... | ... | @@ -45,6 +45,8 @@ The "fail_objects" are objects that will be executed if the player fails the que |
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The "cancel_objects" are objects that will be executed if the quest gets cancelled, useful to reset things for example. (optional)
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The "fail_actions" are actions that will make the quest fail if the player execute it. (optional)
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**Some of those settings are detailed below in the comments, and some parts are detailed in other wiki pages.**
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*If you create coop quests (so if max_coop_players is greater than 0), please take a look at those details :*
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... | ... | @@ -85,6 +87,7 @@ max_concurrent_instances_queue: false |
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# Default : minimum 1, maximum 1
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min_players: 1
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max_players: 1
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allow_coop_leave_until_remaining_coop: 1
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# Maximum times the player can complete the quest
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# Default : 1
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... | ... | @@ -98,7 +101,7 @@ allow_stop: true |
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time_limit: 0
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# Time the player will have to wait between completions (will be effective if max_completions is greater than 1)
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# Available options : 'DISABLED', 'ENABLED [minutes amount]', 'ENABLED_SUCCESS [minutes amount]' (so the cooldown will only apply if the player succeeds the quest)
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# Available options : 'DISABLED', 'ENABLED [minutes amount]', 'ENABLED_SUCCESS [minutes amount]' (will only apply on quest success), 'ENABLED_FAIL [minutes amount]' (will only apply on quest fail)
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# Default : DISABLED
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cooldown: DISABLED
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... | ... | @@ -130,8 +133,14 @@ complete_for_leader_only: false |
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# - ENABLED (save on disk/database when player leave, on server stop/reload and with delay)
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# - SERVER_EPHEMERIAL (will be saved when player leaves but when the server is stopped or reloaded all the progression will be erased)
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# - PLAYER_EPHEMERIAL (running quests will not be saved when player leaves or when the server is stopped or reloaded)
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# Default : ENABLED
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saving: SERVER_EPHEMERIAL
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# Actions that will make the quest fail if performed
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# Default : empty
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fail_actions:
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- PLAYER_MOB_SHEAR
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# The quest can only be started/progressed in those worlds
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# Default : empty (disabled)
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world_whitelist: []
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... | ... | @@ -178,6 +187,15 @@ gui: |
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- '&7You choose to call yourself {variable:example_nickname}. Noice.'
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- '&7&lYou have completed this quest {completions} time{plural}.'
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- '&7&l{cooldown} remaining before you can start this quest again.'
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# item_cooldown_pool : will be shown when the quest status is 'completed' and the player hasn't reached max_completions and the quest pool cooldown is not over
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item_cooldown_pool:
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type: DIAMOND_SWORD
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name: '&8{name} &8- COOLDOWN'
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lore:
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- '&7{description}'
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- '&7You choose to call yourself {variable:example_nickname}. Noice.'
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- '&7&lYou have completed this quest {completions} time{plural}.'
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- '&7&l{cooldown} remaining before you can start this quest again.'
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# item_completed : will be shown when the quest status is 'completed' and the player has reached max_completions
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item_completed:
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type: DIAMOND_SWORD
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... | ... | @@ -213,7 +231,7 @@ start_conditions: |
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# You could also set it like this :
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#conditions:
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# - registered_condition
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# ... and register the condition in conditions.yml ; this one is really specific to this quest though so it's not really needed
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# ... and register the condition in conditions.yml ; this condition above is really specific to this quest though so it's not really needed
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# --------------------------------------------------
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# Quest branches
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... | ... | @@ -241,10 +259,10 @@ branches: |
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# settings
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type: SERVER_ACTION_LIST
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actions:
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- 'SOUND VILLAGER_IDLE'
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- 'SOUND ENTITY_VILLAGER_AMBIENT'
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- 'MESSAGE &2[ExampleQuest] &7Hi there &a{player}&7, this is a very simple quest example with multiple paths !'
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- 'WAIT 2'
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- 'SOUND VILLAGER_IDLE'
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- 'SOUND ENTITY_VILLAGER_AMBIENT'
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- 'MESSAGE &2[ExampleQuest] &7''kay, first of all, I''ll need you to tell me what your &anickname &7is. I wouldn''t want to call you something you don''t want !'
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# ended : when this object is completed, we go to the next object
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goto: OBJECT 2_NICKNAME
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... | ... | @@ -254,7 +272,7 @@ branches: |
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# start
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wait: 3
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sound:
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type: VILLAGER_IDLE
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type: ENTITY_VILLAGER_AMBIENT
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message: '&2[ExampleQuest] &7Please, &bwrite your nickname in the chat &7:'
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# name
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name: 'Tell me your nickname'
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... | ... | @@ -285,7 +303,7 @@ branches: |
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4_COBBLESTONE:
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# start
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sound:
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type:VILLAGER_IDLE
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type: ENTITY_VILLAGER_AMBIENT
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message: '&2[ExampleQuest] &7Okay, good. &a{variable:example_nickname}&7, huh ? I''ll remember it ! Okay, I''m gonna need you to &bplace 10 cobblestone blocks&7. Also, &bremember where you''re located&7, I might ask you to go back there at the end.'
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# name
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name: 'show off your building skills'
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... | ... | @@ -297,7 +315,7 @@ branches: |
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# end
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post_message: '&2[ExampleQuest] &7Congrats &a{variable:example_nickname} &7! That was placed carefully. Or maybe not ? I don''t know, I can''t see. I trust you !'
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post_sound:
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type: VILLAGER_IDLE
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type: ENTITY_VILLAGER_AMBIENT
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goto: OBJECT 5_CHOICE
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# '5_CHOICE' : give a choice to the player
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... | ... | @@ -306,7 +324,7 @@ branches: |
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wait: 3
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message: '&2[ExampleQuest] &7So hey, you can choose what you want to do now.'
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sound:
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type: VILLAGER_IDLE
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type: ENTITY_VILLAGER_AMBIENT
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# name
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name: 'choose an option'
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progress_name: 'choose an option'
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... | ... | @@ -359,7 +377,7 @@ branches: |
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# pre
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message: '&2[ExampleQuest] &7Okay. Violence, I see. Welll, go ahead, &bput 5 of those cobblestones in fire&7.'
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sound:
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type: VILLAGER_IDLE
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type: ENTITY_VILLAGER_AMBIENT
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# name
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name: 'burn those rocks'
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progress_name: 'fire cobblestone'
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... | ... | @@ -375,7 +393,7 @@ branches: |
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# pre
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message: '&2[ExampleQuest] &7Well done. By the way, remember when I told you to remember your location ? Yeah ? Well, &bgo back there&7.'
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sound:
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type: VILLAGER_IDLE
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type: ENTITY_VILLAGER_AMBIENT
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# name
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name: 'Go back to where you were'
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progress_name: 'Find your original location'
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... | ... | @@ -384,6 +402,7 @@ branches: |
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walk_type: WALK_TO
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location:
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base: '{variable:example_player_location}'
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near: 3.0
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# end
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goto: OBJECT 4_DROPMIC_PRE
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... | ... | @@ -393,7 +412,7 @@ branches: |
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type: SERVER_ACTION_LIST
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actions:
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- 'STARTBRANCH 2_1_fire_hint'
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- 'SOUND VILLAGER_IDLE'
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- 'SOUND ENTITY_VILLAGER_AMBIENT'
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- 'MESSAGE &2[ExampleQuest] &7Looks like it''s time to &bdrop the mic&7, doesn''t it ?'
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# end - then start the actual object
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goto: OBJECT 5_DROPMIC
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... | ... | @@ -412,7 +431,7 @@ branches: |
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# end
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post_message: '&2[ExampleQuest] &7You choose violence, &c{variable:example_nickname}&7. For that, you won''t have any rewards. That''s how it works here. Later !'
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post_sound:
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type: VILLAGER_IDLE
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type: ENTITY_VILLAGER_AMBIENT
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goto: QUEST_SUCCESS
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# this branch will give tips to the player if needed
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... | ... | @@ -460,7 +479,7 @@ branches: |
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# pre
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message: '&2[ExampleQuest] &7Okay, that''s a good choice, &a{variable:example_nickname}&7. What about building a nice little house, with log corners, some air windows and a roof made of slabs ? I mean, I won''t be able to detect if you did well and you could literally drop that on the floor, but come on, be nice ! :)'
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sound:
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type: VILLAGER_IDLE
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type: ENTITY_VILLAGER_AMBIENT
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# name
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name: 'do another building excercise'
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# settings
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... | ... | @@ -504,7 +523,7 @@ branches: |
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# pre
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message: '&2[ExampleQuest] &7Well done. By the way, remember when I told you to remember your location ? Yeah ? Well, &bgo back there&7.'
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sound:
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type: VILLAGER_IDLE
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type: ENTITY_VILLAGER_AMBIENT
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# name
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name: 'Go back to where you were'
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progress_name: 'Find your original location'
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... | ... | @@ -522,7 +541,7 @@ branches: |
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# pre
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message: '&2[ExampleQuest] &7That''s a wonderful house. Keep building ! I mean, I can''t really see it because I''m just a voice in the wild, but I''m sure it''s great. You know what ? Take those dollars backs, you deserve that for choosing creation !'
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sound:
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type: VILLAGER_IDLE
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type: ENTITY_VILLAGER_AMBIENT
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# settings
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type: SERVER_MONEY_CHANGE
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operation: ADD
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... | ... | @@ -546,7 +565,7 @@ branches: |
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wait: 15
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message: '&2[ExampleQuest] &7By the way, I''m just letting you know that you can also do something more... just find an acacia forest.'
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sound:
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type: VILLAGER_IDLE
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type: ENTITY_VILLAGER_AMBIENT
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# name
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name: 'find out what''s going on in the acacia forest'
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# settings
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... | ... | @@ -561,7 +580,7 @@ branches: |
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# pre
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message: '&2[ExampleQuest] &aYou completed the secret log objective, congrats ! Now that you discovered it, you can go further and craft a workbench.'
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sound:
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type: VILLAGER_IDLE
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type: ENTITY_VILLAGER_AMBIENT
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# name
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name: 'craft a workbench'
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progress_name: 'craft workbench'
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... | ... | @@ -573,7 +592,7 @@ branches: |
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# post
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post_message: '&2[ExampleQuest] &aThat''s it ! That was amazing. Unfortunately I decided to give you absolutely nothing for doing that. Gotcha !'
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post_sound:
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type: VILLAGER_IDLE
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type: ENTITY_VILLAGER_AMBIENT
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# --------------------------------------------------
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# This is an alternate branch, in caves
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... | ... | @@ -598,7 +617,7 @@ branches: |
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# pre
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message: '&2[ExampleQuest] &aI''m going to give you some money for mining those 10 iron ores.'
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sound:
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type: ORB_PICKUP
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type: ENTITY_EXPERIENCE_ORB_PICKUP
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# settings
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type: SERVER_MONEY_CHANGE
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operation: ADD
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... | ... | @@ -619,6 +638,12 @@ success_objects: |
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vertical_offset: 1.0
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distance: 2.5
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random_player: false
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'2':
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message: '&aYou won 60 example quest points !'
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type: SERVER_QUEST_POINTS_CHANGE
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points_category: 'example'
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operation: ADD
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value: 60
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# --------------------------------------------------
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# Fail objects
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... | ... | |