ProQuests Internal Quests

Sep 17, 2016
ProQuests Internal Quests
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    The quests that are built into ProQuests by default. If you are looking for more compatibility be sure to check out the external quests.

    The break quest requires the player to break X amount of blocks before they can complete the quest. You can also define a list of allowed blocks that will be counted towards the quest.

    Type: BREAK_QUEST

    Code (Text):
    total: <amount> //The total amount of blocks the player must break
    allowed_materials: <material>;<data> //The blocks that will be counted towards this quest
    required_materials: <material>;<data>;<amount> //The specific amount of each material the player must break
    The breed quest requires the player to breed X amount of entities before they can complete the quest. You can also define a list of allowed entities that will be counted towards the quest.

    Type: BREED_QUEST

    Code (Text):
    total: <amount> //The total amount of entities the player must breed
    allowed_types: <entity type> //The entities that will be counted towards this quest
    required_types: <entity type>;<amount> //The specific amount of each entity the player must breed
    The bucket fill quest requires the player to fill X amount of buckets before they can complete the quest. You can also define a list of bucket types that will be counted towards the quest, or even specific required amounts of each type.

    Type: BUCKET_FILL_QUEST

    Code (Text):
    total: <amount> //The total amount of buckets the player must fill
    allowed_types: <material> //The bucket types that will be counted towards this quest
    required_types: <material>;<amount> //The specific amount of each bucket type the player must fill
    The chat quest requires for a player to enter the response defined to complete the quest

    Type: CHAT_QUEST

    Code (Text):
    response: <string> //The response the player must enter to complete the quest
    The click quest requires a player to click X amount blocks. You can also define a list of allowed blocks that will be counted towards the quest. You can also specify whether the player must right click or left click the blocks.

    Type: CLICK_QUEST

    Code (Text):
    total: <total> //The total amount of blocks the player must click to complete this quest
    click_type: <right | left | both> //The types of clicks that will be tracked for this quest
    allowed_materials: <material>;<data> //The blocks that will be counted towards this quest
    The command quest requires a player to execute all of the commands in the defined list to complete the quest.

    Type: COMMAND_QUEST

    Code (Text):
    required_commands: <command> //The commands that the player must execute to complete the quest
    ignore_case: <true | false> //Whether or not to require case-sensitive commands
    The completion quest requires the player to complete X amount of quests before they can complete the quest. You can also define a list of allowed quest identifiers that will be counted towards the quest.

    Type: COMPLETION_QUEST

    Code (Text):
    total: <amount> //The total amount of quests the player must complete
    allowed_quests: <quest id> //The quests that will be counted towards this quest
    required_quests: <quest id>;<amount> //The specific amount of time the player must complete each quest
    The consume quest requires a player to consume X amount of items to complete the quest. Optionally you can define specific materials and/or items that can be tracked towards the quest.

    Type: CONSUME_QUEST

    Code (Text):
    total: <total> //The total amount of items the player must catch to complete the quest
    allowed_materials: <material>;<data> //The materials that will be counted towards this quest
    required_materials: <material>;<data>;<amount> //The specific amount of each material the player must consume
    The death quest requires the player to die a certain amount of times to complete the quest.

    Type: DEATH_QUEST

    Code (Text):
    total: <total> //The total amount of deaths the player must reach to complete the quest
    The delivery quest allows you to define a list of items a player must gather and a NPC that they must return the specified items to to complete the quest. You can also specify whether or not to allow the players to keep the items upon completion or to take them away.

    Type: DELIVERY_QUEST

    Code (Text):
    location: <world>;<x>;<y>;<z> //The location of the entity that the players must return the items to
    name: <string> //The name of the entity the players must return the items to
    entity_type: <type> //The type of the entity the players must return the items to
    take_items: <true | false> //Whether or not to take the items from the player upon completion

    ** Its highly suggested to add required items using the in-game editor **
    required_items:
      <item identifier>:
        material: <material>
        data: <data>
        amount: <amount>
        name: <string>
        lore:
        - <lore line>
        enchants:
        - <enchantment>;<level>
    The enchant quest requires a player to perform X amount of enchants to complete the quest. Optionally you can define a minimum level of the enchant to be tracked by the quest.

    Type: ENCHANT_QUEST

    Code (Text):
    total: <total> //The total amount of enchants the player must perform to complete the quest
    minimum_level: <level> //The minimum level of the enchant to be tracked by the quest
    The end quest requires the player to not complete X amount of quests before they can complete the quest. You can also define a list of allowed quest identifiers that will be counted towards the quest.

    Type: END_QUEST

    Code (Text):
    total: <amount> //The total amount of quests the player must not complete
    allowed_quests: <quest id> //The quests that will be counted towards this quest
    required_quests: <quest id>;<amount> //The specific amount of time the player must not complete each quest
    The fish quest requires a player to catch X amount of items while fishing to complete the quest. Optionally you can define specific materials and/or fish that can be tracked towards the quest.

    Type: FISH_QUEST

    Code (Text):
    total: <total> //The total amount of items the player must catch to complete the quest
    allowed_materials: <material>;<data> //The materials that will be counted towards this quest
    required_materials: <material>;<data>;<amount> //The specific amount of each material the player must fish
    The interaction quest requires a player to right-click a defined NPC to complete the quest. You can determine the NPC based on name, type, and location.

    Type: INTERACTION_QUEST

    Code (Text):
    location: <world>;<x>;<y>;<z> //The location of the entity that the players must return the items to
    name: <string> //The name of the entity the players must return the items to
    entity_type: <type> //The type of the entity the players must return the items to
    The kill quest requires a player to kill X amount of players to complete the quest. Optionally you can define whether or not to allow killing of the same player.

    Type: KILL_QUEST

    Code (Text):
    total: <total> //The total amount of players the player must kill to complete the quest
    same_player: <true | false> //Whether or not to allow killing of the same player in the quest
    The kill quest requires a player to reach a specified level to complete the quest. If the players level is higher prior to starting it will only require a single level-up to complete the quest.

    Type: LEVEL_QUEST

    Code (Text):
    total: <level> //The level that the player must reach to complete the quest
    The location quest requires a player to reach a specified location to complete the quest. You must also specify a distance from the location. So if you set the distance to "5" they need to be within 5 blocks of the location to complete the quest.

    * Could potentially cause lag if there are a large amount of players doing location quests *

    Type: LOCATION_QUEST

    Code (Text):
    distance: <distance> //The distance from the location the player must be within to complete the quest
    location: <world>;<x>;<y>;<z> //The location the player must reach to complete the quest
    The mob quest requires a player to kill a list of defined mobs to complete the quest. You can specify a certain amount of kills required for each mob.

    Type: MOB_QUEST

    Code (Text):
    total: <amount> //The total amount of mobs the player must kill
    allowed_mobs: <entity type> //The specific mob types that will be counted towards the quest
    required_mobs: <entity type>;<amount>;[name] //The specific mobs the player must kill to complete the quest

    All fields marked with <> are required, whereas [] fields are optional
    The obtain quest requires a player to obtain a list of items to complete the quest. You can optionally choose whether or not to take the items from the player upon completion. Once a player has gathered the items required they must enter the obtain quest command to complete (can be changed in config.yml).

    Type: OBTAIN_QUEST

    Code (Text):
    take_items: <true | false> //Whether or not to take the items upon completion of the quest

    ** Its highly suggested to add required items using the in-game editor **
    required_items:
      <item identifier>:
        material: <material>
        data: <data>
        amount: <amount>
        name: <string>
        lore:
        - <lore line>
        enchants:
        - <enchantment>;<level>
    The permission quest requires the player to have certain permissions they can complete the quest. You can also define a list of required permissions and also whether or not to require all of them.

    Type: PERMISSION_QUEST

    Code (Text):
    require_all: <true | false> //Whether or not to require all of the permissions or just one of them
    required_permissions: <permission> //The permissions that the player must have to complete the quest
    The place quest requires the player to place X amount of blocks before they can complete the quest. You can also define a list of allowed blocks that will be counted towards the quest.

    Type: PLACE_QUEST

    Code (Text):
    total: <amount> //The total amount of blocks the player must place to complete the quest
    allowed_materials: <material>;<data> //The blocks that will be counted towards this quest
    required_materials: <material>;<data>;<amount> //The specific amount of each material the player must place
    The placeholder quest requires the player to reach X for certain numeric placeholders before they can complete the quest. You can also specify whether or not the quest will factor in the amount the player started at so previous progress will not count. Recommended to have PlaceholderAPI.

    Type: PLACEHOLDER_QUEST

    Code (Text):
    required_placeholders: <placeholder>;<amount> //The placeholders and the amount they must have to complete the quest
    start_values: <true | false> //Whether or not to subtract the players previous values from prior to starting the quest
    The shear quest requires the player to shear X amount of sheeps before they can complete the quest. You can also define a list of allowed colors that will be counted towards the quest.

    Type: SHEAR_QUEST

    Code (Text):
    total: <amount> //The total amount of sheep the player must shear to complete the quest
    allowed_colors: <dye color> //The wool colors that will be counted towards this quest
    required_colors: <dye color>;<amount> //The specific amount of each wool the player must shear
    The stage quest requires a player complete a list of linked quests to complete the overall quest. This specific type is more of a framework rather than a quest specifically. You define a list of quests to be determined as "stages" and use the start and end actions to create multiple stages.

    Type: STAGE_QUEST

    Code (Text):
    linked_quests: <quest id> //The list of quests that are linked to this specific stage quest framework
    The start quest requires the player to start X amount of quests before they can complete the quest. You can also define a list of allowed quest identifiers that will be counted towards the quest.

    Type: START_QUEST

    Code (Text):
    total: <amount> //The total amount of quests the player must start
    allowed_quests: <quest id> //The quests that will be counted towards this quest
    required_quests: <quest id>;<amount> //The specific amount of time the player must start each quest
    The tame quest requires the player to tame X amount of entities before they can complete the quest. You can also define a list of allowed entities that will be counted towards the quest.

    Type: TAME_QUEST

    Code (Text):
    total: <amount> //The total amount of entities the player must tame
    allowed_types: <entity type> //The entities that will be counted towards this quest
    required_types: <entity type>;<amount> //The specific amount of each entity the player must tame
    The total quest requires the player to reach a defined total before they can complete the quest. This quest is unique in comparison to the rest of the quests as it does not track a specific stat and allows for you the server administrator to define how players earn progress towards the quest.

    Example:
    You could create a TotalQuest called "crate-open" and set the total to 5. Now in whatever crate plugin you may be using you can specify the following command to be executed once a crate is opened.

    /quest player totalquest <player> add crate-open 1

    This example will add one to the players total everytime they open a crate. So once the player has opened 5 crates the quest will be completed.

    Type: TOTAL_QUEST

    Code (Text):
    total: <amount> //The total the player must reach to complete the quest
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