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  1. #----------------------------------------------------------------------------------------------------
  2. # Quest 'example farm 1' (file name without the extension is the quest identifier)
  3. #----------------------------------------------------------------------------------------------------
  4. # Refer to the plugin's wiki to have more details about how creating a quest.
  5. # There are some tips in this file but most explanations (including variables, conditions, etc) are in the wiki.
  6. #----------------------------------------------------------------------------------------------------
  7.  
  8. # --------------------------------------------------
  9. # Quest settings
  10. # Some general parameters about the quest
  11. # --------------------------------------------------
  12.  
  13.  
  14. # Display settings (color codes are allowed in both but only recommended in description)
  15. name: 'Example Farm - I'
  16. description:
  17. - '&7Just a sample farm quest'
  18. - '&7Farm {math:{gvariable:quest_example_farm_baseamount}} stones in this quest !'
  19.  
  20. # Maximum different instances of this quest that can be run at the same time
  21. # One instance = one running quest (so 2 players doing this quest cooperating is one instance, same goes for one player doing this quest on his own)
  22. # It's definitely not a good idea to set it to more than 1 if the quest has Objects that affects Citizens NPCs. It might be messy if multiple instances of the quest are manipulating the same Citizens NPCs at the same time.
  23. # Default : 1
  24. max_concurrent_instances: -1
  25.  
  26. # Create a queue for starting this quest if 'max_concurrent_instances' is already reached when trying to start the quest.
  27. max_concurrent_instances_queue: false
  28.  
  29. # Minimum/maximum players that can do the quest together (count the quest starter and additionnal coop players, so for instance it's 1 for a solo quest and 2 for a duo quest)
  30. # Default : minimum 1, maximum 1
  31. min_players: 1
  32. max_players: 1
  33. allow_coop_leave_until_remaining_coop: 1
  34.  
  35. # Maximum times the player can complete the quest
  36. # Default : 1
  37. max_completions: 1
  38.  
  39. # Allow the quest leader to stop the quest ?
  40. allow_stop: true
  41.  
  42. # Maximum time (in minutes) the player has to do the quest, otherwise the quest is cancelled
  43. # Default : 0 (disabled)
  44. time_limit: 0
  45.  
  46. # Time the player will have to wait between completions (will be effective if max_completions is greater than 1)
  47. # 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)
  48. # Default : DISABLED
  49. cooldown: DISABLED
  50.  
  51. # Should the cooldown be given to leader only ?
  52. # Default : false
  53. cooldown_for_leader_only: false
  54.  
  55. actionbar: '&6'
  56.  
  57. # Action bar displayed during the quest
  58.  
  59. bossbar: '&a{quest} &7- Objective : &a{detailed_progression}'
  60.  
  61. # Display the success/fail message when the player ends the quest
  62. # Default : true
  63. send_status_message: true
  64.  
  65. # Display the objective complete message for GROUp objects
  66. # Default : true
  67. send_objective_update_message: true
  68.  
  69. # The player will need this permission to start the quest
  70. # Default : empty (disabled)
  71. permission: ''
  72.  
  73. # Should the quest leader be the only one to have the quest marked as completed ?
  74. # Default : false
  75. complete_for_leader_only: false
  76.  
  77. # Running quest progression saving method
  78. # - ENABLED (save on disk/database when player leave, on server stop/reload and with delay)
  79. # - SERVER_EPHEMERIAL (will be saved when player leaves but when the server is stopped or reloaded all the progression will be erased)
  80. # - PLAYER_EPHEMERIAL (running quests will not be saved when player leaves or when the server is stopped or reloaded)
  81. saving: SERVER_EPHEMERIAL
  82.  
  83. # The quest can only be started/progressed in those worlds
  84. # Default : empty (disabled)
  85. world_whitelist: []
  86.  
  87. # The quest can't be started/progressed in those worlds
  88. # Default : empty (disabled)
  89. world_blacklist: []
  90.  
  91. # Integration for 'GPS' plugin ?
  92. # Default : true (but will only work if the GPS plugin is enabled)
  93. gps_enable: true
  94.  
  95. # Integration for 'Dynmap' plugin ?
  96. # Default : null (disabled)
  97. dynmap_marker_location: null
  98.  
  99. # --------------------------------------------------
  100. # GUI
  101. # Configure GUI items appearance
  102. # --------------------------------------------------
  103.  
  104. gui:
  105. # item_available : when the quest is available
  106. item_available:
  107. type: DIAMOND_SWORD
  108. name: '&a{name} &a- AVAILABLE'
  109. lore:
  110. - '&7{description}'
  111. - '&bRight click to follow this quest'
  112. # item_progress : will be shown when the quest status is 'in progress'
  113. item_progress:
  114. type: DIAMOND_SWORD
  115. name: '&6{name} &6- IN PROGRESS'
  116. lore:
  117. - '&7{description}'
  118. - '{detailed_progression}'
  119. - '&bRight click to stop this quest'
  120. # item_cooldown : will be shown when the quest status is 'completed' and the player hasn't reached max_completions and the cooldown is not over
  121. item_cooldown:
  122. type: DIAMOND_SWORD
  123. name: '&8{name} &8- COOLDOWN'
  124. lore:
  125. - '&7{description}'
  126. - '&7&lYou have completed this quest {completions} time{plural}.'
  127. - '&7&l{cooldown} remaining before you can start this quest again.'
  128. # 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
  129. item_cooldown_pool:
  130. type: DIAMOND_SWORD
  131. name: '&8{name} &8- COOLDOWN'
  132. lore:
  133. - '&7{description}'
  134. - '&7You choose to call yourself {variable:example_nickname}. Noice.'
  135. - '&7&lYou have completed this quest {completions} time{plural}.'
  136. - '&7&l{cooldown} remaining before you can start this quest again.'
  137. # item_completed : will be shown when the quest status is 'completed' and the player has reached max_completions
  138. item_completed:
  139. type: DIAMOND_SWORD
  140. name: '&8{name} &8- COMPLETED'
  141. lore:
  142. - '&7{description}'
  143. - '&7&lYou have completed this quest {completions} time{plural}.'
  144. # item_unavailable : will be shown when all preconditions aren't okay (model validity, follow check, max players, max instances, permissions, world, start conditions, ...)
  145. item_unavailable:
  146. type: DIAMOND_SWORD
  147. name: '&8{name} &8- UNAVAILABLE'
  148. lore:
  149. - '&7{description}'
  150. - '&cThis quest isn''t available for you.'
  151. - '&c{detailed_errors}'
  152.  
  153. # --------------------------------------------------
  154. # Quest branches
  155. # What's going to happen in this quest
  156. # --------------------------------------------------
  157.  
  158. branches:
  159.  
  160. # --------------------------------------------------
  161. # This is our main branch
  162. # We only have one objective, farming blocks, so we only need one branch for this quest
  163. # --------------------------------------------------
  164. main:
  165. # Branch name (optionnal)
  166. name: 'Farm stone (I)'
  167. # Auto start because it's the main branch
  168. starts_directly: true
  169. # This branch starts at object named MY_OBJECTIVE
  170. starts_at: MY_OBJECTIVE
  171. # Objects (content of this branch)
  172. objects:
  173. # 'MY_OBJECTIVE' : our main object, that's all we need for this simple farm quest
  174. MY_OBJECTIVE:
  175. # settings
  176. message: '&2[ExampleFarmQuestI] &aHi there {player}, this is a very simple farm quest example. Please, farm some stone !'
  177. sound:
  178. type: ENTITY_VILLAGER_AMBIENT
  179. name: 'Farm {math:{gvariable:quest_example_farm_baseamount}} stones'
  180. progress_name: 'Mine stone'
  181. # objective
  182. type: PLAYER_BLOCK_BREAK
  183. block_type: STONE
  184. amount: '{gvariable:quest_example_farm_baseamount}'
  185. ignore_silk_touch: true
  186. # ended : when this object is completed, we go to the quest end
  187. goto: QUEST_SUCCESS
  188.  
  189. # --------------------------------------------------
  190. # Success objects
  191. # Will be executed if the player succeeds the quest
  192. # (only SERVER objects will be accepted)
  193. # --------------------------------------------------
  194.  
  195. success_objects:
  196. '1':
  197. type: SERVER_FIREWORK_SPAWN
  198. location:
  199. player_relative_base:
  200. horizontal_angle: 0.0
  201. vertical_offset: 1.0
  202. distance: 2.5
  203. random_player: false
  204. '2':
  205. type: SERVER_TITLE_SEND
  206. title:
  207. title: '&aFarm Quest I Completed'
  208. subtitle: '&7You won 10$ and 20 example quest points'
  209. fade_in: 5
  210. duration: 50
  211. fade_out: 5
  212. '3':
  213. type: SERVER_ACTION_LIST
  214. actions:
  215. - 'SOUND VILLAGER_IDLE'
  216. - 'MESSAGE &2[ExampleFarmQuestI] &aWell played {player} ! You won 10$ and 20 example quest points ! :D'
  217. '4':
  218. type: SERVER_MONEY_CHANGE
  219. operation: ADD
  220. amount: 10.0
  221. '5':
  222. type: SERVER_QUEST_POINTS_CHANGE
  223. points_category: 'example'
  224. operation: ADD
  225. value: 20
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