# Time the player will have to wait between completions (will be effective if max_completions is greater than 1)
# Time the player will have to wait between completions (will be effective if max_completions is greater than 1)
# Available options : 'DISABLED', 'ENABLED [minutes amount]', 'ENABLED_SUCCESS [minutes amount]' (so the cooldown will only apply if the player succeeds the quest)
# 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)
# - ENABLED (save on disk/database when player leave, on server stop/reload and with delay)
# - ENABLED (save on disk/database when player leave, on server stop/reload and with delay)
# - SERVER_EPHEMERIAL (will be saved when player leaves but when the server is stopped or reloaded all the progression will be erased)
# - SERVER_EPHEMERIAL (will be saved when player leaves but when the server is stopped or reloaded all the progression will be erased)
# - PLAYER_EPHEMERIAL (running quests will not be saved when player leaves or when the server is stopped or reloaded)
# - PLAYER_EPHEMERIAL (running quests will not be saved when player leaves or when the server is stopped or reloaded)
# Default : ENABLED
saving: SERVER_EPHEMERIAL
saving: SERVER_EPHEMERIAL
# Actions that will make the quest fail if performed
# Default : empty
fail_actions:
- PLAYER_MOB_SHEAR
# The quest can only be started/progressed in those worlds
# The quest can only be started/progressed in those worlds
# Default : empty (disabled)
# Default : empty (disabled)
world_whitelist: []
world_whitelist: []
...
@@ -178,6 +187,15 @@ gui:
...
@@ -178,6 +187,15 @@ gui:
- '&7You choose to call yourself {variable:example_nickname}. Noice.'
- '&7You choose to call yourself {variable:example_nickname}. Noice.'
- '&7&lYou have completed this quest {completions} time{plural}.'
- '&7&lYou have completed this quest {completions} time{plural}.'
- '&7&l{cooldown} remaining before you can start this quest again.'
- '&7&l{cooldown} remaining before you can start this quest again.'
# 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
item_cooldown_pool:
type: DIAMOND_SWORD
name: '&8{name} &8- COOLDOWN'
lore:
- '&7{description}'
- '&7You choose to call yourself {variable:example_nickname}. Noice.'
- '&7&lYou have completed this quest {completions} time{plural}.'
- '&7&l{cooldown} remaining before you can start this quest again.'
# item_completed : will be shown when the quest status is 'completed' and the player has reached max_completions
# item_completed : will be shown when the quest status is 'completed' and the player has reached max_completions
item_completed:
item_completed:
type: DIAMOND_SWORD
type: DIAMOND_SWORD
...
@@ -213,7 +231,7 @@ start_conditions:
...
@@ -213,7 +231,7 @@ start_conditions:
# You could also set it like this :
# You could also set it like this :
#conditions:
#conditions:
# - registered_condition
# - registered_condition
# ... and register the condition in conditions.yml ; this one is really specific to this quest though so it's not really needed
# ... and register the condition in conditions.yml ; this condition above is really specific to this quest though so it's not really needed
- 'MESSAGE &2[ExampleQuest] &7Hi there &a{player}&7, this is a very simple quest example with multiple paths !'
- 'MESSAGE &2[ExampleQuest] &7Hi there &a{player}&7, this is a very simple quest example with multiple paths !'
- 'WAIT 2'
- 'WAIT 2'
- 'SOUND VILLAGER_IDLE'
- 'SOUND ENTITY_VILLAGER_AMBIENT'
- '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 !'
- '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 !'
# ended : when this object is completed, we go to the next object
# ended : when this object is completed, we go to the next object
goto: OBJECT 2_NICKNAME
goto: OBJECT 2_NICKNAME
...
@@ -254,7 +272,7 @@ branches:
...
@@ -254,7 +272,7 @@ branches:
# start
# start
wait: 3
wait: 3
sound:
sound:
type: VILLAGER_IDLE
type: ENTITY_VILLAGER_AMBIENT
message: '&2[ExampleQuest] &7Please, &bwrite your nickname in the chat &7:'
message: '&2[ExampleQuest] &7Please, &bwrite your nickname in the chat &7:'
# name
# name
name: 'Tell me your nickname'
name: 'Tell me your nickname'
...
@@ -285,7 +303,7 @@ branches:
...
@@ -285,7 +303,7 @@ branches:
4_COBBLESTONE:
4_COBBLESTONE:
# start
# start
sound:
sound:
type:VILLAGER_IDLE
type: ENTITY_VILLAGER_AMBIENT
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.'
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.'
# name
# name
name: 'show off your building skills'
name: 'show off your building skills'
...
@@ -297,7 +315,7 @@ branches:
...
@@ -297,7 +315,7 @@ branches:
# end
# end
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 !'
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 !'
post_sound:
post_sound:
type: VILLAGER_IDLE
type: ENTITY_VILLAGER_AMBIENT
goto: OBJECT 5_CHOICE
goto: OBJECT 5_CHOICE
# '5_CHOICE' : give a choice to the player
# '5_CHOICE' : give a choice to the player
...
@@ -306,7 +324,7 @@ branches:
...
@@ -306,7 +324,7 @@ branches:
wait: 3
wait: 3
message: '&2[ExampleQuest] &7So hey, you can choose what you want to do now.'
message: '&2[ExampleQuest] &7So hey, you can choose what you want to do now.'
sound:
sound:
type: VILLAGER_IDLE
type: ENTITY_VILLAGER_AMBIENT
# name
# name
name: 'choose an option'
name: 'choose an option'
progress_name: 'choose an option'
progress_name: 'choose an option'
...
@@ -359,7 +377,7 @@ branches:
...
@@ -359,7 +377,7 @@ branches:
# pre
# pre
message: '&2[ExampleQuest] &7Okay. Violence, I see. Welll, go ahead, &bput 5 of those cobblestones in fire&7.'
message: '&2[ExampleQuest] &7Okay. Violence, I see. Welll, go ahead, &bput 5 of those cobblestones in fire&7.'
sound:
sound:
type: VILLAGER_IDLE
type: ENTITY_VILLAGER_AMBIENT
# name
# name
name: 'burn those rocks'
name: 'burn those rocks'
progress_name: 'fire cobblestone'
progress_name: 'fire cobblestone'
...
@@ -375,7 +393,7 @@ branches:
...
@@ -375,7 +393,7 @@ branches:
# pre
# pre
message: '&2[ExampleQuest] &7Well done. By the way, remember when I told you to remember your location ? Yeah ? Well, &bgo back there&7.'
message: '&2[ExampleQuest] &7Well done. By the way, remember when I told you to remember your location ? Yeah ? Well, &bgo back there&7.'
sound:
sound:
type: VILLAGER_IDLE
type: ENTITY_VILLAGER_AMBIENT
# name
# name
name: 'Go back to where you were'
name: 'Go back to where you were'
progress_name: 'Find your original location'
progress_name: 'Find your original location'
...
@@ -384,6 +402,7 @@ branches:
...
@@ -384,6 +402,7 @@ branches:
walk_type: WALK_TO
walk_type: WALK_TO
location:
location:
base: '{variable:example_player_location}'
base: '{variable:example_player_location}'
near: 3.0
# end
# end
goto: OBJECT 4_DROPMIC_PRE
goto: OBJECT 4_DROPMIC_PRE
...
@@ -393,7 +412,7 @@ branches:
...
@@ -393,7 +412,7 @@ branches:
type: SERVER_ACTION_LIST
type: SERVER_ACTION_LIST
actions:
actions:
- 'STARTBRANCH 2_1_fire_hint'
- 'STARTBRANCH 2_1_fire_hint'
- 'SOUND VILLAGER_IDLE'
- 'SOUND ENTITY_VILLAGER_AMBIENT'
- 'MESSAGE &2[ExampleQuest] &7Looks like it''s time to &bdrop the mic&7, doesn''t it ?'
- 'MESSAGE &2[ExampleQuest] &7Looks like it''s time to &bdrop the mic&7, doesn''t it ?'
# end - then start the actual object
# end - then start the actual object
goto: OBJECT 5_DROPMIC
goto: OBJECT 5_DROPMIC
...
@@ -412,7 +431,7 @@ branches:
...
@@ -412,7 +431,7 @@ branches:
# end
# end
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 !'
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 !'
post_sound:
post_sound:
type: VILLAGER_IDLE
type: ENTITY_VILLAGER_AMBIENT
goto: QUEST_SUCCESS
goto: QUEST_SUCCESS
# this branch will give tips to the player if needed
# this branch will give tips to the player if needed
...
@@ -460,7 +479,7 @@ branches:
...
@@ -460,7 +479,7 @@ branches:
# pre
# pre
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 ! :)'
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 ! :)'
sound:
sound:
type: VILLAGER_IDLE
type: ENTITY_VILLAGER_AMBIENT
# name
# name
name: 'do another building excercise'
name: 'do another building excercise'
# settings
# settings
...
@@ -504,7 +523,7 @@ branches:
...
@@ -504,7 +523,7 @@ branches:
# pre
# pre
message: '&2[ExampleQuest] &7Well done. By the way, remember when I told you to remember your location ? Yeah ? Well, &bgo back there&7.'
message: '&2[ExampleQuest] &7Well done. By the way, remember when I told you to remember your location ? Yeah ? Well, &bgo back there&7.'
sound:
sound:
type: VILLAGER_IDLE
type: ENTITY_VILLAGER_AMBIENT
# name
# name
name: 'Go back to where you were'
name: 'Go back to where you were'
progress_name: 'Find your original location'
progress_name: 'Find your original location'
...
@@ -522,7 +541,7 @@ branches:
...
@@ -522,7 +541,7 @@ branches:
# pre
# pre
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 !'
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 !'
sound:
sound:
type: VILLAGER_IDLE
type: ENTITY_VILLAGER_AMBIENT
# settings
# settings
type: SERVER_MONEY_CHANGE
type: SERVER_MONEY_CHANGE
operation: ADD
operation: ADD
...
@@ -546,7 +565,7 @@ branches:
...
@@ -546,7 +565,7 @@ branches:
wait: 15
wait: 15
message: '&2[ExampleQuest] &7By the way, I''m just letting you know that you can also do something more... just find an acacia forest.'
message: '&2[ExampleQuest] &7By the way, I''m just letting you know that you can also do something more... just find an acacia forest.'
sound:
sound:
type: VILLAGER_IDLE
type: ENTITY_VILLAGER_AMBIENT
# name
# name
name: 'find out what''s going on in the acacia forest'
name: 'find out what''s going on in the acacia forest'
# settings
# settings
...
@@ -561,7 +580,7 @@ branches:
...
@@ -561,7 +580,7 @@ branches:
# pre
# pre
message: '&2[ExampleQuest] &aYou completed the secret log objective, congrats ! Now that you discovered it, you can go further and craft a workbench.'
message: '&2[ExampleQuest] &aYou completed the secret log objective, congrats ! Now that you discovered it, you can go further and craft a workbench.'
sound:
sound:
type: VILLAGER_IDLE
type: ENTITY_VILLAGER_AMBIENT
# name
# name
name: 'craft a workbench'
name: 'craft a workbench'
progress_name: 'craft workbench'
progress_name: 'craft workbench'
...
@@ -573,7 +592,7 @@ branches:
...
@@ -573,7 +592,7 @@ branches:
# post
# post
post_message: '&2[ExampleQuest] &aThat''s it ! That was amazing. Unfortunately I decided to give you absolutely nothing for doing that. Gotcha !'
post_message: '&2[ExampleQuest] &aThat''s it ! That was amazing. Unfortunately I decided to give you absolutely nothing for doing that. Gotcha !'