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Mission Types
Use a crafting grid to create items.
Config name:
CRAFT
Properties:amount,death reset,dialogue,item,mission name,time frame
Hold items in your inventory.
Config name:
DETECT
Properties:amount,dialogue,item,mission name
Fish an item up with a fishing rod.
Config name:
FISH
Properties:amount,death reset,dialogue,item,mission name,time frame
Join the server.
Config name:
JOIN
Properties:amount,dialogue,item,mission name,time frame
Kill entities.
Config name:
KILL
Properties:allow spawners,amount,death reset,dialogue,entity,mission name,time frame
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, eitherEXACTorCONTAINS, 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 a number of experience levels.
Config name:
REACH_LEVEL
Properties:amount,dialogue,mission name
Reach a location.
Config name:
REACH_LOCATION
Properties:amount,dialogue,location,mission name,time frame
Custom int: Stores the radius used when checking locations.
Mine blocks.
Config name:
MINE_BLOCK
Properties:amount,death reset,dialogue,item,mission name,time frame
Play on the server.
Config name:
PLAY_TIME
Properties:amount,dialogue,mission name
Give an item to QuestWorld
Config name:
SUBMIT
Properties:amount,dialogue,item,mission name
Controls whether entities from spawners should count towards completing a mission.
Sets the amount of something needed to complete a mission. For example: number of items, number of kills, time played.
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.
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.
Controls what entities will be accepted by a mission. The entity type COMPLEX_PART may be used to signify "Any entity"
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.
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.
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.
Sets the name displayed when looking at a mission. If unset, QuestWorld will use an automatic name based on the mission type.
These two properties are generic and, by default, do nothing. Mission types can use these to store information for more specialized behaviors.
Unfinished, will likely link out to an extensions page.