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Erik edited this page Dec 11, 2017 · 1 revision

Built-in types

Craft item

Use a crafting grid to create items.

Config name: CRAFT
Properties: amount, death reset, dialogue, item, mission name, time frame

Have item

Hold items in your inventory.

Config name: DETECT
Properties: amount, dialogue, item, mission name

Fish item

Fish an item up with a fishing rod.

Config name: FISH
Properties: amount, death reset, dialogue, item, mission name, time frame

Join server

Join the server.

Config name: JOIN
Properties: amount, dialogue, item, mission name, time frame

Kill entity

Kill entities.

Config name: KILL
Properties: allow spawners, amount, death reset, dialogue, entity, mission name, time frame

Kill named entity

Kill entities with a name.

Config name: KILL_NAMED_MOB
Properties: allow spawners, amount, death reset, dialogue, entity, mission name, time frame
Custom int: Stores the type of string match, either EXACT or CONTAINS, used to check entity names with.
Custom string: Stores the target entity name. This can either be a player name or the name of an entity.

Have experience level

Have a number of experience levels.

Config name: REACH_LEVEL
Properties: amount, dialogue, mission name

Reach location

Reach a location.

Config name: REACH_LOCATION
Properties: amount, dialogue, location, mission name, time frame
Custom int: Stores the radius used when checking locations.

Break block

Mine blocks.

Config name: MINE_BLOCK
Properties: amount, death reset, dialogue, item, mission name, time frame

Playtime

Play on the server.

Config name: PLAY_TIME
Properties: amount, dialogue, mission name

Give item

Give an item to QuestWorld

Config name: SUBMIT
Properties: amount, dialogue, item, mission name

Properties

Allow spawners

Controls whether entities from spawners should count towards completing a mission.

Amount

Sets the amount of something needed to complete a mission. For example: number of items, number of kills, time played.

Death reset

If set, progress will be affected on death. Mission types can control how much progress is affected, but the default is (as the name suggests) a reset to zero.

Dialogue

Lines of text (and commands) sent to the player after they complete a mission. If set, the default "Mission completed" message will not appear. If you want to show the message AND show dialogue, add a single asterisk * as a line of dialogue. It will be replaced with the completion message.

Entity type

Controls what entities will be accepted by a mission. The entity type COMPLEX_PART may be used to signify "Any entity"

Item

The type of item required by a mission. Mission types can change how items are matched. By default, items are matched exactly (including all item metadata). If an item has a single line of lore containing a single asterisk *, wildcard matching is used, and only material/data are checked. This is useful for plugins that store extra data as item lore.

Location

Mission types can store a location to modify where a mission may be completed.
Important! If a location cannot find its world, a warning will be printed in console and it will use first world loaded. The mission itself is not modified, and will keep the old world name until the location is changed.

Time frame

The amount of time after the start of a mission before progress resets to zero. If the mission is completed, progress will not be reset.

Mission name

Sets the name displayed when looking at a mission. If unset, QuestWorld will use an automatic name based on the mission type.

Custom string and Custom int

These two properties are generic and, by default, do nothing. Mission types can use these to store information for more specialized behaviors.

"Official" extension types

Unfinished, will likely link out to an extensions page.