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QuestCreator/任务目标
任务目标
- 目标既可以是玩家可以做的事 (放置方块、钓鱼、行走等) 也可以是服务器的行为(发送消息、播放音效、生成实体).
- 目标拥有独立的设置.
- 如果目标不存在,可能会有对应的条件存在. 请查看任务条件页面, 如果存在请使用任务条件.
objects: 1: # settings 2: # settings # etc
每个目标都有独立的设置.
OBJECT_1: type: PLAYER_BLOCK_PLACE # 名称 name: 'Place 10 cobblestone' progress_name: 'place cobblestone' # 开始 message: '&6Let''s start the object !' sound: VILLAGER_IDLE # 之后 post_message: '&6The object is ended !' post_sound: VILLAGER_IDLE # location location: ... detailed below # 前往 goto: OBJECT OBJECT_2
- 'type' 为目标名. 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 progress
command 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·地点设置
- 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·世界
location: world: world
base·地点
location: base: [world],[x],[y],[z],[yaw],[pitch]
yaw 和 pitch 为可选选项.
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) ·指定区域
location: base: [world],[x],[y],[z] bound: [world],[x],[y],[z]
WorldGuard 区域
location: world: world worldguard_region: region
Player relative base·玩家相关地点
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 ·前往设置
- 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·目标
goto: OBJECT [object id]
BRANCH·分支
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·任务成功
goto: QUEST_SUCCESS
End the quest and mark it as succeeded.
QUEST_FAIL·任务失败
goto: QUEST_FAIL
End the quest and mark it as failed.
NONE·无
goto: NONE
Object types·目标类型
This list was generated automatically from the in-game editor. If you find any incoherence, please report it on discord.
CONDITIONS·条件
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 ·组
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 · 无行为
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 · 玩家获得成就
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 · 玩家上床睡觉
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 · 玩家下床
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 · 玩家破坏方块
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 ·玩家点火
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 ·玩家与方块交互
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 · 放置方块
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 · 装满一桶液体
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 · 点击按钮
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 · 聊天
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 · 聊天变量
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 · 操作容器
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.