or in progress
  • Approach the NPC to get a little dialog, and get asked to confirm starting the quest with a GUI

任务内容:

  • Farm some 20 stone and 20 dirt/grass
  • Interact with the NPC with 20 cobblestone and 20 dirt items
  • Get $20 as a reward and throw a firework

其它:

  • You can complete this quest at most 20 times
  • There’s a 10 hours cooldown on success

激活器

/quest_activators/npc_farmer.yml

type: CITIZENS_NPCS
npcs: [0]

particles:
  AVAILABLE: notify_1
  PROGRESS: notify_2

particles_location:
  vertical_offset: 2.5

sneak_click_cancel: true

required_gui_quests: 9999  # set it to a big number so it will never open\

任务模型

/quest_models/example_npc_fetch.yml

# -------------------- 显示设置 --------------------

display_name: NPC fetch quest
description: ['Youll have to farm 20 stone and 20 dirt for a NPC in this quest.']

start_notify:
  title: '&6Quest started'
  title_subtitle: '&7You started quest {quest} &7!'
  sound: ENTITY_PLAYER_LEVELUP

progress_notify:
  actionbar: '&a{quest} &7| {objective}'
progress_notify_scoreboard: true

all_status_item:
  type: STONE
  name: '&6{quest}'
  lore: |
    &7{description}
    {completions}
    {last_completion}
    {cooldown}
    {detailed_progression}
    {detailed_errors}
    {controls}

# -------------------- 任务结束设置 --------------------

completion:
  max_completions: 20
  notify:
    SUCCESS:
      title: '&dQuest completed'
      title_subtitle: '&7You completed quest &a{quest} &7!'
      sound: ENTITY_PLAYER_LEVELUP
    FAIL:
      title: '&cQuest failed'
      title_subtitle: '&7You failed quest &c{quest} &7!'
      sound: BLOCK_ANVIL_DESTROY
    CANCEL:
      title: '&cQuest cancelled'
      title_subtitle: '&7You cancelled quest &c{quest}'
      sound: BLOCK_ANVIL_DESTROY

cooldown:
  duration: 10 HOUR
  end_types: [SUCCESS]

# -------------------- Activator settings --------------------

activators: [npc_farmer]

activators_dialog:
  - '&6[Farmer] &7Hi ! Do you want to start my quest ? Its just about getting some blocks.'
  -   # empty line so the player needs to click again for the GUI to open

activators_dialog_auto_start_distance: 3.5

activators_dialog_reset:
  reset_delay: 30 SECOND
  reset_distance: 5.0
  reset_notify:
    message: '&6[Farmer] &7Okay then, rude D:'

# -------------------- Quest content --------------------

branches:

  MAIN:
    starts_at: FARM
    objects:

      # ----- First object : the farm object. The player will have to go mine 20 stone and 20 dirt

      FARM:
        # display
        name_short: Farm some blocks
        objective_detail: '&7Farm blocks | &7Stone : &b{objective_progression:a}&7/&b{objective_goal:a} &7| Dirt : &b{objective_progression:b}&7/&b{objective_goal:b}'
        objective_detail_verbose: |
          &7Farm some blocks
          &7Stone : &b{objective_progression:a}&7/&b{objective_goal:a}
          &7Dirt : &b{objective_progression:b}&7/&b{objective_goal:b}
        start_notify:
          message: '&6[Farmer] &7Wonderful ! Ill be waiting for you then.'
        # blocks break settings
        type: PLAYER_BLOCKS_BREAK
        blocks:
          a:
            types: [STONE]
            goal: 20.0
          b:
            types: [DIRT,GRASS_BLOCK]
            goal: 20.0
        allow_player_blocks: false
        allow_player_blocks_error_message: '&cThis block was placed by a player, you cant use it to progress your quest !'
        # post-object
        complete_notify:
          sound: ENTITY_PLAYER_LEVELUP
          message: '&7[&a{quest}&7] Youre all done with the mining ! You can deliver the items to the farmer now.'
        goto: OBJECT DELIVER

      # ----- Second object : the NPC delivery object. The player will have to interact with the NPC to give him
      #                       the 20 cobblestones and 20 dirt (and they will be taken from their inventory)

      DELIVER:
        # display
        name_short: Deliver your items to the farmer
        objective_detail: '&7Deliver items | Cobblestone : &b{objective_progression:a}&7/&b{objective_goal:a} &7| Dirt : &b{objective_progression:b}&7/&b{objective_goal:b}'
        objective_detail_verbose: |
          &7Deliver your items to the farmer
          &7Stone : &b{objective_progression:a}&7/&b{objective_goal:a}
          &7Dirt : &b{objective_progression:b}&7/&b{objective_goal:b}
        # npc deliver settings
        type: PLAYER_CITIZENS_NPC_DELIVER_ITEMS
        npc: 0
        items:
          a:
            item:
              type: COBBLESTONE
            goal: 20.0
            take: true
          b:
            item:
              type: DIRT
            goal: 20.0
            take: true
        # post-object
        complete_notify:
          sound: ENTITY_PLAYER_LEVELUP
          message: '&6[Farmer] &7Thats so amazing ! Thanks a lot. Heres a $20 reward :D'
        goto: QUEST_SUCCESS

# -------------------- 奖励设置 --------------------

end_objects:
  SUCCESS:
    a:
      type: SERVER_LOGIC_MONEY
      currency: VAULT
      value_formula: {value} + 20.0  # takes the current money amount and add 20$
    b:
      type: SERVER_FIREWORKS_LAUNCH
      effects:
        1:
          type: CREEPER
          colors: |
            AQUA
            BLUE
          fade_colors: |
            AQUA
            BLUE
          flicker: true
          trail: true
      count: 1
      position:
        type: PLAYER_RELATIVE_SINGLE
        location:
          distance: 3.0
          vertical_offset: 1.0

NPC跑腿任务

内容

This example has a NPC activator and a quest.

It uses a different object than the npc fetch example, where the player must hold the item in their hand, and deliver everything at once.

激活器:

  • The NPC will display particles when the quest is available or in progress
  • Approach the NPC to get a little dialog, and get asked to confirm starting the quest with a GUI

任务内容:

  • Interact with the NPC with 64 wheat in your hand
  • Get $150 as a reward and throw a firework

其它:

  • You can complete this quest at most 20 times
  • There’s a 10 hours cooldown on success

激活器

/quest_activators/npc_farmer.yml

type: CITIZENS_NPCS
npcs: [0]

particles:
  AVAILABLE: notify_1
  PROGRESS: notify_2

particles_location:
  vertical_offset: 2.5

sneak_click_cancel: true

required_gui_quests: 9999  # set it to a big number so it will never open

任务模型

/quest_models/example_npc_deliver.yml

# -------------------- 显示设置 --------------------

display_name: NPC deliver quest
description: ['Youll have to deliver some wheat to a NPC in this quest.']

start_notify:
  title: '&6Quest started'
  title_subtitle: '&7You started quest {quest} &7!'
  sound: ENTITY_PLAYER_LEVELUP

progress_notify:
  actionbar: '&a{quest} &7| {objective}'
progress_notify_scoreboard: true

all_status_item:
  type: STONE
  name: '&6{quest}'
  lore: |
    &7{description}
    {completions}
    {last_completion}
    {cooldown}
    {detailed_progression}
    {detailed_errors}
    {controls}

# -------------------- 任务结束设置 --------------------

completion:
  max_completions: 20
  notify:
    SUCCESS:
      title: '&dQuest completed'
      title_subtitle: '&7You completed quest &a{quest} &7!'
      sound: ENTITY_PLAYER_LEVELUP
    FAIL:
      title: '&cQuest failed'
      title_subtitle: '&7You failed quest &c{quest} &7!'
      sound: BLOCK_ANVIL_DESTROY
    CANCEL:
      title: '&cQuest cancelled'
      title_subtitle: '&7You cancelled quest &c{quest}'
      sound: BLOCK_ANVIL_DESTROY

cooldown:
  duration: 10 HOUR
  end_types: [SUCCESS]

# -------------------- Activator settings --------------------

activators: [npc_farmer]

activators_dialog:
  - '&6[Farmer] &7Hi ! Do you want to start my quest ? I need some wheat.'
  -   # empty line so the player needs to click again for the GUI to open

activators_dialog_auto_start_distance: 3.5

activators_dialog_reset:
  reset_delay: 30 SECOND
  reset_distance: 5.0
  reset_notify:
    message: '&6[Farmer] &7Okay then, rude D:'

# -------------------- Quest content --------------------

branches:

  MAIN:
    starts_at: DELIVER
    objects:

      # ----- Main object : the farm object. The player will have to interact with the NPC holding 64 wheat in their hand.

      DELIVER:
        start_notify:
          message: '&6[Farmer] &7Wonderful ! So, I need you to bring me 64 wheat. Ill be waiting for you then.'
        # display
        name_short: Deliver 64 wheat to the farmer
        objective_detail: '&7Deliver wheat : &b{objective_progression}&7/&b{objective_goal}'
        # npc deliver settings
        type: PLAYER_CITIZENS_NPC_INTERACT
        npc: 0
        items_needed:
          items:
            a:
              item:
                type: WHEAT
              goal: 64
          in_hand: true
          take: true
          error_message: '&6[Farmer] &7So, hows your search for my wheat going ? Remember, I need 64 of it.'
        # post-object
        complete_notify:
          sound: ENTITY_PLAYER_LEVELUP
          message: '&6[Farmer] &7Thats so amazing ! Thanks a lot. Heres a $150 reward :D'
        goto: QUEST_SUCCESS

# -------------------- 奖励设置 --------------------

end_objects:
  SUCCESS:
    a:
      type: SERVER_LOGIC_MONEY
      currency: VAULT
      value_formula: {value} + 150.0  # takes the current money amount and add 150$
    b:
      type: SERVER_FIREWORKS_LAUNCH
      effects:
        1:
          type: CREEPER
          colors: |
            AQUA
            BLUE
          fade_colors: |
            AQUA
            BLUE
          flicker: true
          trail: true
      count: 1
      position:
        type: PLAYER_RELATIVE_SINGLE
        location:
          distance: 3.0
          vertical_offset: 1.0
          

选择(任务分支)

你可以点击这里下载文件。

内容

This example contains all the available diverge objects, as well as most of their settings.

任务模型

/quest_models/example_choice.yml

# -------------------- 显示设置 --------------------

display_name: Choice example
description: ['This is just an example on how to use the diverge objects.']

start_notify:
  title: '&6Quest started'
  title_subtitle: '&7You started quest {quest} &7!'
  sound: ENTITY_PLAYER_LEVELUP

progress_notify:
  actionbar: '&a{quest} &7| {objective}'
progress_notify_scoreboard: true

all_status_item:
  type: STONE
  name: '&6{quest}'
  lore: |
    &7{description}
    {completions}
    {last_completion}
    {cooldown}
    {detailed_progression}
    {detailed_errors}
    {controls}

# -------------------- 任务结束设置 --------------------

completion:
  max_completions: -1
  notify:
    SUCCESS:
      title: '&dQuest completed'
      title_subtitle: '&7You completed quest &a{quest} &7!'
      sound: ENTITY_PLAYER_LEVELUP
    FAIL:
      title: '&cQuest failed'
      title_subtitle: '&7You failed quest &c{quest} &7!'
      sound: BLOCK_ANVIL_DESTROY
    CANCEL:
      title: '&cQuest cancelled'
      title_subtitle: '&7You cancelled quest &c{quest}'
      sound: BLOCK_ANVIL_DESTROY

# -------------------- Quest content --------------------

branches:

  MAIN:
    starts_at: CHAT
    objects:

      # ----- First object : chat choice

      CHAT:
        # display
        name_short: Make a choice
        start_notify:
          message: |
            &r--------------------
            &6[System] Please make a choice in the chat. You just need to click one of the options.
            &r
        # diverge chat
        type: DIVERGE_CHAT
        repeat_delay: 30 SECOND
        choices:
          a:
            text: '&6(a) &aI want to test the DIVERGE_CHAT object.'
            redo_text: '&6(a) &7I want to test the DIVERGE_CHAT object (again).'
            goto: OBJECT CHAT
          b:
            text: '&6(b) &aI want to test the DIVERGE_GUI object.'
            redo_text: '&6(b) &7I want to test the DIVERGE_GUI object (again).'
            goto: OBJECT GUI
          c:
            text: '&6(c) &aI want to test the DIVERGE_OBJECTS object.'
            redo_text: '&6(c) &7I want to test the DIVERGE_OBJECTS object (again).'
            goto: OBJECT OBJECTS
          d:
            text: '&6(d) &aThis option will only be clickeable if you have $10. Click to restarts this object.'
            redo_text: '&6(d) &7This option will only be clickeable if you have $10. Click to restarts this object (again).'
            unavailable_text: '&6(d) &8This option will only be clickeable if you have $10.'
            conditions:
              conditions:
                a:
                  type: LOGIC_MONEY
                  currency: VAULT
                  logic: '{money} >= 10'
            goto: OBJECT CHAT
          e:
            text: '&6(e) &eThis choice can only be clicked once. It restarts this object.'
            max_completions: 1
            goto: OBJECT CHAT
          f:
            text: '&6(f) &aIm out ! (stop the quest)'
            redo_text: '&6(f) &7Im out ! (stop the quest, again)'
            goto: QUEST_SUCCESS
        # post-object
        complete_notify:
          sound: ENTITY_PLAYER_LEVELUP
          message: '&7[System] You made a choice in the chat, congrats!'

      # ----- Second object : GUI choice

      GUI:
        # display
        name_short: Make a choice
        start_notify:
          message: '&6[System] Please make a choice in the GUI. You just need to click one of the options.'
        # diverge chat
        type: DIVERGE_GUI
        reopen_delay: 5 SECOND
        choices:
          a:
            slot: 10
            item:
              type: GREEN_WOOL
              name: '&aI want to test the DIVERGE_CHAT object.'
            redo_item:
              type: GRAY_WOOL
              name: '&7I want to test the DIVERGE_CHAT object (again).'
            goto: OBJECT CHAT
          b:
            slot: 11
            item:
              type: GREEN_WOOL
              name: '&aI want to test the DIVERGE_GUI object.'
            redo_item:
              type: GRAY_WOOL
              name: '&7I want to test the DIVERGE_GUI object (again).'
            goto: OBJECT GUI
          c:
            slot: 12
            item:
              type: GREEN_WOOL
              name: '&aI want to test the DIVERGE_OBJECTS object.'
            redo_item:
              type: GRAY_WOOL
              name: '&7I want to test the DIVERGE_OBJECTS object (again).'
            goto: OBJECT OBJECTS
          d:
            slot: 13
            item:
              type: GREEN_WOOL
              name: '&aThis option will only be clickeable if you have $10. Click to restarts this object.'
            redo_item:
              type: GRAY_WOOL
              name: '&7This option will only be clickeable if you have $10. Click to restarts this object (again).'
            unavailable_item:
              type: RED_WOOL
              name: '&8This option will only be clickeable if you have $10.'
            conditions:
              conditions:
                a:
                  type: LOGIC_MONEY
                  currency: VAULT
                  logic: '{money} >= 10'
            goto: OBJECT GUI
          e:
            slot: 14
            item:
              type: ORANGE_WOOL
              name: '&aThis choice can only be clicked once. It restarts this object.'
            max_completions: 1
            goto: OBJECT GUI
          f:
            slot: 15
            item:
              type: GREEN_WOOL
              name: '&aIm out ! (stop the quest)'
            redo_item:
              type: GRAY_WOOL
              name: '&7Im out ! (stop the quest, again)'
            goto: QUEST_SUCCESS
        # post-object
        complete_notify:
          sound: ENTITY_PLAYER_LEVELUP
          message: '&7[System] You made a choice in the GUI, congrats!'

      # ----- Third object : objects choice

      OBJECTS:
        # display
        name_short: Make a choice
        start_notify:
          message: '&6[System] Please make a choice. Here, you can either jump 3 times to restart the quest, or say "goodbye" in the chat to stop the quest.'
        update_notify:
          message: '&6[System] Please make a choice. Here, you can either jump 3 times to restart the quest, or say "goodbye" in the chat to stop the quest.'
        update_notify_delay: 30 SECOND
        # diverge chat
        type: DIVERGE_OBJECTS
        choices:
          a:
            object: OBJECTS_RESTART
            goto: OBJECT CHAT
          b:
            object: OBJECTS_STOP
            goto: QUEST_SUCCESS
        # post-object
        complete_notify:
          sound: ENTITY_PLAYER_LEVELUP
          message: '&7[System] You made a choice using objects, congrats!'

      OBJECTS_RESTART:
        type: PLAYER_JUMP
        goal: 3

      OBJECTS_STOP:
        type: PLAYER_CHAT
        whitelist: ['goodbye']
        error_message: '&7If youre trying to stop the quest, the thing to say is "goodbye".'

# -------------------- 奖励设置 --------------------

end_objects:
  SUCCESS:
    a:
      type: SERVER_FIREWORKS_LAUNCH
      effects:
        1:
          type: CREEPER
          colors: |
            AQUA
            BLUE
          fade_colors: |
            AQUA
            BLUE
          flicker: true
          trail: true
      count: 1
      position:
        type: PLAYER_RELATIVE_SINGLE
        location:
          distance: 3.0
          vertical_offset: 1.0
          

农场任务组 + GUI

内容

任务:

  • Five farming quests where you need to break X blocks of grown wheat
  • You get X dollars as a reward and throw a firework

Global variables :

  • There are global variables to define the goals and rewards of the quest

Group :

  • It contains all five quests, and require them to be completed in order

GUI :

  • The main GUI is configured to display all five quests, depending on their status
  • There’s also an extra item with overriden clicks that will display chat messages on click (left/right/other)

全局变量

/global_variables.yml

# Farm goals and rewards for the wheat farming quests

farm_wheat_1_goal: 25
farm_wheat_2_goal: 50
farm_wheat_3_goal: 100
farm_wheat_4_goal: 150
farm_wheat_5_goal: 250

farm_wheat_1_reward: 100
farm_wheat_2_reward: 200
farm_wheat_3_reward: 400
farm_wheat_4_reward: 600
farm_wheat_5_reward: 1000

任务组

/quest_groups/group_farm.yml

max_concurrent: 1
execution_order: true

models: [farm_wheat_1,farm_wheat_2,farm_wheat_3,farm_wheat_4,farm_wheat_5]

GUI

/guis/main.yml

name: '&aThe farming GUI'
type: CHEST_1_ROW

contents:
  0:
    type: QUESTS
    quests: [farm_wheat_1]
    locations:
      - 0,0
  1:
    type: QUESTS
    quests: [farm_wheat_2]
    locations:
      - 0,1
  2:
    type: QUESTS
    quests: [farm_wheat_3]
    locations:
      - 0,2
  3:
    type: QUESTS
    quests: [farm_wheat_4]
    locations:
      - 0,3
  4:
    type: QUESTS
    quests: [farm_wheat_5]
    locations:
      - 0,4
  8:
    type: NONE
    locations:
      - 0,8
    icon:
      type: NETHER_STAR
      name: '&7Click me!'
      lore: |
        &7Left, right, or any other click type.
    override_clicks:
      LEFT: COMMANDS_AS_PLAYER say &bI just made a left click!
      RIGHT: COMMANDS_AS_PLAYER say &bI just made a right click!
      DEFAULT: COMMANDS_AS_PLAYER say &bI just made another click!
      

第一个任务模型

/quest_models/farm_wheat_1.yml

See the other quest models in downloads above (they’re the same, with different names and variables).

# -------------------- 显示设置 --------------------

display_name: Farm wheat I
description: ['Youll have to farm {gvariable:farm_wheat_1_goal} wheat in this quest.']

start_notify:
  title: '&6Quest started'
  title_subtitle: '&7You started quest {quest} &7!'
  sound: ENTITY_PLAYER_LEVELUP

progress_notify:
  actionbar: '&a{quest} &7| {objective}'
progress_notify_scoreboard: true

all_status_item:
  type: WHEAT
  name: '&6{quest}'
  lore: |
    &7{description}
    {completions}
    {last_completion}
    {cooldown}
    {detailed_progression}
    {detailed_errors}
    {controls}

status_item:
  UNAVAILABLE:
    type: BEDROCK
    name: '&c{quest}'
    lore: |
      &7{description}
      {detailed_errors}
      {controls}

# -------------------- 任务结束设置 --------------------

completion:
  max_completions: 1
  notify:
    SUCCESS:
      title: '&dQuest completed'
      title_subtitle: '&7You completed quest &a{quest} &7!'
      sound: ENTITY_PLAYER_LEVELUP
    FAIL:
      title: '&cQuest failed'
      title_subtitle: '&7You failed quest &c{quest} &7!'
      sound: BLOCK_ANVIL_DESTROY
    CANCEL:
      title: '&cQuest cancelled'
      title_subtitle: '&7You cancelled quest &c{quest}'
      sound: BLOCK_ANVIL_DESTROY

# -------------------- Quest content --------------------

branches:

  MAIN:
    starts_at: FARM
    objects:

      # ----- Main object : the player will have to mine X wheat (defined in a global variable)

      FARM:
        # display
        name_short: Farm some wheat
        objective_detail: '&7Farm wheat | &b{objective_progression}&7/&b{objective_goal}'
        # blocks break settings
        type: PLAYER_BLOCKS_BREAK
        blocks:
          a:
            types: [WHEAT]
            states: [AGE 7]
            goal: {gvariable:farm_wheat_1_goal}
        # post-object
        complete_notify:
          sound: ENTITY_PLAYER_LEVELUP
          message: '&7[&a{quest}&7] Congratulations ! Heres a ${gvariable:farm_wheat_1_reward} reward !'
        goto: QUEST_SUCCESS

# -------------------- 奖励设置 --------------------

end_objects:
  SUCCESS:
    a:
      type: SERVER_LOGIC_MONEY
      currency: VAULT
      value_formula: {value} + {gvariable:farm_wheat_1_reward}  # takes the current money amount and add the reward
    b:
      type: SERVER_FIREWORKS_LAUNCH
      effects:
        1:
          type: CREEPER
          colors: |
            AQUA
            BLUE
          fade_colors: |
            AQUA
            BLUE
          flicker: true
          trail: true
      count: 1
      position:
        type: PLAYER_RELATIVE_SINGLE
        location:
          distance: 3.0
          vertical_offset: 1.0