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QuestCreator/任务类型

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Qsefthuopq留言 | 贡献2019年2月13日 (三) 08:23的版本
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任务类型

In order for your quests to be detected and to work, they need to be registered in a category.

categories.yml (by default) :

#----------------------------------------------------------------------------------------------------
# Quest categories configuration file for QuestCreator
#----------------------------------------------------------------------------------------------------

# 这里登记了你的所有任务

categories:
  
  # 示例任务类型
  example:
    # 激活器 (详情查看wiki)
    activator:
      type: ENABLED
    # 一名玩家可同时进行的任务上限
    max_concurrent: 100
    # 是否按顺序执行?
    execution_order: false
    # ... if yes, should we required the previous quest to be completed to start one ?
    previous_quest_required: false
    # 任务列表
    quest_list:
      - example
    # GUI name for the category
    gui_name: 'Example Quest'
    # Will right-clicking the quest in a quest GUI start it ?
    gui_right_click_start: true
  
  # 默认挖掘分类
  example_farm:
    activator:
      type: ENABLED
    max_concurrent: 1
    execution_order: true
    previous_quest_required: true
    quest_list:
      - example_farm_1
      - example_farm_2
    gui_name: 'Example Farm Quests'
    gui_right_click_start: true

简介

  • 任务类型是 '一组任务' (也可以是一个任务).
  • 任务类型可按顺序执行.
  • The category quests all enabled the same way (by NPC, by interacting with a block, or auto starting, daily quests, quests with a delay, world guard region, etc).
  • The category can required the previous quest to be done before starting the next one (if execution order is specified).
  • A category can have its own GUI menu (by specifying 'link: category_[name]' in the GUIs configuration).
  • A category can have a maximum amount of concurrent quests running.
  • A category is a configuration section with its own settings.
my_category:
  activator:
    # activator settings, see below
  max_concurrent: 100
  execution_order: true
  previous_quest_required: true
  quest_list:
    - my_quest_1
    - my_quest_2
  gui_name: 'Example Quest'
  gui_right_click_start: true
  • activator is a configuration section containing the activation settings. They're all detailed below.
  • max_concurrent is the maximum amount of concurrent quests of this category (for one player).
  • execution_order (optional) should be true if the quest list is in execution order.
  • previous_quest_required (optional) should be true if execution_order is true and if you want the player to complete the previous quest before starting a new one.
  • quest_list is a list containing the category quests ids.
  • gui_name is the category GUI name.
  • gui_right_click_start (optional) should be true if you want the quest to start when right-clicking the GUI item.

Activator

  • An activator is the quest 'trigger' and defines the conditions under which the quest will be started.
  • An activator is a configuration section with its own settings.
activator:
  type: ENABLED
  • type is the activator type (all detailed below).

Activator types

AUTO

The quest will attempt to start automatically as soon as possible.

activator:
  type: AUTO

BLOCK

The quest will attempt to start when the player interacts with a block.

activator:
  type: BLOCK
  block: world,0,0,0
  selection_gui_when_one_quest: false
  start_click_type: RIGHT_CLICK
  sneak_click_cancel: false
  particle_available: VILLAGER_HAPPY
  particle_progress: FIREWORKS_SPARK
  particle_cooldown: CLOUD
  particle_completed: CLOUD
  • block is the location of the block.
  • selection_gui_when_one_quest (optional) should be true if you wish the selection GUI to appear when clicking the block even if there's only one quest available.
  • start_click_type is the click type required to start the quest (can be : `RIGHT_CLICK, LEFT_CLICK')
  • sneak_click_cancel (optional) should be true if you wish the active quest to be cancelled when clicking the block while sneaking.
  • particle_[...] is the particle effect that will be displayed on this block if there's a quest available (remove those lines for no effect).

DAILY

The quest will attempt to start every day. Note that this will not restart the quest if it's already running.

activator:
  type: DAILY
  hour_of_day: 0
  • hour_of_day (optional) is the hour of day (24h format).

DELAY

The quest will attempt to start after a specific delay since the last completion.

activator:
  type: DELAY
  delay: 10080
  • hour_of_day is the delay, in minutes.

DISABLED

The quest will not be available at all.

activator:
  type: DISABLED

ENABLED

The quest will start when the player decides to (by a GUI click or a command for example).

activator:
  type: ENABLED

ENTITY

The quest will attempt to start when the player interacts with a named entity. Works if you specify the Citizens NPC name as well, even though it's recommended to use the NPC activator.

activator:
  type: ENTITY
  name: '&cSuper Creeper'
  selection_gui_when_one_quest: false
  sneak_click_cancel: false
  particle_yoff: 2.0
  particle_available: VILLAGER_HAPPY
  particle_progress: FIREWORKS_SPARK
  particle_cooldown: CLOUD
  particle_completed: CLOUD
  • name is the entity custom name (can be hidden).
  • selection_gui_when_one_quest (optional) should be true if you wish the selection GUI to appear when clicking the entity even if there's only one quest available.
  • sneak_click_cancel (optional) should be true if you wish the active quest to be cancelled when clicking the entity while sneaking.
  • particle_yoff is the particle vertical offset.
  • particle_[...] is the particle effect that will be displayed above this NPC if there's a quest available (remove those lines for no effect).

FIRSTCONNECT

The quest will start when the player first connects to the server.

activator:
  type: FIRSTCONNECT

NPC

The quest will attempt to start when the player interacts with a NPC.

activator:
  type: NPC
  id: 0
  selection_gui_when_one_quest: false
  start_click_type: RIGHT_CLICK
  sneak_click_cancel: false
  particle_available: VILLAGER_HAPPY
  particle_progress: FIREWORKS_SPARK
  particle_cooldown: CLOUD
  particle_completed: CLOUD
  • id is the Citizens NPC id.
  • selection_gui_when_one_quest (optional) should be true if you wish the selection GUI to appear when clicking the NPC even if there's only one quest available.
  • start_click_type is the click type required to start the quest (can be : `RIGHT_CLICK, LEFT_CLICK')
  • sneak_click_cancel (optional) should be true if you wish the active quest to be cancelled when clicking the NPC while sneaking.
  • particle_[...] is the particle effect that will be displayed above this NPC if there's a quest available (remove those lines for no effect).

PRECISE_ENTITY

The quest will attempt to start when the player interacts with a precise entity.

activator:
  type: PRECISE_ENTITY
  uuid: 662812ef-ddba-3699-8a5e-3a924376769c
  selection_gui_when_one_quest: false
  sneak_click_cancel: false
  particle_yoff: 2.0
  particle_available: VILLAGER_HAPPY
  particle_progress: FIREWORKS_SPARK
  particle_cooldown: CLOUD
  particle_completed: CLOUD
  • uuid is the entity unique id.
  • selection_gui_when_one_quest (optional) should be true if you wish the selection GUI to appear when clicking the entity even if there's only one quest available.
  • sneak_click_cancel (optional) should be true if you wish the active quest to be cancelled when clicking the entity while sneaking.
  • particle_yoff is the particle vertical offset.
  • particle_[...] is the particle effect that will be displayed above this NPC if there's a quest available (remove those lines for no effect).

WORLDGUARD_REGION

The quest will attempt to start when the player will be in a WorldGuard region. Note that this is not instant, the check is made every minute.

activator:
  type: WORLDGUARD_REGION
  world: world
  region: region
  • world is the world in which the region is.
  • region is the WorldGuard region id.