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Quests

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Folder: quetes/ (every .yml file in the folder and its subfolders is read). Command: /quetes (aliases /quests, /journal).

Every quest is optional: a player can play without ever doing one.

Categories

Category Role Included by default
TUTORIAL Tutorial, offered at the end of character creation First steps of an Awakened (5 stages)
MAIN Main story 6 chapters, The Shards of the Fracture (levels 2 to 40)
CLASS Quests reserved to a class 2 per class (levels 3 and 15)
SIDE Side quests, some repeatable 5 (fishing, bounties, exploration…)
SECRET Invisible until discovered 4 (blood moon, abyss, ruins…)

Included files: tutoriel.yml, principale.yml, de-classe.yml, annexes.yml, secretes.yml. They are only created if the quetes/ folder does not exist: a deleted file does not come back. The included quest texts are in French and can be rewritten freely.

For players

  • Tutorial: at the end of character creation, a chat message offers to start it ([Commencer] / [Plus tard]). It stays available in the journal.
  • Journal (/quetes, or the quest journal button of the /classe menu): one tab per category, plus an "In progress" tab. Each quest shows its level, description, state (in progress, available, locked, completed), objectives with progress, missing requirements and rewards.
    • Click an available quest: start it.
    • Click a quest in progress: track it (or stop tracking it) in the sidebar.
    • Shift + right click a quest in progress: abandon it. An abandoned quest does not start again on its own: it stays available in the journal.
    • A quest removed from the sidebar does not come back on its own; when the tracked quest ends, another quest in progress takes its place.
  • Sidebar: tracked quests and their objectives, updated live. In a party, the tracked quest is shown below the party members. /quetes panneau shows or hides it.
  • Secret quests: they appear in the journal once discovered. The tab shows how many are left to discover.

Quest format

quests:
  la_porte_brulante:
    name: "<gold>V. The Burning Gate"
    category: MAIN                 # TUTORIAL, MAIN, CLASS, SIDE, SECRET
    level: 25                      # indicative level shown
    icon: BLAZE_ROD
    description: ["<gray>A passage to a world of flames."]
    start: AUTO                    # MANUAL (journal), AUTO (as soon as available), OFFER (offered)
    hidden: false                  # true by default for SECRET
    repeatable: false
    cooldown-hours: 0              # delay before doing it again
    abandonable: true
    requirements:
      level: 25
      quests: [la_nuit_des_eveilles]
    stages:
      - text: ["<gray>Text shown when the stage begins"]
        objectives:
          - {type: CONDITION, conditions: {dimensions: [NETHER]}, display: "Enter the Nether"}
      - objectives:
          - {type: KILL, targets: [BLAZE], amount: 6}
          - {type: COLLECT, targets: [BLAZE_ROD], amount: 4, take: true}
    rewards:
      xp: 2500
      skill-points: 1
      money: 300
      items:
        - {item: "minecraft:diamond", amount: 3}
    complete-text: ["<gray>Text shown at the end"]

Stages follow each other in order; every objective of a stage must be met to move on to the next one.

Requirements (requirements)

Key Effect
level / max-level Minimum / maximum class level
classes Class or subclass ([guerrier] includes its subclasses)
races · jobs Race or job
job-level Level of the current job
quests Quests that must be completed (quest chains)
not-quests Quests that must not have been done (exclusive choices: join one side or the other)
permission Required permission (quests unlocked by another plugin)
titles Titles that must be unlocked
checks List of "state" objectives to meet: statistics, advancements, totals… (- {type: ADVANCEMENT, targets: ["minecraft:story/enter_the_nether"]})

With quests.hide-other-classes: true (config.yml), quests reserved to another class or race do not appear in the journal.

Objectives

Actions (counted each time):

Type Counts… targets
KILL kills entity types, mythic:InternalName
BREAK · PLACE broken / placed blocks (not blocks placed by a player) blocks
CRAFT · SMELT crafts, smelted items items
FISH · BREED · TAME fishing, breeding, taming fished items / animals
ENCHANT · BREW · REFINE enchantments, potions, cut gems items / gems
CONSUME food and potions consumed items
SKILL skills cast skill ids
INTERACT_ENTITY right click on an entity (name: text of its name, for an NPC) entity types
INTERACT_BLOCK right click on a block blocks
COMMAND a typed command (aliases recognised) commands without /
DAMAGE damage dealt (amount = total) entities hit

States (checked every second):

Type Met when…
LEVEL · JOB_LEVEL the level reaches amount
CLASS · SUBCLASS · RACE · JOB · SPECIALIZATION the player has the class, race… listed in targets
COLLECT the inventory holds amount items (take: true removes them at the end of the stage)
REACH the player is within radius blocks of x, y, z in world
BIOME the player is in one of the targets biomes
CONDITION the conditions block is true (Nether, below layer 0, at night…)
TREE_POINTS · ATTRIBUTE_POINTS the player has spent amount points
QUEST amount quests from targets are completed (without targets: any quests)
TITLES amount titles unlocked (targets: ids or "rarity:EPIC")
KILLS_TOTAL · SKILL_USES_TOTAL total kills / skills cast since the player first joined
COUNTER internal counter: blocks_mined, damage_dealt, damage_taken, healing_done, mana_spent
STATISTIC Minecraft statistic: DEATHS, WALK_ONE_CM, FISH_CAUGHT, MINE_BLOCK:DIAMOND_ORE, KILL_ENTITY:ZOMBIE…
ADVANCEMENT amount advancements from targets obtained ("minecraft:story/enter_the_nether")
PLAYTIME amount hours of playtime

Totals (KILLS_TOTAL, COUNTER, STATISTIC, ADVANCEMENT, PLAYTIME, QUEST) also count everything the player did before starting the quest.

Common options:

  • targets: * is a wildcard ("*_LOG", "*DESERT*"). Without targets, everything counts.
  • amount: quantity (1 by default).
  • display: text shown; without it, an automatic text (messages.yml → quests.objective).
  • conditions: context of the action, with the same conditions as weaknesses: {time: NIGHT}, {holding: ["*_SWORD"]}, {sneaking: true}, {biomes: [DESERT]}…
  • module: required module (skill-tree, attributes, jobs, parties…). If that module is disabled, the objective is met automatically.

Example — kill 15 monsters with a sword, at night:

- type: KILL
  targets: [ZOMBIE, SKELETON, SPIDER, CREEPER]
  amount: 15
  conditions: {time: NIGHT, holding: ["*_SWORD"]}
  display: "Kill monsters with a sword, at night"

Secret quests

A category: SECRET (or hidden: true) quest is invisible until it is discovered. It starts on its own:

  • when its conditions are met (conditions:), for example when entering the deep dark:
    conditions: {biomes: [DEEP_DARK]}
  • or on a specific action (trigger:), with the same options as an objective:
    trigger:
      type: KILL
      targets: [ZOMBIE]
      conditions: {time: NIGHT, chance: 0.05}   # 5% chance, at night

For an NPC (villager renamed with a name tag, Citizens NPC…): trigger: {type: INTERACT_ENTITY, targets: [VILLAGER], name: "Hermit"}.

Rewards

Key Effect
xp Class XP
job-xp XP for the current job
skill-points · attribute-points Extra skill tree and attribute points
money Money (requires Vault and an economy plugin)
items Items, in the same format as kits.yml (CraftEngine, MythicMobs… custom items included)
titles Titles unlocked
commands Console commands (%player% = player name): permissions, ranks, other plugins
text Extra lines in the journal's reward list

Rewards depend on each quest: the included quests give more when their level is higher.

Settings (config.yml → quests)

quests:
  offer-tutorial: true      # offer the tutorial at the end of character creation
  tutorial: tutoriel        # id of the tutorial quest
  max-active: 0             # quests in progress at the same time (0 = unlimited)
  max-tracked: 3            # quests tracked in the sidebar
  auto-track: true          # track a quest as soon as it starts
  hide-other-classes: true
  progress-actionbar: true  # progress in the action bar
  check-interval-ticks: 20

The sidebar is set in hud.yml → quest-tracker (title, lines, symbols, party display). Every text is in messages.yml → quests. The whole module is disabled with modules.quests: false.

Administration

  • /quetes admin <player> start <id>: starts a quest (without checking requirements).
  • /quetes admin <player> complete <id>: completes it immediately, rewards included.
  • /quetes admin <player> reset <id>: erases it (in progress and completed).
  • /quetes admin <player> resetall: erases all of the player's quests and offers the tutorial again.
  • Placeholders: %cykclasses_quests_completed%, %cykclasses_quests_active%, %cykclasses_quests_total%, %cykclasses_quest_tracked%.

What cannot be done

  • No built-in NPCs: dialogues are shown in chat. An NPC from another plugin can be used as a target (INTERACT_ENTITY with name).
  • No dialogue choices with several answers (use not-quests for branches).
  • Objective types are predefined (about forty), but they combine with conditions.
  • The sidebar replaces another plugin's scoreboard while quests are tracked (hide it with /quetes panneau or quest-tracker.enabled: false).

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