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QuestCreator/任务条件
任务条件
- A condition is something that the player needs to progress.
- 条件可用于开始任务的需求或任务目标的需求 (如果没有类似的目标类型的话).
- 一个条件拥有独立的配置选项.
每个条件都有通用设置.
my_condition: type: [condition type] check_leader_only: true take_after_check: true error_message: '&cYou don''t have this requirement.'
- 'type' is the condition type. They're all detailed below.
- 'check_leader_only' is a boolean. Set it to true to check the condition only for the leader.
- 'take_after_check' is a boolean. Set it to true to take the condition when the quest starts (only if applicable, for example ITEM or MONEY).
- 'error_message' is a text. It will be sent to the player if he hasn't the condition (if the condition is a start condition).
Example of use for a start condition
start_conditions:
my_condition:
type: ITEM
operation: HAS
item:
must_have_in_hand: true
type: DIAMOND
amount: 10
error_message: '&cYou need 10 diamonds to start this quest !'
check_leader_only: true
take_after_completion: true
Example of use for a quest object
my_object:
type: CONDITIONS
conditions:
my_condition:
type: MONEY
amount: 100.0
check_leader_only: true
take_after_completion: true
Condition types
This list was generated automatically from the in-game editor. If you find any incoherence, please report it on discord.
CONDITION_JOBSREBORN_JOB_LEVEL
condition: # ... generic settings here type: CONDITION_JOBSREBORN_JOB_LEVEL # job_name (text, mandatory) : name of job job_name: '/' # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader check_leader_only: 'true' # error_message (text, optional) : an error message displayed when the condition isn't completed error_message: [] # operation (operation, optional) : operation to perform/check # possible values : EQUALS, DIFFERENT, AT_LEAST, LESS_THAN operation: 'EQUALS' # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable) take_after_completion: 'false' # value (decimal number, optional) : value modifier value: '1.0'
Here's a compact version to copy/paste it quickly.
condition:
type: CONDITION_JOBSREBORN_JOB_LEVEL
job_name: '/'
check_leader_only: 'true'
error_message: []
operation: 'EQUALS'
take_after_completion: 'false'
value: '1.0'
HEROES_CLASS_LEVEL
condition: # ... generic settings here type: HEROES_CLASS_LEVEL # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader check_leader_only: 'true' # class_name (text, optional) : name of Heroes class class_name: '/' # class_type (type, optional) : type of Heroes class # possible values : PRIMARY, SECONDARY class_type: 'PRIMARY' # error_message (text, optional) : an error message displayed when the condition isn't completed error_message: [] # operation (operation, optional) : operation to perform/check # possible values : EQUALS, DIFFERENT, AT_LEAST, LESS_THAN operation: 'EQUALS' # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable) take_after_completion: 'false' # value (decimal number, optional) : value modifier value: '1.0'
Here's a compact version to copy/paste it quickly.
condition:
type: HEROES_CLASS_LEVEL
check_leader_only: 'true'
class_name: '/'
class_type: 'PRIMARY'
error_message: []
operation: 'EQUALS'
take_after_completion: 'false'
value: '1.0'
HEROES_SKILL_LEVEL
condition: # ... generic settings here type: HEROES_SKILL_LEVEL # skill_name (text, mandatory) : name of Heroes skill skill_name: '/' # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader check_leader_only: 'true' # error_message (text, optional) : an error message displayed when the condition isn't completed error_message: [] # operation (operation, optional) : operation to perform/check # possible values : EQUALS, DIFFERENT, AT_LEAST, LESS_THAN operation: 'EQUALS' # skill_type (type, optional) : type of Heroes skill # possible values : PRIMARY, SECONDARY skill_type: 'PRIMARY' # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable) take_after_completion: 'false' # value (decimal number, optional) : value modifier value: '1.0'
Here's a compact version to copy/paste it quickly.
condition:
type: HEROES_SKILL_LEVEL
skill_name: '/'
check_leader_only: 'true'
error_message: []
operation: 'EQUALS'
skill_type: 'PRIMARY'
take_after_completion: 'false'
value: '1.0'
ITEM
condition:
# ... generic settings here
type: ITEM
# check_leader_only (boolean, optional) : should the condition be checked only for the quest leader
check_leader_only: 'true'
# error_message (text, optional) : an error message displayed when the condition isn't completed
error_message: []
# operation (operation, optional) : operation to perform/check
# possible values : HAS, HAS_NOT
operation: 'HAS'
# take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable)
take_after_completion: 'false'
# items (item list setting, mandatory) : list of items needed
items:
1: # sample
# type (material, mandatory) : type of item
type: 'AIR'
# amount (number, optional) : amount of items
amount: '1'
# chance (decimal number, optional) : item apparition chance
chance: '-1'
# durability (number, optional) : durability of item
durability: '0'
# enabled (boolean, optional) : is the item enabled
enabled: 'true'
# enchants (list of text, optional) : list of item enchants, Line format : {enchantment},{level}
enchants: []
# lore (list of text, optional) : lore of item
lore: []
# max_amount (number, optional) : maximum items amount
max_amount: '0'
# must_have_in_hand (boolean, optional) : should the item be hold in hand
must_have_in_hand: 'false'
# name (text, optional) : display name of item
name: '/'
# nbt (text, optional) : NBT tag of item, base64 encoded
nbt: '/'
# remove_after_action (boolean, optional) : should the item be removed after action
remove_after_action: 'false'
# slot (number, optional) : slot in the GUI
slot: '-1'
# unbreakable (boolean, optional) : does the item has the unbreakable tag
unbreakable: 'false'
Here's a compact version to copy/paste it quickly.
condition:
type: ITEM
check_leader_only: 'true'
error_message: []
operation: 'HAS'
take_after_completion: 'false'
items:
1:
type: 'AIR'
amount: '1'
chance: '-1'
durability: '0'
enabled: 'true'
enchants: []
lore: []
max_amount: '0'
must_have_in_hand: 'false'
name: '/'
nbt: '/'
remove_after_action: 'false'
slot: '-1'
unbreakable: 'false'
MCMMO_LEVEL
condition: # ... generic settings here type: MCMMO_LEVEL # skill_name (text, mandatory) : name of McMMO skill skill_name: '/' # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader check_leader_only: 'true' # error_message (text, optional) : an error message displayed when the condition isn't completed error_message: [] # operation (operation, optional) : operation to perform/check # possible values : EQUALS, DIFFERENT, AT_LEAST, LESS_THAN operation: 'EQUALS' # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable) take_after_completion: 'false' # value (number, optional) : value modifier value: '1.0'
Here's a compact version to copy/paste it quickly.
condition:
type: MCMMO_LEVEL
skill_name: '/'
check_leader_only: 'true'
error_message: []
operation: 'EQUALS'
take_after_completion: 'false'
value: '1.0'
MCMMO_XP
condition: # ... generic settings here type: MCMMO_XP # skill_name (text, mandatory) : name of McMMO skill skill_name: '/' # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader check_leader_only: 'true' # error_message (text, optional) : an error message displayed when the condition isn't completed error_message: [] # operation (operation, optional) : operation to perform/check # possible values : EQUALS, DIFFERENT, AT_LEAST, LESS_THAN operation: 'EQUALS' # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable) take_after_completion: 'false' # value (number, optional) : value modifier value: '1.0'
Here's a compact version to copy/paste it quickly.
condition:
type: MCMMO_XP
skill_name: '/'
check_leader_only: 'true'
error_message: []
operation: 'EQUALS'
take_after_completion: 'false'
value: '1.0'
MONEY
condition: # ... generic settings here type: MONEY # amount (decimal number, optional) : amount of times the action has to be repeated amount: '1' # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader check_leader_only: 'true' # error_message (text, optional) : an error message displayed when the condition isn't completed error_message: [] # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable) take_after_completion: 'false'
Here's a compact version to copy/paste it quickly.
condition:
type: MONEY
amount: '1'
check_leader_only: 'true'
error_message: []
take_after_completion: 'false'
PERMISSION
condition: # ... generic settings here type: PERMISSION # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader check_leader_only: 'true' # error_message (text, optional) : an error message displayed when the condition isn't completed error_message: [] # permission (permission, optional) : permission permission: '/' # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable) take_after_completion: 'false'
Here's a compact version to copy/paste it quickly.
condition:
type: PERMISSION
check_leader_only: 'true'
error_message: []
permission: '/'
take_after_completion: 'false'
QUANTUMRPG_ITEM
condition: # ... generic settings here type: QUANTUMRPG_ITEM # item_name (text, mandatory) : level of item item_name: '/' # module (e module, mandatory) : name of QuantumRPG module # possible values : ACTIVE_ITEMS, ARROWS, BUFFS, COMBAT_LOG, CONSUMABLES, CUSTOM_ITEMS, DROPS, ESSENCES, EXTRACTOR, GEMS, IDENTIFY, ITEM_HINTS, MAGIC_DUST, NOTIFICATIONS, ... module: '/' # amount (number, optional) : amount of times the action has to be repeated amount: '1' # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader check_leader_only: 'true' # error_message (text, optional) : an error message displayed when the condition isn't completed error_message: [] # operation (operation, optional) : operation to perform/check # possible values : HAS, HAS_NOT operation: 'EQUALS' # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable) take_after_completion: 'false'
Here's a compact version to copy/paste it quickly.
condition:
type: QUANTUMRPG_ITEM
item_name: '/'
module: '/'
amount: '1'
check_leader_only: 'true'
error_message: []
operation: 'EQUALS'
take_after_completion: 'false'
QUEST_COMPLETED
condition: # ... generic settings here type: QUEST_COMPLETED # quest (quest model, mandatory) : quest model id quest: '/' # amount (number, optional) : amount of times the action has to be repeated amount: '1' # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader check_leader_only: 'true' # error_message (text, optional) : an error message displayed when the condition isn't completed error_message: [] # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable) take_after_completion: 'false'
Here's a compact version to copy/paste it quickly.
condition:
type: QUEST_COMPLETED
quest: '/'
amount: '1'
check_leader_only: 'true'
error_message: []
take_after_completion: 'false'
QUEST_COMPLETED_TIME
condition: # ... generic settings here type: QUEST_COMPLETED_TIME # quest (quest model, mandatory) : quest model id quest: '/' # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader check_leader_only: 'true' # error_message (text, optional) : an error message displayed when the condition isn't completed error_message: [] # max_delay (number, optional) : maximum authorized completion delay max_delay: '1' # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable) take_after_completion: 'false'
Here's a compact version to copy/paste it quickly.
condition:
type: QUEST_COMPLETED_TIME
quest: '/'
check_leader_only: 'true'
error_message: []
max_delay: '1'
take_after_completion: 'false'
QUEST_WENTTHROUGH_OBJECT
condition: # ... generic settings here type: QUEST_WENTTHROUGH_OBJECT # branch (text, mandatory) : quest branch id branch: '/' # object (text, mandatory) : quest object id object: '/' # quest (quest model, mandatory) : quest model id quest: '/' # check_last_completion_only (boolean, optional) : restricts checks to the latest completion check_last_completion_only: 'false' # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader check_leader_only: 'true' # error_message (text, optional) : an error message displayed when the condition isn't completed error_message: [] # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable) take_after_completion: 'false'
Here's a compact version to copy/paste it quickly.
condition:
type: QUEST_WENTTHROUGH_OBJECT
branch: '/'
object: '/'
quest: '/'
check_last_completion_only: 'false'
check_leader_only: 'true'
error_message: []
take_after_completion: 'false'
RACESOFTHANA_RACE
condition: # ... generic settings here type: RACESOFTHANA_RACE # race_name (text, mandatory) : name of RacesOfThana race race_name: '/' # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader check_leader_only: 'true' # error_message (text, optional) : an error message displayed when the condition isn't completed error_message: [] # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable) take_after_completion: 'false'
Here's a compact version to copy/paste it quickly.
condition:
type: RACESOFTHANA_RACE
race_name: '/'
check_leader_only: 'true'
error_message: []
take_after_completion: 'false'
SKILLAPI_CLASS
condition: # ... generic settings here type: SKILLAPI_CLASS # class_name (text, mandatory) : name of SkillAPI class class_name: '/' # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader check_leader_only: 'true' # error_message (text, optional) : an error message displayed when the condition isn't completed error_message: [] # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable) take_after_completion: 'false'
Here's a compact version to copy/paste it quickly.
condition:
type: SKILLAPI_CLASS
class_name: '/'
check_leader_only: 'true'
error_message: []
take_after_completion: 'false'
SKILLAPI_GROUP
condition: # ... generic settings here type: SKILLAPI_GROUP # group_name (text, mandatory) : name of SkillAPI group group_name: '/' # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader check_leader_only: 'true' # error_message (text, optional) : an error message displayed when the condition isn't completed error_message: [] # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable) take_after_completion: 'false'
Here's a compact version to copy/paste it quickly.
condition:
type: SKILLAPI_GROUP
group_name: '/'
check_leader_only: 'true'
error_message: []
take_after_completion: 'false'
SKILLAPI_LEVEL
condition: # ... generic settings here type: SKILLAPI_LEVEL # skill_name (text, mandatory) : name of SkillAPI skill skill_name: '/' # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader check_leader_only: 'true' # error_message (text, optional) : an error message displayed when the condition isn't completed error_message: [] # operation (operation, optional) : operation to perform/check # possible values : EQUALS, DIFFERENT, AT_LEAST, LESS_THAN operation: 'EQUALS' # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable) take_after_completion: 'false' # value (number, optional) : value modifier value: '1'
Here's a compact version to copy/paste it quickly.
condition:
type: SKILLAPI_LEVEL
skill_name: '/'
check_leader_only: 'true'
error_message: []
operation: 'EQUALS'
take_after_completion: 'false'
value: '1'
SKILLAPI_POINTS
condition: # ... generic settings here type: SKILLAPI_POINTS # skill_name (text, mandatory) : name of SkillAPI skill skill_name: '/' # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader check_leader_only: 'true' # error_message (text, optional) : an error message displayed when the condition isn't completed error_message: [] # operation (operation, optional) : operation to perform/check # possible values : EQUALS, DIFFERENT, AT_LEAST, LESS_THAN operation: 'EQUALS' # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable) take_after_completion: 'false' # value (number, optional) : value modifier value: '1'
Here's a compact version to copy/paste it quickly.
condition:
type: SKILLAPI_POINTS
skill_name: '/'
check_leader_only: 'true'
error_message: []
operation: 'EQUALS'
take_after_completion: 'false'
value: '1'
SKILLAPI_TOTALXP
condition: # ... generic settings here type: SKILLAPI_TOTALXP # skill_name (text, mandatory) : name of SkillAPI skill skill_name: '/' # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader check_leader_only: 'true' # error_message (text, optional) : an error message displayed when the condition isn't completed error_message: [] # operation (operation, optional) : operation to perform/check # possible values : EQUALS, DIFFERENT, AT_LEAST, LESS_THAN operation: 'EQUALS' # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable) take_after_completion: 'false' # value (number, optional) : value modifier value: '1'
Here's a compact version to copy/paste it quickly.
condition:
type: SKILLAPI_TOTALXP
skill_name: '/'
check_leader_only: 'true'
error_message: []
operation: 'EQUALS'
take_after_completion: 'false'
value: '1'
VARIABLE
condition: # ... generic settings here type: VARIABLE # value (text, mandatory) : value of variable value: '/' # variable (text, mandatory) : name of variable variable: '/' # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader check_leader_only: 'true' # error_message (text, optional) : an error message displayed when the condition isn't completed error_message: [] # operation (operation, optional) : operation to perform/check # possible values : LESS_THAN, LESS_OR_EQUALS, EQUALS, MORE_OR_EQUALS, MORE_THAN, DIFFERENT operation: 'EQUALS' # placeholder_api (boolean, optional) : should PlaceholderAPI be used placeholder_api: 'false' # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable) take_after_completion: 'false'
Here's a compact version to copy/paste it quickly.
condition:
type: VARIABLE
value: '/'
variable: '/'
check_leader_only: 'true'
error_message: []
operation: 'EQUALS'
placeholder_api: 'false'
take_after_completion: 'false'
XP_LEVEL
condition: # ... generic settings here type: XP_LEVEL # check_leader_only (boolean, optional) : should the condition be checked only for the quest leader check_leader_only: 'true' # error_message (text, optional) : an error message displayed when the condition isn't completed error_message: [] # level (number, optional) : player XP level level: '1' # take_after_completion (boolean, optional) : should the condition be taken after completion (if applicable) take_after_completion: 'false'
Here's a compact version to copy/paste it quickly.
condition:
type: XP_LEVEL
check_leader_only: 'true'
error_message: []
level: '1'
take_after_completion: 'false'