PHP Code:
# ----- Quest Design Guide -----
#
# First, let's cover the basic fields in a quest.
# Each root node is the quest name - below, the two quest names are 'example' and 'example2'.
# This is what you will use ingame to identify each quest.
# Inside this, we see the text nodes - pretty self-explanatory. Note that you can use
# <br> to denote a line break.
#
# The repeats option allows a quest to be completed a certain number of times. It acts as a limit. -1 denotes an
# unlimited completion times limit. Let's take an example. A limit of 1 would allow the quest to be completed once.
#
# Now we move on to the configuration of the two main configuration options - objectives and rewards.
#
# --- Objectives ---
#
# Thus far, objectives have a set structure - a number of different 'steps' and a number of objectives
# within each step. This allows for more freeform quest design. Note that each step should be marked
# by an ascending number, *with quotes* around it. Each objective within a step is incremented concurrently.
#
# The message variable is sent to the player on completion of each objective.
#
# --- Objective types ---
#
# To aid with generic objective design, each objective can use one of a common set of variables
# - amount, string, materialid, location, string, item and npcdestination (destination NPC ID).
# Each objective type may use one or more of these variables - a reference is provided below.
#
# - Specifying item and locations -
# Item nodes have three sub-nodes, two that must be included and one optional.
# The id sub-node designates the item/block ID.
# The amount sub-node specifies the item amount.
# The optional data sub-node specifies the item data value to be used.
#
# Location nodes have 4 required sub-nodes, two optional.
# The world node specifies the world name of the location.
# The x ,y and z nodes specifies the x,y and z values.
# The pitch/yaw optional nodes specify the rotation (think aeroplanes) of the location.
#
# Example syntax:
# location:
# x: 123
# y: 124
# z: 111
# world: 'world'
#
# Block destroy quest (destroy block) - break a certain amount of blocks.
# Uses: amount - the amount of blocks to break. materialid - the block ID to break.
#
# Build quest (build) - place a certain number of blocks
# Uses: materialid - the block ID to place. amount - the amount that must be placed.
#
# Combat quest (player combat) - kill a certain number of players.
# Uses: amount - the amount of players to kill. string - a list of which players should be targeted. '*' signifies all, '-' as the first character signifies a
# whitelist, g:group specifies a group to target.
#
# Collect quest (collect) - pick up a certain number of items.
# Uses: amount - the number of items to pick up. materialid - the ID to pick up.
#
# Delivery quest (delivery)- deliver an item to an npc.
# Uses: npcdestination - the NPC ID to deliver to. materialid - the material that must be in hand.
# amount - the amount of the material that must be in hand.
#
# Distance quest (move distance)- walk a certain number of blocks.
# Uses: amount - the amount of blocks to walk.
#
# Hunt quest (hunt) - kill a certain number of monsters.
# Uses: amount - the number of monsters to kill. string - which monsters to kill. '*' signifies all, '-' at
# the start signifies that monsters not in the list will be counted.
#
# Location quest (move location)- be within a certain range of a location.
# Uses: location - the base location to move to. amount - the amount in blocks that the player can be away from the location before finishing.
#
#
# --- Rewards ---
#
# These can be used as both rewards *and* requirements to start a quest.
# As rewards, they can be either give rewards, or take rewards. As requirements, they can only be used
# to take from a player.
#
# Rank reward (rank) - grants a group ('rank') to a player.
# Specified by the rank: node.
#
# Permission reward (permission) - grants a permission to a player.
# Specified by the permission: node.
#
# Quest reward (quest) - grants a quest to a player. Note that it cannot be taken away from a player.
# Specified by the quest: node.
#
# Item reward (item) - gives an item to a player.
# Loaded from the item: nodes.
#
# Health reward (health) - gives health to a player.
# Loaded from the amount: node.
#
# Money reward (money) - gives money to a player.
# Loaded from the money: node.
Rohstoffe:
texts:
description: Besorge dir 4 Baumstämme
completion: <g>Geschafft! Hier hast du etwas Geld.
acceptance: <g>Herrausforderung <y>angenommen<g>.
repeats: 0
objectives:
'0':
'0':
type: collect
materialid: 17
amount: 4
message: Gut gemacht! Hol dir deine Belohnung ab.
rewards:
'0':
type: money
money: 10
example2:
texts:
description: A fetch quest
completion: <g>You win! Give me that stone.
acceptance: <g>Challenge <y>accepted<g>.
repeats: 1
objectives:
'0':
'0':
type: collect
materialid: 1
amount: 3
message: A voice echoes... "I want that stone now!"
rewards:
'0':
type: item
id: 1
amount: 3
take: true
example3:
texts:
description: A mob quest - kill any 3 of zombie, pig or chicken
completion: <g>You win!
acceptance: <g>Challenge <y>accepted<g>.
repeats: 2
objectives:
'0':
'0':
type: hunt
string: 'zombie, pig, chicken'
amount: 3
message: Monsters slain \o/.
rewards:
'0':
type: item
id: 1
amount: 3
take: true