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QuestCreator/任务目标
任务目标
- An object is either something the player can do (place a block, fish, walk (so objectives)) or an action the server does (send a message, play a sound, spawn entities).
- An object is a configuration section with its own settings.
- If an object doesn't exist, it might have an equivalent condition. Check the conditions page, and if it exists then use a CONDITIONS object.
objects:
1:
# settings
2:
# settings
# etc
Every object has generic settings.
OBJECT_1:
type: PLAYER_BLOCK_PLACE
# name
name: 'Place 10 cobblestone'
progress_name: 'place cobblestone'
# start
message: '&6Let''s start the object !'
sound: VILLAGER_IDLE
# after
post_message: '&6The object is ended !'
post_sound: VILLAGER_IDLE
# location
location:
... detailed below
# goto
goto: OBJECT OBJECT_2
- 'type' is the object type. 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 progresscommand 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
- 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
location: world: world
base
location: base: [world],[x],[y],[z],[yaw],[pitch]
yaw and pitch are optional.
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)
location: base: [world],[x],[y],[z] bound: [world],[x],[y],[z]
WorldGuard region
location: world: world worldguard_region: region
Player relative base
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
- 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
goto: OBJECT [object id]
BRANCH
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
goto: QUEST_SUCCESS
End the quest and mark it as succeeded.
QUEST_FAIL
goto: QUEST_FAIL
End the quest and mark it as failed.
NONE
goto: NONE
Object types
This list was generated automatically from the in-game editor. If you find any incoherence, please report it on discord.
CONDITIONS
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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.