QuestCreator - Basics : quest settings - Historical

Applied By PYRRH4: Feb 12, 2018 at 1:17 AM

QuestCreator - Basics : quest settings
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Table of contents :

Commands and permissions
Plugin storage
Create a quest
Basics : variables
Basics : preconditions
> Basics : quest settings
Basics : quest requirements
Basics : quest rewards
Basics : quest flow
Basic : quest flow - tasks
Basics : quest flow - objectives


The basics : quest settings


All the quest parameters and settings are located under the settings section.

name and description
Code (Text):
settings:
  name: '&aMy Quest'
  description: 'It's just a sample quest.'
IMO it's pretty self-explanatory. You can use color codes in both.
Note : description can also be a list with multiple lines.

enabled
Code (Text):
settings:
  enabled: true
The quest will be loaded in any case, but if this setting is set to false, it won't be possible to start it and it won't be displayed in any GUI.

auto_start
Code (Text):
settings:
  auto_start: true
The quest will/won't start automatically for any player.

max_simultaneous_players
Code (Text):
settings:
  max_simultaneous_players: 1
The amount of player that can do this same quest at the same time.

max_coop_players
Code (Text):
settings:
  max_coop_players: 0
The amount of additionnal players that can do the quest with the guy that started it. If you set it to 0, it'll be a normal solo quest. If you set it to 1, the player will need to invite at least one player to be able to start the quest. Etc.

max_completions
Code (Text):
settings:
  max_completions: 1
Maximum times the player can complete the quest.

cooldown
Code (Text):
settings:
  cooldown: 5
Time (in minutes) the player will have to wait after ending the quest to start it again.
Note : it'll only work if max_completions is greater than 1.

apply_cooldown_if_fail
Code (Text):
settings:
  apply_cooldown_if_fail: true
Apply or not the cooldown even if the player fails the quest.

show_actionbar
Code (Text):
settings:
  show_actionbar: true
Show the actionbar for this quest or not.

send_success_message
Code (Text):
settings:
  send_success_message: true
Send the success/fail message when the player ends the quest or not.

only_in_worlds
Code (Text):
settings:
  only_in_worlds:
    - world
    - overworld
The quest will only be started/influenced in those worlds. (this is optional)

permission
Code (Text):
settings:
  permission: questcreator.quest.example
The player will need this permission to start the quest (this is optional)

All the GUI-related settings for the quest are located under the gui section.

enable
Code (Text):
gui:
  enabled: true
Display or not the quest in the player's GUI.
Note : if this is set to false, you don't need to add the item_[...] settings.


Note about the coop system


If you create coop quests (so if max_coop_players is greater than 0), please take a look at those details :
  • Every variable change/node in the quest will refer to the variable values of the player that started the quest.
  • The choices will be sent to the player that started the quest.
  • Some tasks will be executed for all players (sending a message, playing a sound, teleporting player, etc) and others will only be executing one time (teleporting an entity, placing a block, etc).

GUI settings


item_available
Code (Text):
gui:
  item_available:
    type: DIAMOND_SWORD
    name: '&a$NAME &a- AVAILABLE'
    lore:
      - '&7$DESCRIPTION'
      - '&7Right click to follow this quest'
Will be showed when the player hasn't started the quest.
You can even add amount (number) or enchants (list of enchants/levels, example DAMAGE_ALL,1).

item_progress
Code (Text):
gui:
  item_progress:
    type: DIAMOND_SWORD
    name: '&6$NAME &6- IN PROGRESS'
    lore:
      - '&7$DESCRIPTION'
      - '&7Objective : $OBJECTIVE'
Will be showed when the player has started and not finished the quest yet.
You can even add amount (number) or enchants (list of enchants/levels, example DAMAGE_ALL,1).

item_completed
Code (Text):
gui:
  item_progress:
    type: DIAMOND_SWORD
    name: '&6$NAME &6- IN PROGRESS'
    lore:
      - '&7$DESCRIPTION'
      - '&7Objective : $OBJECTIVE'
Will be showed when the player has finished the quest, and either has reached max_completions or not finished the cooldown yet.
You can even add amount (number) or enchants (list of enchants/levels, example DAMAGE_ALL,1).