🐎Quests

Configuration

This section explains each element of the quest configuration, providing a detailed understanding of how to set up quests in your Minecraft server.

quests:
  - type: BLOCK_BREAK # The type of the quest
    actions:
      - material: STONE
      - material: COBBLESTONE
    name: "block-break-1" # The name must be unique and must never change
    display-name: "Stone Breaker" # The name of the quest to be displayed in-game
    description: "Break 500 stone blocks" # The description of the quest
    thumbnail: STONE # The material to be displayed in-game
    goal: 500 # The goal to be achieved
    auto-accept: true # If the quest should start automatically
    use-global-rewards: true # Allows you to use global rewards
    favorite: false # Allows to bookmark the quest when it starts
    can-change-favorite: true # Allows you to define whether the player can activate or not the favorites on the quest
    unique: false # Allows you to define if a quest is unique
    custom-model-id: 0 # Allows to define the custom model id for the placeholder %quest-model-id% for the ZQUEST_HISTORY button
    rewards: # The rewards
      - type: message # Sending a message
        messages:
          - "&fYou have broken &7500 stone&f blocks!"
      - type: console_command # Executing a command
        commands:
          - "give %player% diamond 5"

type

Specifies the type of the quest. It determines the main objective and how progress is tracked.

  • Required: Yes

  • Default: None. You must specify one of the quest types listed below.

Example:


actions

Defines the specific actions required to complete the quest. It can include one or more materials, entities, or tags that the player must interact with.

  • Required: Depends on the quest type; omit or leave empty if not needed.

  • Default: Empty list.

  • Notes: Each entry may use keys such as material, entity, or tag depending on the quest type.

Example:


name

A unique identifier for the quest. It must be unique across all quests and should never change once set.

  • Required: Yes

  • Default: None.

  • Notes: Player progress is stored using this value, so changing it can reset or corrupt quest data.

Example:

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display-name

The name of the quest as displayed in-game. This name is visible to the players and can be descriptive.

  • Required: No

  • Default: Uses the value of name if not provided.

  • Notes: Supports Minecraft color codes.

Example:


description

Provides a description of the quest that players can read to understand what is required to complete it.

  • Required: No

  • Default: no description

Example:


placeholder-description

Allows you to display the description using placeholders. This can be used with the placeholder configuration system.

  • Required: No

  • Default: Uses description if not set.

Example:


thumbnail

Defines the material that will be displayed as the thumbnail icon for the quest in the quest menu.

Example:


goal

The number of times the action must be performed to complete the quest. This could be the number of blocks broken, items crafted, etc.

  • Required: Yes

  • Default: 1

Example:


auto-accept

Determines whether the quest should be automatically accepted when available to the player.

  • Required: No

  • Default: false

Example:


use-global-rewards

Sets whether global rewards defined in the main configuration will be given when the quest is completed.

  • Required: No

  • Default: true

  • Notes: Set to false if you only want the rewards listed in the quest to be granted.

Example:


favorite

Allows you to define if a quest will be in favorites when it starts. The player can manage favorite quests with the ZQUESTS_HISTORY button.

  • Required: No

  • Default: false

Example:


can-change-favorite

Sets whether the player can change a quest to favorite or not.

  • Required: No

  • Default: true

Example:


unique

Allows you to define if when advancing this quest, it prevents the progression of other quests. You can use this for quests with citizens for example.

  • Required: No

  • Default: false

  • Notes: When enabled, progress for other quests of the same type will be ignored.

Example:


hidden

Allows you to define if a quest is invisible in the ZQUESTS_HISTORY button.

  • Required: No

  • Default: false

Example:


custom-model-id

Allows you to define the custom model id of the quest that will be used in various placeholders.

  • Required: No

  • Default: Uses the group's default custom model id or 0 if unspecified.

Example:


rewards

Defines the rewards given to the player upon completing the quest. Multiple types of rewards can be specified.

  • Default: Empty list.

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You can use all actionsarrow-up-right of zMenu

Example:

start-actions

Allows to define the actions to be performed when the quest will start.

  • Default: Empty list.

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You can use all actionsarrow-up-right of zMenu

Example:

permissible-rewards

Rewards that are only executed if specified requirements are met. Useful for giving extra rewards to players with specific permissions or conditions.

  • Default: Empty list.

  • Notes: Uses zMenu's requirement system for the requirements section.

Example:

action-requirements

Requirements that must be met for the quest to register progress. If the player does not satisfy these conditions, the quest will not advance.

  • Default: Empty list.

  • Notes: Uses zMenu's requirement syntax.

Example:

hologram

Displays one or more holograms when the quest is active. See Waypoints & Holograms for complete configuration options. You can reference a global hologram defined in holograms.yml by name or specify the configuration inline.

  • Default: No hologram.

  • Notes: Requires a compatible hologram system such as zEssentials.

Global reference example:

Inline example:

waypoint

Creates a waypoint guiding the player to a location. See Waypoints & Holograms for full configuration options. Like holograms, this can reference a global configuration from waypoints.yml or define its own location and appearance.

  • Default: No waypoint.

  • Notes: The color field accepts common color names or hex codes.

Global reference example:

Inline example:


Quests type

BLOCK_BREAK

This quest requires the player to break a certain number of specific blocks. It can be used to encourage players to mine or destroy blocks in a specific area.

In actions you can use a materialarrow-up-right or tagarrow-up-right.

Example usage:


BLOCK_PLACE

This quest requires the player to place a certain number of specific blocks. It can be used to build specific structures or buildings.

Example usage:


ENTITY_KILL

This quest involves killing a given number of entities arrow-up-right(mobs). It is commonly used to encourage combat against monsters.

Example usage:


FARMING

The Farming quest requires players to harvest crops. It is ideal for servers with a focus on agriculture and resource management.

Example usage:


FISHING

This quest involves fishing a certain number of fish. It can encourage players to spend time near water and explore aquatic environments.

Example usage:


TAME

This quest involves taming an animal. It is perfect for players who enjoy interacting with the game's wildlife.

Example usage:


ENCHANT

The player must enchant an item with a specific enchantment. This encourages players to use enchantment tables and improve their gear.

Example usage:

For enchantment quests, you need to specify the following details:

  • enchantment : Indicate the specific enchantment you want to apply (e.g., SHARPNESS, FORTUNE).

  • material : Specify the material on which the enchantment can be applied, such as books, tools, or weapons.

  • minimum-level : Determine the minimum level required to perform the enchantment.

  • minimum-cost : The minimum experience points cost required to proceed with the enchantment.

These elements are used in the configuration file to precisely define the challenge and the resources needed to complete the enchantment quest.


BREW

This quest involves brewing potions. It is ideal for players who enjoy experimenting with potion recipes.

Example usage:

For BREW quests, you must also include the following specific details regarding the potion:

  • potion-type: The type of potionarrow-up-right to be brewed (e.g., SWIFTNESS).

  • potion-material: Specifies the material type, either POTION or SPLASH_POTION.

  • ingredient: The material used as an ingredient in the potion recipe.


SMELT

This quest requires the player to smelt items in a furnace. It is often used for tasks involving resource refinement.

Example usage:


CRAFT

The player must craft a specific item using a crafting table. This encourages players to gather resources and transform them.

Example usage:


VOTE

This quest rewards players for voting for the server on ranking sites. This helps promote the server.

For now, you must use the /quest add-progress <player> <quest> <amount> command to increase this quest

Example usage:


SELL

The player must sell items via a trading system. This encourages players to participate in the server economy.

Example usage:

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PURCHASE

Allows tracking items bought through a shop. Works only with the zShop plugin.

Example usage:

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ENTITY_DAMAGE

This quest involves dealing a certain amount of damage to entities. It is ideal for combat quests without the necessity to kill. You do not need to specify the type of entity, here the objective is to make degats.

Example usage:


EXPERIENCE_GAIN

The player must gain a certain amount of experience. This can be earned by mining, breeding, crafting, etc.

Example usage:


HATCHING

This quest involves hatching eggs, such as turtle eggs. It encourages players to take care of animals in the game.

Example usage:


ITEM_BREAK

This quest requires the player to break an item (e.g., breaking a pickaxe by using it). It can be used to encourage players to fully utilize their tools.

Example usage:


ITEM_MENDING

The player must repair an item, either with the Mending enchantment or using an anvil. This encourages players to take care of their equipment.

Example usage:


ITEM_CONSUME

This quest checks when a player eats an item.

Example usage:


RESURRECT

This quest involves resurrecting an animal or a player, often using a Totem of Undying.

Example usage:


JOB_LEVEL

The player must reach a certain level in a job.

Example usage:

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JOB_PRESTIGE

The player must reach a certain prestige in a job. Only with zJobs for the moment

Example usage:

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SMITHING

The player must craft an item at the smithing table.

Example usage:


ISLAND

The player must create or own an island, which only works with the SuperiorSkyBlock2 plugin.

Example usage:

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COMMAND

The player must execute a command.

Example usage:


CUBOID

Allows checking if the player is present within a cuboid.

Example usage:

The cuboid is composed of the world name, a first set of coordinates (x, y, z), and a second set of coordinates (x2, y2, z2).


CUSTOM

Allows checking for a specific element related to your plugins. For example, you can verify if a player is interacting with a villager. You must use the API. The custom type will take a string data input and verify if the data is correct.

Example usage:

API example:

In this example, we will verify the CUSTOM type quest using the citizen's name as a parameter. We then retrieve the number of times a quest has been updated. For instance, if your player clicks on a villager and activates a quest, no action should be taken.


INVENTORY_OPEN

Check the inventories opened by the player. Works only with zMenu.

Example usage:


INVENTORY_CONTENT

Allows checking the contents of the player's inventory and removing items. You can use a material or a material tag. You must also specify the name of the citizen the player needs to interact with. You must either use the API to execute this action or use the command /q progress-inventory <player> <citizen name>.

Example usage:

API example:


LOOK_AT_BLOCK

The player must look at a block located inside a defined cuboid. The maximum detection distance is controlled by look-at-distance-block in config.yml.

Example usage:


LOOK_AT_ENTITY

Tracks when the player looks at an entity inside the specified cuboid. The look-at-distance-entity value in config.yml defines how far the player can be.

Example usage:


SHEAR

Allows checking when a player shears an entity.

Example usage:

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