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- #----------------------------------------------------------------------------------------------------
- # Quest 'example farm 1' (file name without the extension is the quest identifier)
- #----------------------------------------------------------------------------------------------------
- # Refer to the plugin's wiki to have more details about how creating a quest.
- # There are some tips in this file but most explanations (including variables, conditions, etc) are in the wiki.
- #----------------------------------------------------------------------------------------------------
- # --------------------------------------------------
- # Quest settings
- # Some general parameters about the quest
- # --------------------------------------------------
- # Display settings (color codes are allowed in both but only recommended in description)
- name: 'hurley'
- description:
- - '&7Hjælp Hurley med at finde mad'
- - '&7Farm {math:{gvariable:quest_example_farm_baseamount}} stones in this quest !'
- # Maximum different instances of this quest that can be run at the same time
- # 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)
- # 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.
- # Default : 1
- max_concurrent_instances: -1
- # Create a queue for starting this quest if 'max_concurrent_instances' is already reached when trying to start the quest.
- max_concurrent_instances_queue: false
- # 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)
- # Default : minimum 1, maximum 1
- min_players: 1
- max_players: 1
- allow_coop_leave_until_remaining_coop: 1
- # Maximum times the player can complete the quest
- # Default : 1
- max_completions: -1
- # Allow the quest leader to stop the quest ?
- allow_stop: true
- # Maximum time (in minutes) the player has to do the quest, otherwise the quest is cancelled
- # Default : 0 (disabled)
- time_limit: 0
- # 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]' (will only apply on quest success), 'ENABLED_FAIL [minutes amount]' (will only apply on quest fail)
- # Default : DISABLED
- cooldown: ENABLED_SUCCESS [10]
- # Should the cooldown be given to leader only ?
- # Default : false
- cooldown_for_leader_only: false
- # Action bar displayed during the quest
- # Default : '&a{quest} &7- Objective : &a{detailed_progression}'
- actionbar: '&a{quest} &7- Objective : &a{detailed_progression}'
- # Display the success/fail message when the player ends the quest
- # Default : true
- send_status_message: true
- # Display the objective complete message for GROUp objects
- # Default : true
- send_objective_update_message: true
- # The player will need this permission to start the quest
- # Default : empty (disabled)
- permission: ''
- # Should the quest leader be the only one to have the quest marked as completed ?
- # Default : false
- complete_for_leader_only: false
- # Running quest progression saving method
- # - 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)
- # - PLAYER_EPHEMERIAL (running quests will not be saved when player leaves or when the server is stopped or reloaded)
- saving: SERVER_EPHEMERIAL
- # The quest can only be started/progressed in those worlds
- # Default : empty (disabled)
- world_whitelist: []
- # The quest can't be started/progressed in those worlds
- # Default : empty (disabled)
- world_blacklist: []
- # Integration for 'GPS' plugin ?
- # Default : true (but will only work if the GPS plugin is enabled)
- gps_enable: true
- # Integration for 'Dynmap' plugin ?
- # Default : null (disabled)
- dynmap_marker_location: null
- # --------------------------------------------------
- # GUI
- # Configure GUI items appearance
- # --------------------------------------------------
- gui:
- # item_available : when the quest is available
- item_available:
- type: DIAMOND_SWORD
- name: '&a{name} &a- AVAILABLE'
- lore:
- - '&7{description}'
- - '&bRight click to follow this quest'
- # item_progress : will be shown when the quest status is 'in progress'
- item_progress:
- type: DIAMOND_SWORD
- name: '&6{name} &6- IN PROGRESS'
- lore:
- - '&7{description}'
- - '{detailed_progression}'
- - '&bRight click to stop this quest'
- # 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
- item_cooldown:
- type: DIAMOND_SWORD
- name: '&8{name} &8- COOLDOWN'
- lore:
- - '&7{description}'
- - '&7&lYou have completed this quest {completions} time{plural}.'
- - '&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:
- type: DIAMOND_SWORD
- name: '&8{name} &8- COMPLETED'
- lore:
- - '&7{description}'
- - '&7&lYou have completed this quest {completions} time{plural}.'
- # item_unavailable : will be shown when all preconditions aren't okay (model validity, follow check, max players, max instances, permissions, world, start conditions, ...)
- item_unavailable:
- type: DIAMOND_SWORD
- name: '&8{name} &8- UNAVAILABLE'
- lore:
- - '&7{description}'
- - '&cThis quest isn''t available for you.'
- - '&c{detailed_errors}'
- # --------------------------------------------------
- # Quest branches
- # What's going to happen in this quest
- # --------------------------------------------------
- branches:
- # --------------------------------------------------
- # This is our main branch
- # We only have one objective, farming blocks, so we only need one branch for this quest
- # --------------------------------------------------
- main:
- # Branch name (optionnal)
- name: 'Dræb Grise'
- # Auto start because it's the main branch
- starts_directly: true
- # This branch starts at object named MY_OBJECTIVE
- starts_at: MY_OBJECTIVE
- # Objects (content of this branch)
- objects:
- # 'MY_OBJECTIVE' : our main object, that's all we need for this simple farm quest
- MY_OBJECTIVE:
- # settings
- message: '&2[ExampleFarmQuestI] &aHey {player}, jeg er mega sulten kan du skaffe mig 10 stk. grisse kød!'
- sound:
- type: ENTITY_VILLAGER_AMBIENT
- name: 'Dræb Grise {math:{gvariable:quest_example_farm_baseamount}} stones'
- progress_name: 'Dræb Grise'
- # objective
- type: PLAYER_MOB_KILL
- mob_type: PIG
- amount: 5
- ignore_silk_touch: true
- # ended : when this object is completed, we go to the quest end
- goto: OBJECT MY_OBJECTIVE1
- MY_OBJECTIVE1:
- message: '&2Sådan {player}, Find Hurley igen og aflever de 25 stk grissekød'
- name: 'Gå hen til Hurley med kødet'
- progress_name: 'Aflever til Hurley'
- type: PLAYER_CITIZENS_NPC_INTERACT
- amount: '1'
- items_needed: '25'
- items_error_message: &cDu mangler stadig 25 stk. Grissekød
- npc: '9'
- items:
- 1:
- type: PORKCHOP
- goto: OBJECT MY_OBJECTIVE2
- MY_OBJECTIVE2:
- type: SERVER_ITEMS_REMOVE
- amount: '25'
- items:
- 1:
- type: PORKCHOP
- goto: QUEST_SUCCESS
- # --------------------------------------------------
- # Success objects
- # Will be executed if the player succeeds the quest
- # (only SERVER objects will be accepted)
- # --------------------------------------------------
- success_objects:
- '1':
- type: SERVER_FIREWORK_SPAWN
- location:
- player_relative_base:
- horizontal_angle: 0.0
- vertical_offset: 1.0
- distance: 2.5
- random_player: false
- '2':
- type: SERVER_TITLE_SEND
- title:
- title: '&aHurleys opgave klaret!'
- subtitle: '&7Du vandt 750$'
- fade_in: 5
- duration: 50
- fade_out: 5
- '3':
- type: SERVER_ACTION_LIST
- actions:
- - 'MESSAGE &2[Hurley] &aSådan {player} Tak for kødet nu kan vi holde en fest! Din præmie er 750$'
- '4':
- type: SERVER_MONEY_CHANGE
- operation: ADD
- amount: 750.0
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