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GuillaumeVDN的插件文档/QuestCreator/示例
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QuestCreator |
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