# Integration List🔗

This page contains documentation for known integrations that exist for third party plugins. Some integrations also have dedicated pages in the documentation. In total 34 plugins have dedicated support for BetonQuest.

## Provided by BetonQuest🔗

BetonQuest hooks into other plugins by itself to provide more events, conditions and objectives or other features.
AureliumSkills, Brewery, Citizens, DecentHolograms, Denizen, EffectLib, FakeBlock, Heroes, HolographicDisplays, JobsReborn, LuckPerms, Magic, mcMMO, MythicLib, MMOCore, MMOItems, MythicMobs, PlaceholderAPI, ProtocolLib, Quests, Shopkeepers, ProSkillAPI, Skript, Vault, WorldEdit, FastAsyncWorldEdit and WorldGuard.

## Provided by other plugins🔗

Some plugins also hook into BetonQuest and provide support by themselves:
nuNPCDestinations, CalebCompass, NotQuests, HonnyCompass MythicDungeons

There are also plugins that hook into BetonQuest that require a clientside mod:
BetonQuestGUI, NGVexJournal

## AureliumSkills🔗

### Conditions🔗

#### Skill level: aureliumskillslevel🔗

Checks if the player has the specified skill level. The amount can be a variable or a number. The player needs to be on that level or higher to meet the condition. You can disable this behaviour by adding the equal argument, then the player must match the specified level exactly.

 1 2 aureliumskillslevel fighting 5 aureliumskillslevel farming 10 equal 

#### Stat level: aureliumstatslevel🔗

Checks if the player has the specified stat level. The amount can be a variable or a number. The player needs to be on that level or higher to meet the condition. You can disable this behaviour by adding the equal argument, then the player must match the specified level exactly.

 1 2 aureliumstatslevel luck 5 aureliumstatslevel luck 10 equal 

### Give Skill Xp : aureliumskillsxp🔗

Adds experience to the players skill. The amount can be a variable or a number. The level argument is optional and would convert the amount to levels instead of XP points.

 1 2 aureliumskillsxp farming 5 aureliumskillsxp farming 10 level 

## Brewery🔗

### Conditions🔗

#### Drunk: drunk🔗

This condition is true if the player is drunken. Only argument is the minimal drunkness (0-100).

 1 drunk 50 

#### Drunk Quality: drunkquality🔗

This condition is true if the player has the given drunk quality. Only argument is the minimal drunk quality (1-10).

 1 drunkquality 3 

#### Has Brew: hasbrew🔗

This condition is true if the player has the given brew with the specified amount in his inventory.

 1 hasbrew 2 MY_BREW 

### Events🔗

#### Give Brew: givebrew🔗

Gives the player the specified drink. The first number is the amount, and the second number is the quality of the drink.

 1 givebrew 1 10 MY_BREW 

#### Take Brew: takebrew🔗

Removes the specified drink from the players inventory. An amount needs to be specified.

 1 takebrew 2 MY_OTHER_BREW 

## Citizens🔗

If you have this plugin you can use it's NPCs for conversations. I highly recommend you installing it, it's NPCs are way more immersive. Having Citizens also allows you to use NPCKill objective and to have moving NPC's.

A Citizen NPC will only react to right clicks by default. This can be changed by setting acceptNPCLeftClick in the config.yml to true.

Notice

You need to specify the ID of the NPC instead of it's name in the package.yml when using Citizens!

### Conditions🔗

#### NPC distance: npcdistance🔗

This condition will return true if the player is closer to the NPC with the given ID than the given distance. The NPCs ID is the first argument, the distance is the second. If the npc is despawned the condition will return false.

Example

npcdistance 16 22


#### NPC location: npclocation🔗

persistent, static

This condition will return true if a npc is close to a location. First argument is the id of the NPC, second the location and third the maximum distance to the location that the npc is allowed to have.

Example

npclocation 16 4.0;14.0;-20.0;world 22


#### NPC region: npcregion🔗

persistent, static

Notice

This condition also requires WorldGuard to work.

This condition will return true if a npc is inside a region. First argument is the id of the npc second is the name of the region.

Example

npcregion 16 spawn


### Events🔗

#### Move NPC: movenpc🔗

This event will make the NPC move to a specified location. It will not return on its own, so you have to set a single path point with /npc path command - it will then return to that point every time. If you make it move too far away, it will teleport or break, so beware. You can change maximum pathfinding range in Citizens configuration files. The first argument in this event is ID of the NPC to move. Second one is a location in a standard format (like in teleport event). You can also specify multiple locations separated by colons to let the npc follow a path of locations. You can also specify additional arguments: block will block the NPC so you won't be able to start a conversation with him while he is moving, wait: is a number of tick the NPC will wait at its destination before firing events, done: is a list of events fired after reaching the destination, fail: is a list of events fired if this event fails. Move event can fail if the NPC is already moving for another player.

Example

movenpc 121 100;200;300;world,105;200;280;world block wait:20 done:msg_were_here,give_reward fail:msg_cant_go,give_reward


#### Stop moving NPC: stopnpc🔗

This will stop all current move tasks for the npc with the given ID.

Example

stopnpc 16


#### Teleport NPC: teleportnpc🔗

This event will teleport the NPC with the given ID to the given location.

Example

teleportnpc 53 100;200;300;world


### Objectives🔗

#### NPC Interact: npcinteract🔗

The player has to right-click on the NPC with specified ID. It can also optionally cancel the action, so the conversation won't start. The first argument is number (ID of the NPC), and the second is optional cancel.

Example

npcinteract 3 cancel conditions:sneak events:steal


#### NPC Kill: npckill🔗

The NPC kill objective requires the player to kill a NPC with the given ID. You can also define how many times the NPC has to be killed. Right after the objective's name there must be the ID of the NPC. You can also add an amount with the amount keyword. You can use the notify keyword to display a message each time the player advances the objective, optionally with the notification interval after a colon.

This objective has three properties: amount, left and total. amount is the amount of NPCs already killed, left is the amount of NPCs still needed to kill and total is the amount of NPCs initially required.

Example

npckill 16 amount:3 events:reward notify


#### NPC Range: npcrange🔗

The player has to enter/leave a circle with the given radius around the NPC to complete this objective. It is also possible to define multiple NPCs separated with ,. The objective will be completed as soon as you meet the requirement of just one npc. First argument is the ID of the NPC, second one is the type: Either enter, leave, inside or outside and the third one is the range. The types enter, leave force the player to actually enter the radius after you were outside of it and vice versa. This means that enter is not completed when the player gets the objective and is already in the range, while inside is instantly completed.

Example

npcrange 3,5 enter 20 events:master_inRange


## Denizen🔗

### Events🔗

#### Script: script🔗

With this event you can fire Denizen task scripts. Don't confuse it with skript event, these are different. The first and only argument is the name of the script.

Example

script beton


## EffectLib🔗

If you install this plugin on your server you will be able to set a particle effect on NPCs with conversations and use particle event.

EffectLib is not a normal plugin, it's a developer tool - there are no official docs. However, the Magic plugin has a wiki for EffectLib. It does contain a few magic specific settings though so please don't be confused if some stuff does not work. There is also a magic editor with autocompletion for EffectLib.

You can control the behaviour of particles around the NPCs in the npc_effects section. Each effect is defined as a separate subsection and consists of EffectLib options (described on the EffectLib page) and several BetonQuest settings. npcs is a list of all NPCs on which this effect can be displayed. If no npcs are specified it will use the package NPCs from package.yml. conditions is a list of conditions the player has to meet in order to see the effect. BetonQuest will find the first effect which can be displayed and show it to the player. interval controls how often the effect is displayed (in ticks). The effect will be fired from the exact location of the NPC, upwards.

npc_effects:
check_interval: 50
disabled: false
farmer:
class: VortexEffect
iterations: 20
particle: crit_magic
helixes: 3
circles: 1
grow: 0.1
interval: 30
npcs:
- 1
conditions:
- '!con_tag_started'
- '!con_tag_finished'


### Events🔗

#### Particle: particle🔗

This event will load an effect defined in effects section and display it on player's location. The only argument is the name of the effect. You can optionally add loc: argument followed by a location written like 100;200;300;world;180;-90 to put it on that location. If you add private argument the effect will only be displayed to the player for which you ran the event.

Example

effects:
beton:
class: HelixEffect
iterations: 100
particle: smoke
helixes: 5
circles: 20
grow: 3

events:
playEffect: particle beton loc:100;200;300;world;180;-90 private


## FakeBlock🔗

If you have the FakeBlock integration installed, you will be able to view and hide the block groups created in FakeBlock on a player-specific basis.

### Events🔗

#### Show and hide block groups: fakeblock🔗

Shows or hides the block group for the player. The block group can be specified as a comma-separated list. The groups are case-sensitive. To show a group the showgroup argument is required. To hide a group the hidegroup argument is required.

events:
showBridge: "fakeblock showgroup bridge"
hideCityBorder: "fakeblock hidegroup gate,wall,door"


## Heroes🔗

When you install Heroes, all kills done via this plugin's skills will be counted in MobKill objectives.

### Conditions🔗

#### Heroes Class: heroesclass🔗

This condition checks the classes of the player. The first argument must be primary, secondary or mastered. Second is the name of a class or any. You can optionally specify level: argument followed by the required level of the player.

Example

heroesclass mastered warrior


#### Heroes Attribute: heroesattribute🔗

This condition check's the level of a player's attribute. The first argument must be strength, constitution, endurance, dexterity, intellect, wisdom, or charisma. Second argument is the required level of the attribute. Must be greater than or equal the specified number.

Example

heroesattribute strength 5


#### Skill: heroesskill🔗

This condition checks if the player can use specified skill. The first argument is the name of the skill.

Example

heroesskill charge


### Events🔗

#### Heroes experience: heroesexp🔗

This event simply gives the player specified amount of Heroes experience. The first argument is either primary or secondary and it means player's class. Second one is the amount of experience to add.

Example

heroesexp primary 1000


## JobsReborn🔗

Requires adding the following to config.yml:

hook:
jobs: 'true'


### Conditions🔗

#### Can Level up: nujobs_canlevel {jobname}🔗

Returns true if the player can level up

#### Has Job: nujobs_hasjob {jobname}🔗

Returns true if the player has this job

Example

nujobs_hasjob Woodcutter


#### Job Full: nujobs_jobfull {jobname}🔗

Returns true if the job is at the maximum slots

#### Job Level: nujobs_joblevel {jobname} {min} {max}🔗

Returns true if the player has this job, and at a level equal to or between the min/max

Example

nujobs_joblevel Woodcutter 5 10


### Events🔗

#### Add Jobs Experience: nujobs_addexp {jobname} {exp}🔗

Gives the player experience

#### Increase Jobs Level: nujobs_addlevel {jobname} {amount}🔗

Increases the player level by amount.

#### Decrease Jobs Level: nujobs_dellevel {jobname} {amount}🔗

Decreases the players level by amount.

#### Join Jobs Job Event: nujobs_joinjob {jobname}🔗

Joins the player to job.

#### Leave Jobs Job Event: nujobs_leavejob {jobname}🔗

Removes the player from job.

#### Set Jobs Level: nujobs_setlevel {jobname} {level}🔗

Set the player to level.

### Objectives🔗

#### Join Jobs Job Objective: nujobs_joinjob {jobname}🔗

Triggers when player joins job.

#### Leave Jobs Job Objective: nujobs_leavejob {jobname}🔗

Triggers when player leaves job.

Notice

This is not triggered by '/jobs leaveall'

#### Jobs Job Levelup: nujobs_levelup {jobname}🔗

Triggers when player levels up.

#### Jobs Job Payment: nujobs_payment {amount}🔗

Triggers when player makes {amount} of money from jobs. You can use the notify keyword to display a message each time the player advances the objective, optionally with the notification interval after a colon.

This objective has three properties: amount, left and total. amount is the amount of money already received, left is the amount of money still needed to receive and total is the amount of money initially required.

## LuckPerms🔗

### Context Integration🔗

Any BetonQuest tag (global and per-player) can be used as a LuckPerms context. This means that a player needs the specified tag for a permission to be true - this removes the need for tons of permission add ... events as you can hook your existing quest progress tags right into LuckPerms permission contexts. The syntax is as follows:

key value
betonquest:tag:PACKAGE_NAME.TAG_NAME true
betonquest:globaltag:PACKAGE_NAME.TAG_NAME true
betonquest:tag:myPackage.tagName true
betonquest:globaltag:myQuest.someTag true

Check the Luck Perms documentation for an in-depth explanation on what contexts are and how to add them to permissions.

## Magic🔗

### Conditions🔗

#### Wand: wand🔗

This condition can check wands. The first argument is either hand, inventory or lost. If you choose lost, the condition will check if the player has lost a wand. If you choose hand, the condition will check if you're holding a wand in your hand. inventory will check your whole inventory instead of just the hand. In case of hand and inventory arguments you can also add optional name: argument followed by the name of the wand (as defined in wands.yml in Magic plugin) to check if it's the specific type of the wand. In the case of inventory you can specify an amount with amount and this will only return true if a player has that amount. You can also use optional spells: argument, followed by a list of spells separated with a comma. Each spell in this list must have a minimal level defined after a colon.

Example

wand hand name:master spells:flare:3,missile:2


## McMMO🔗

### Conditions🔗

#### McMMO Level: mcmmolevel🔗

This conditions checks if the player has high enough level in the specified skill. The first argument is the name of the skill, second one is the minimum level the player needs to have to pass this condition.

Example

mcmmolevel woodcutting 50


### Events🔗

#### Add MCMMO Experience: mcmmoexp🔗

This event adds experience points in a specified skill. The first argument is the name of the skill, second one is the amount of experience to add.

Example

mcmmoexp swords 1500


## MMOCore & MMOItems & MythicLib🔗

### Conditions🔗

#### MMOCore class: mmoclass🔗

Checks if a player has the given MMOCore class. You can check for any class that is not the default class by writing * instead of a class name. If a level has been specified the player needs to be on that level or higher to meet the condition. You can disable this behaviour by adding the equal argument.

 1 2 3 4 mmoclass * 5 mmoclass WARRIOR mmoclass MAGE 5 mmoclass MAGE 5 equal 

#### MMOCore attribute: mmoattribute🔗

Checks if a player has the specified attribute on the given level or higher. You can disable this behaviour by adding the equal argument.

 1 2 mmoclass mmoattribute strength 2 mmoclass mmoattribute strength 2 equal 

#### MMOCore profession: mmoprofession🔗

Checks if a player has the specified profession on the given level or higher. You can disable this behaviour by adding the equal argument.

 1 2 mmoprofession mining 2 mmoprofession mining 2 equal 

#### MMOItems item: mmoitem🔗

Checks if a player has the specified amount of MMOItems or more in his inventory. If no amount has been defined the default amount is one.

 1 2 mmoitem ARMOR SKELETON_CROWN mmoitem GEMS SPEED_GEM 3 

#### MMOItems hand: mmohand🔗

Checks if a player holds the specified MMOItem in his hand. Checks the main hand if not specified otherwise using the offhand argument. If no amount has been defined the default amount is one.

 1 2 mmohand ARMOR SKELETON_CROWN mmohand GEMS SPEED_GEM 3 offhand 

#### MythicLib stat: mmostat🔗

Checks these stats that combine all sorts of stats from MMOCore and MMOItems. The player needs to be on the specified level or higher in order to meet this condition. You can disable this behaviour by adding the equal argument.

 1 mmostat DAMAGE_REDUCTION 3 

### Objectives🔗

#### Break Special Blocks: mmocorebreakblock🔗

This objective requires the player to break special blocks from MMOCore. All three different block types and an amount can be defined. You can also send notifications to the player by appending the notify keyword optionally with the notification interval after a colon.

This objective has three properties: amount, left and total. amount is the amount of blocks already broken, left is the amount of blocks still left to break and total is the amount of blocks initially required.

 1 2 3 mmocorebreakblock 5 block:1 #A custom block's block ID mmocorebreakblock 64 block:STONE #vanilla material mmocorebreakblock 1 block:eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVy #... this is a heads texture data 

#### MMOCore Profession levelup: mmoprofessionlevelup🔗

This objective requires the player to level the given profession to the specified level. Use main to check for class level ups.

 1 mmoprofessionlevelup MINING 10 

#### Craft item: mmoitemcraft🔗

This objective requires the player to craft the item with the given type and id. It supports any MMOItem that was crafted using vanilla crafting methods, MMOItems "recipe-amounts" crafting and MMOItems station crafting. An amount can also be set if it shall differ from the default (which is one) by adding the amount: argument. The amount is based on how many items have actually been crafted, not how often a specific recipe has been used! Therefore, a recipe that makes four items at once will let the objective progress by four steps. You can use the notify keyword to display a message each time the player advances the objective, optionally with the notification interval after a colon.

This objective has three properties: amount, left and total. amount is the amount of items already crafted, left is the amount of items still needed to craft and total is the amount of items initially required.

 1 2 mmoitemcraft SWORD STEEL_SWORD mmoitemcraft HEALTH_POTION_RECIPE amount:5 

#### Upgrade Item: mmoitemupgrade🔗

This objective tracks if a player upgrades the given item with an upgrade consumable.

 1 mmoitemupgrade SWORD FALCON_BLADE 

#### Apply gemstone: mmoitemapplygem🔗

This objective is completed when the player applies the gemstone with the given gemstoneID to an item with the given itemType and itemID.

 1 mmoitemapplygem SWORD CUTLASS GEM_OF_ACCURACY 

#### Cast item ability: mmoitemcastability🔗

This objective requires the player to cast an ability using an item. The only argument is the abilityID.

 1 mmoitemcastability LIFE_ENDER 

#### Cast class skill: mmocorecastskill🔗

This objective requires the player to cast a class skill. The only argument is the abilityID.

 1 mmocorecastskill BACKSTAB 

### Events🔗

#### Give MMOCore class experience: mmoclassexperience🔗

Adds experience to the players class. The amount can be a variable or a number. The level argument is optional and would convert the amount to levels instead of XP points.

 1 2 mmoclassexperience 150 mmoclassexperience 1 level 

#### Give MMOCore profession experience: mmoprofessionexperience🔗

Adds experience in the specified player profession. The amount can be a variable or a number. The level argument is optional and would convert the amount to levels instead of XP points.

 1 2 mmoprofessionexperience MINING 100 mmoprofessionexperience CUSTOM_PROFESSION_NAME 1 level 

#### Give class points: mmocoreclasspoints🔗

Gives the player class points. The amount can be a variable or a number.

 1 mmocoreclasspoints 1 

#### Give skill points: mmocoreskillpoints🔗

Gives the player skill points. The amount can be a variable or a number.

 1 mmocoreskillpoints 10 

#### Give attribute points: mmocoreattributepoints🔗

Gives the player attribute points. The amount can be a variable or a number.

 1 mmocoreattributepoints 2 

#### Give attribute reallocation points: mmocoreattributereallocationpoints🔗

Gives the player attribute reallocation points. The amount can be a variable or a number.

 1 mmocoreattributereallocationpoints 1 

#### Give MMOItem: mmoitemgive🔗

Gives the player predefined item. Default amount is one and can be set manually to a higher amount or a variable. The item can be adjusted to the players level by adding the scale option. If you want all items to be stacked together the singleStack option can be set. If the player doesn't have required space in the inventory, the items will be dropped on the ground. You can also specify the notify keyword to display a message to the player about what items have been received.

 1 mmoitemgive CONSUMABLE MANA_POTION 

#### Take MMOItem: mmoitemtake🔗

Removes the specified item from the players inventory. Optional arguments are an amount and notify to send a notification to the player.

Which inventory types are checked is defined by the invOrder: option. You can use Backpack, Inventory and Armor there. One after another will be checked if multiple types are defined. The backpack will not work before 2.0's item rework since the current item system does not safe custom NBT data.

You can also specify notify keyword to display a simple message to the player about loosing items.

Amount can be a variable.

 1 2 3 4 5 mmoitemtake SWORD STEEL_SWORD mmoitemtake SWORD STEEL_SWORD notify mmoitemtake CONSUMABLE HEALTH_POTION amount:5 mmoitemtake CONSUMABLE BAKED_APPLES amount:2 invOrder:Backpack,Inventory mmoitemtake ARMOR KINGS_CHESTPLATE invOrder:Armor,Backpack 

## MythicMobs🔗

Required MythicMobs version: 5.0.0 or above

### Objectives🔗

#### MobKill: mmobkill🔗

You need to kill the specified amount of MythicMobs to complete this objective. The first argument must be the mob's internal name (the one defined in your MythicMobs configuration). Multiple mob names must be comma seperated. You can optionally add the amount: argument to specify how many of these mobs need to be killed. It's also possible to add the optional arguments minLevel and maxLevel to further customize what mobs need to be killed. You can also add an optional neutralDeathRadiusAllPlayers argument to complete the objective for each nearby player within the defined radius when the mob is killed by any non-player source. Alternatively, you could use the deathRadiusAllPlayers argument to count all deaths of the specified mythic mob(s), no matter if it was killed by a non-player source or not. You can add a notify keyword if you want to send a notification to players whenever the objective progresses. You can also add an optional marked argument to only count kills marked with the mspawn event. The only supported variable for the marked argument is %player%.

This objective has three properties: amount, left and total. amount is the amount of mythic mobs already killed, left is the amount of mythic mobs still needed to kill and total is the amount of mythic mobs initially required.

Example

mmobkill SkeletalKnight amount:2 events:reward
mmobkill SnekBoss,SnailBoss,SunBoss amount:10 events:reward
mmobkill SnekBoss amount:2 minlevel:4 maxlevel:6 events:reward marked:DungeonBoss3
mmobkill dungeonDevil deathRadiusAllPlayers:30 events:reward


### Conditions🔗

#### MythicMob distance: mythicmobdistance🔗

Check whether the player is near a specific MythicMobs entity. The first argument is the internal name of the mob (the one defined in MythicMobs' configuration). The second argument is the distance to check, measured in block lengths in a circular radius.

Example

mythicmobdistance SkeletalKnight 7


### Events🔗

#### Spawn MythicMob: mspawnmob🔗

Parameter Syntax Default Value Explanation
location ULF The location to spawn the mob at.
name name:level MythicMobs mob name. A level must be specifed after a colon.
amount Positive Number Amount of mobs to spawn.
target Keyword False Will make the mob target the player.
private Keyword Disabled Will hide the mob from all other players until restart. This does not hide particles or block sound from the mob. Also see notes below.
marked marked:text None Marks the mob. You can check for marked mobs in mmobkill objective.
Example
events:
spawnBoss: mspawnmob 100;200;300;world MegaBoss:1 1 target
spawnKnights: mspawnmob 100;200;300;world SkeletalKnight:3 5
spawnPrivateDevil: mspawnmob 100;200;300;world Mephisto:1 5 target private marked:DungeonBoss3


Private Argument

The private argument requires some MythicMob setup for optimal use. It's best to use the private argument in combination with the target argument so the mob does not attack players that cannot see it. Additionally, the mob should be configured to never change its AI target using MythicMobs.

## PlaceholderAPI🔗

If you have this plugin, BetonQuest will add a betonquest placeholder to it and you will be able to use ph variable in your conversations.

### Placeholder: betonquest🔗

You can use all BetonQuest variables in any other plugin that supports PlaceholderAPI. You can even use BetonQuests conditions using the condition variable!
This works using the %betonquest_package:variable% placeholder. The package: part is the name of a package. The variable part is just a BetonQuest variable without percentage characters, like point.beton.amount.

Testing your placeholder is easy using this command:
/papi parse <PlayerName> %betonquest_<PackageName>:<VariableType>.<Property>%

 1 %betonquest_someGreatQuest:objective.killZombies.left% 

### Variable: ph🔗

You can also use placeholders from other plugins in BetonQuest. Simply insert a variable starting with ph, the second argument should be the placeholder without percentage characters.

Example

%ph.player_item_in_hand%


## ProtocolLib🔗

### Freeze players: 'freeze'🔗

This event allows you to freeze player for the given amount of ticks:

freezeMe: "freeze 100" #Freezes the player for 5 seconds


## Quests🔗

Quests is another questing plugin, which offers very simple creation of quests. If you don't want to spend a lot of time to write advanced quests in BetonQuest but you need a specific thing from this plugin you can use Custom Event Reward or Custom Condition Requirement. Alternatively, if you have a lot of quests written in Quests, but want to integrate them with the conversation system, you can use quest event and quest condition.

### Condition Requirement (Quests)🔗

When adding requirements to a quest, choose "Custom requirement" and then select "BetonQuest condition". Now specify condition's name and it's package (like package.conditionName). Quests will check BetonQuest condition when starting the quest.

### Event Reward (Quests)🔗

When adding rewards to a quest or a stage, choose "Custom reward" and then select "BetonQuest event". Now specify event's name and it's package (like package.eventName). Quests will fire BetonQuest event when this reward will run.

### Conditions🔗

#### Quest condition: quest🔗

This condition is met when the player has completed the specified quest. The first and only argument is the name of the quest. It it contains any spaces replace them with _.

Example

quest stone_miner


### Events🔗

#### Quest: quest🔗

This event will start the quest for the player. The first argument must be the name of the quest, as defined in name option in the quest. If the name contains any spaces replace them with _. You can optionally add check-requirements argument if you want the event to respect this quest's requirements (otherwise the quest will be forced to be started).

Example

quest stone_miner check-requirements


## Shopkeepers🔗

### Conditions🔗

#### Shop amount: shopamount🔗

This condition checks if the player owns specified (or greater) amount of shops. It doesn't matter what type these shops are. The only argument is a number - minimum amount of shops.

Example

shopamount 2


### Events🔗

#### Open shop window: shopkeeper🔗

This event opens a trading window of a Villager. The only argument is the uniqueID of the shop. You can find it in Shopkeepers/saves.yml file, under uniqueID option.

Example

shopkeeper b687538e-14ce-4b77-ae9f-e83b12f0b929


## ProSkillAPI🔗

This adds support for ProMCTeam's SkillAPI fork. They still update SkillAPI.

### Conditions🔗

#### SkillAPI Class: skillapiclass🔗

This condition checks if the player has specified class or a child class of the specified one. The first argument is simply the name of a class. You can add exact argument if you want to check for that exact class, without checking child classes.

Example

skillapiclass warrior


#### SkillAPI Level: skillapilevel🔗

This condition checks if the player has specified or greater level is the specified class. The first argument is class name, the second one is the required level.

Example

skillapilevel warrior 3


## Skript🔗

BetonQuest can also hook into Skript. Firstly, to avoid any confusion, I will refere to everything here by name of the plugin (Skript event is something else than BetonQuest event). Having Skript on your server will enable using BetonQuest events and conditions in scripts, and also trigger them by BetonQuest event.

You can use cross-package paths using - between the packages. Example: player meets condition "default-Forest-Jack.Completed"

### Skript event triggered by BetonQuest skript event🔗

This entry will describe two things: Skript event and BetonQuest event.

1. Skript event - on [betonquest] event "id" - this is the line you use in your scripts to trigger the code. betonquest part is optional, and id is just some string, which must be equal to the one you specified in BetonQuest event.
2. BetonQuest event - skript - this event will trigger the above Skript event in your scripts. The instruction string accepts only one argument, id of the event. It have to be the same as the one defined in Skript event for it to be triggered.

Example

on betonquest event "concrete":

In BetonQuest
events:
fire_concrete_script: skript concrete


### Skript condition🔗

You can check BetonQuest conditions in your scripts by using the syntax player meets [betonquest] condition "id". betonquest is optional, and id is the name of the condition, as defined in the conditions section.

Example

player meets condition "has_ore"

In BetonQuest
has_ore: item iron_ore:5


### Skript event🔗

You can also fire BetonQuest events with scripts. The syntax for Skript effect is fire [betonquest] event "id" for player. Everything else works just like in condition above.

Example

fire event "give_emeralds" for player

In BetonQuest
events:
give_emeralds: give emerald:5


## Vault🔗

### Conditions🔗

#### Vault Money Condition: money🔗

Checks if the player has the specified amount of money.

conditions:
hasMoney: "money 1"
canAffordPlot: "money 10000"
isRich: "money 1000000"


Tip

Invert this condition if you want to check if the player has less money than specified. Example:

conditions:
isRich: "money 100000"
events:
giveSubsidy: "money +500 conditions:!isRich" #(1)!


1. If the player has less than 100000 money, the giveSubsidy event will be fired.

### Events🔗

#### Vault Money Event: money🔗

Deposits, withdraws or multiplies money in the player's account.

Parameter Syntax Default Value Explanation
amount Number The amount of money to add or remove. Use * to multiply.
notify Keyword: notify Disabled Display a message to the player when their balance is changed.
events:
sellItem: "money +100"
winLottery: "money *7 notify"


#### Change Permission (Groups): permission🔗

Adds or removes a permission or a group.

Parameter Syntax Default Value Explanation
action add or remove Whether to add or remove the thing specified using the following arguments.
type perm or group Whether to use a permission or permission group.
name The name of the permission. The name of the permission or group to add.
world The name of the world. Global You can limit permissions to certain worlds only. If no world is set the permission will be set everywhere (global).
events:
allowFly: "permission add perm essentials.fly"
joinBandit: "permission add group bandit"
leaveBandit: "permission remove group bandit"


### Variables🔗

#### Vault Money Variable: money🔗

Use %money.amount% for showing the player's balance. Use %money.left:500% for showing the difference between the player's balance and the specified amount of money.

events:
notifyBalance: "notify You have %money.amount%$!" notifyNotEnough: "notify You still need %money.left:10000%$ to buy this plot."


## WorldEdit or FastAsyncWorldEdit🔗

### Events🔗

#### Paste schematic: paste🔗

persistent, static

This event will paste a schematic at the given location. The first argument is a location and the second one is the name of schematic file. The file must be located in WorldEdit/schematics or FastAsyncWorldEdit/schematics and have a name like some_building.schematic. An optional noair can be added to paste ignoring air blocks. If you have only a .schem schematic, simply append .schem to the schematic name.

Example
events:
pasteCastle: "paste 100;200;300;world castle noair"


## WorldGuard🔗

### Conditions🔗

#### Inside Region: region🔗

This condition is met when the player is inside the specified region. The only argument is the name of the region.

Example
conditions:
inCastle: "region castle"


### Objectives🔗

#### Enter Region: region🔗

To complete this objective you need to enter WorldGuard region with specified name. A required argument is the name of the region and you may also pass an optional entry and/or exit to only trigger when entering or exiting a region instead of anytime inside a region.

Example
objectives:
deathZone: "region deathZone entry events:kill"