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CompatibilityπŸ”—

In total 32 plugins have dedicated support for BetonQuest.

BetonQuest hooks into other plugins by itself to provide more events, conditions and objectives or other features. 25 plugins are supported right now:
AureliumSkills, Brewery, Citizens, Denizen, EffectLib, Heroes, HolographicDisplays, JobsReborn, LuckPerms, Magic, mcMMO, MythicLib, MMOCore, MMOItems, MythicMobs, PlaceholderAPI, ProtocolLib, Quests, Shopkeepers, ProSkillAPI, Skript, Vault, WorldEdit, FastAsyncWorldEdit and WorldGuard.

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

AureliumSkillsπŸ”—

ConditionsπŸ”—

Skill level: aureliumskillslevelπŸ”—

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.

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aureliumskillslevel fighting 5
aureliumskillslevel farming 10 equal

Stat level: aureliumstatslevelπŸ”—

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.

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aureliumstatslevel luck 5
aureliumstatslevel luck 10 equal

EventsπŸ”—

Give Skill Xp : aureliumskillsxpπŸ”—

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.

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aureliumskillsxp farming 5
aureliumskillsxp farming 10 level

BreweryπŸ”—

ConditionsπŸ”—

Drunk: drunkπŸ”—

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

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drunk 50

Drunk Quality: drunkqualityπŸ”—

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

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drunkquality 3

Has Brew: hasbrewπŸ”—

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

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hasbrew 2 MY_BREW

EventsπŸ”—

Give Brew: givebrewπŸ”—

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

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givebrew 1 10 MY_BREW

Take Brew: takebrewπŸ”—

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

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takebrew 2 MY_OTHER_BREW 

NPC's using CitizensπŸ”—

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!

ConditionsπŸ”—

NPC distance: npcdistanceπŸ”—

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: npclocationπŸ”—

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: npcregionπŸ”—

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

EventsπŸ”—

Move NPC: movenpcπŸ”—

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: stopnpcπŸ”—

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

Example

stopnpc 16

Teleport NPC: teleportnpcπŸ”—

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

Example

teleportnpc 53 100;200;300;world

ObjectivesπŸ”—

NPC Interact: npcinteractπŸ”—

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: npckillπŸ”—

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: npcrangeπŸ”—

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

DenizenπŸ”—

EventsπŸ”—

Script: scriptπŸ”—

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

EffectLibπŸ”—

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
      radius: 0.5
      interval: 30
      npcs:
         - 1
      conditions:
         - '!con_tag_started'
         - '!con_tag_finished'

EventsπŸ”—

Particle: particleπŸ”—

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
    radius: 30
events:
  playEffect: particle beton loc:100;200;300;world;180;-90 private

HeroesπŸ”—

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

ConditionsπŸ”—

Heroes Class: heroesclassπŸ”—

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: heroesattributeπŸ”—

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: heroesskillπŸ”—

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

Example

heroesskill charge

EventsπŸ”—

Heroes experience: heroesexpπŸ”—

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

HolographicDisplaysπŸ”—

Hidden HologramsπŸ”—

Installing this plugin will enable you to create hidden holograms, which will be shown to players only if they meet specified conditions. Note that you need to have ProtocolLib installed in order to hide holograms from certain players.

In order to create a hologram, you have to add a holograms section. Add a node named as your hologram to this section and define lines, conditions and location subnodes. The fist one should be a list of texts - these will be the lines of a hologram. Color codes are supported. Second is a list of conditions separated by commas. Third is a location in a standard format, like in teleport event. An example of such hologram definition:

holograms:
  beton:
    lines:
    - '&bThis is Beton.'
    - 'item:custom_item'
    - '&eBeton is strong.'
    location: 100;200;300;world
    conditions: has_some_quest, !finished_some_quest
    # How often to check conditions (optional)
    check_interval: 20

A line can also represent a floating item. To do so enter the line as 'item:custom_item'. It will be replaced with the custom_item defined in the items section. If the Item is defined for example as map, a floating map will be seen between two lines of text.

The holograms are updated every 10 seconds. If you want to make it faster, add hologram_update_interval option in config.yml file and set it to a number of ticks you want to pass between updates (one second is 20 ticks). Don't set it to 0 or negative numbers, it will result in an error.

NPC HologramsπŸ”—

If Citizens is also installed then you can have holograms configured relative to an npc. Add the following:

npc_holograms:
  # How often to check conditions
  check_interval: 100

  # Holograms follow npcs when they move (higher cpu usage when true)
  follow: false

  # Disable npc_holograms
  disabled: false

  # Hologram Settings
  default:
    # Lines in hologram
    lines:
      - "Some text!"
    # Vector offset to NPC position to place hologram
    vector: 0;3;0

    # Conditions to display hologram
    conditions: has_some_quest, !finished_some_quest

    # NPC's to apply these settings to. If blank, applies by default
    npcs:
      - 0
      - 22

Item lines are also supported here.

JobsRebornπŸ”—

Requires adding the following to config.yml:

hook:
  jobs: 'true'

ConditionsπŸ”—

Can Level up: nujobs_canlevel {jobname}πŸ”—

Returns true if the player can level up

Has Job: nujobs_hasjob {jobname}πŸ”—

Returns true if the player has this job

Example

nujobs_hasjob Woodcutter

Job Full: nujobs_jobfull {jobname}πŸ”—

Returns true if the job is at the maximum slots

Job Level: nujobs_joblevel {jobname} {min} {max}πŸ”—

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

EventsπŸ”—

Add Jobs Experience: nujobs_addexp {jobname} {exp}πŸ”—

Gives the player experience

Increase Jobs Level: nujobs_addlevel {jobname} {amount}πŸ”—

Increases the player level by amount.

Decrease Jobs Level: nujobs_dellevel {jobname} {amount}πŸ”—

Decreases the players level by amount.

Join Jobs Job Event: nujobs_joinjob {jobname}πŸ”—

Joins the player to job.

Leave Jobs Job Event: nujobs_leavejob {jobname}πŸ”—

Removes the player from job.

Set Jobs Level: nujobs_setlevel {jobname} {level}πŸ”—

Set the player to level.

ObjectivesπŸ”—

Join Jobs Job Objective: nujobs_joinjob {jobname}πŸ”—

Triggers when player joins job.

Leave Jobs Job Objective: nujobs_leavejob {jobname}πŸ”—

Triggers when player leaves job.

Notice

This is not triggered by '/jobs leaveall'

Jobs Job Levelup: nujobs_levelup {jobname}πŸ”—

Triggers when player levels up.

Jobs Job Payment: nujobs_payment {amount}πŸ”—

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.

LuckPermsπŸ”—

Context IntegrationπŸ”—

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 permission.

MagicπŸ”—

ConditionsπŸ”—

Wand: wandπŸ”—

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 can have defined minimal level required, after a colon.

Example

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

McMMOπŸ”—

ConditionsπŸ”—

McMMO Level: mcmmolevelπŸ”—

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

EventsπŸ”—

Add MCMMO Experience: mcmmoexpπŸ”—

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

TeamRequiem (MMOCore, MMOItem, MythicLib)πŸ”—

ConditionsπŸ”—

MMOCore class: mmoclassπŸ”—

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.

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mmoclass * 5
mmoclass WARRIOR
mmoclass MAGE 5
mmoclass MAGE 5 equal

MMOCore attribute: mmoattributeπŸ”—

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

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mmoclass mmoattribute strength 2 
mmoclass mmoattribute strength 2 equal

MMOCore profession: mmoprofessionπŸ”—

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

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mmoprofession mining 2 
mmoprofession mining 2 equal

MMOItems item: mmoitemπŸ”—

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.

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mmoitem ARMOR SKELETON_CROWN
mmoitem GEMS SPEED_GEM 3

MMOItems hand: mmohandπŸ”—

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.

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mmohand ARMOR SKELETON_CROWN
mmohand GEMS SPEED_GEM 3 offhand

MythicLib stat: mmostatπŸ”—

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.

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mmostat DAMAGE_REDUCTION 3

ObjectivesπŸ”—

Break Special Blocks: mmocorebreakblockπŸ”—

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.

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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: mmoprofessionlevelupπŸ”—

This objective requires the player to level the given profession to the specified level.

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mmoprofessionlevelup MINING 10

Craft item: mmoitemcraftπŸ”—

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.

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mmoitemcraft SWORD STEEL_SWORD
mmoitemcraft HEALTH_POTION_RECIPE amount:5

Upgrade Item: mmoitemupgradeπŸ”—

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

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mmoitemupgrade SWORD FALCON_BLADE

Apply gemstone: mmoitemapplygemπŸ”—

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

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mmoitemapplygem SWORD CUTLASS GEM_OF_ACCURACY

Cast item ability: mmoitemcastabilityπŸ”—

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

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mmoitemcastability LIFE_ENDER

Cast class skill: mmocorecastskillπŸ”—

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

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mmocorecastskill BACKSTAB

EventsπŸ”—

Give MMOCore class experience: mmoclassexperienceπŸ”—

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.

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mmoclassexperience 150
mmoclassexperience 1 level

Give MMOCore profession experience: mmoprofessionexperienceπŸ”—

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.

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mmoprofessionexperience MINING 100
mmoprofessionexperience CUSTOM_PROFESSION_NAME 1 level

Give class points: mmocoreclasspointsπŸ”—

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

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mmocoreclasspoints 1

Give skill points: mmocoreskillpointsπŸ”—

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

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mmocoreskillpoints 10

Give attribute points: mmocoreattributepointsπŸ”—

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

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mmocoreattributepoints 2

Give attribute reallocation points: mmocoreattributereallocationpointsπŸ”—

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

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mmocoreattributereallocationpoints 1

Give MMOItem: mmoitemgiveπŸ”—

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.

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mmoitemgive CONSUMABLE MANA_POTION

Take MMOItem: mmoitemtakeπŸ”—

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.

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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

MythicMobsπŸ”—

Having MythicMobs allows you to use MythicMobs MobKill objective and MythicMobs SpawnMob event.

ObjectivesπŸ”—

MobKill: mmobkillπŸ”—

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. 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

ConditionsπŸ”—

MythicMob distance: mythicmobdistanceπŸ”—

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

EventsπŸ”—

Spawn MythicMob: mspawnmobπŸ”—

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 notify:interval 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.

PlaceholderAPIπŸ”—

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: betonquestπŸ”—

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>%

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%betonquest_someGreatQuest:objective.killZombies.left%

Variable: phπŸ”—

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%

ProtocolLibπŸ”—

Hiding NPC'sπŸ”—

Having ProtocolLib installed will let you hide Citizens NPCs if specified conditions are met. You can do that by adding a hide_npcs section in your package. It allows you to assign conditions to specific NPC IDs like so:

hide_npcs:
  41: killedAlready,questStarted
  127: '!questStarted'

The interval the conditions are checked in can be configured in the config.yml.

Force Visibility updateπŸ”—

You can run the updatevisibility event to manually update the visibility. This is useful for performance optimizations on large servers if used together with the npc hider interval set to high values.

Conversation IO: menuπŸ”—

ProtocolLib also enables a conversation IO that makes use of a chat menu system.

Customize how it looks by adding the following lines to your quest package:

menu_conv_io:
  line_length: 50 # (1)!
  refresh_delay: 180 # (2)!
  selectionCooldown: 10 # (3)!

  npc_wrap: '&l &r' # (4)!
  npc_text: '&l &r&f{npc_text}' # (5)!
  npc_text_reset: '&f' # (6)!
  option_wrap: '&r&l &l &l &l &r' # (7)!
  option_text: '&l &l &l &l &r&8[ &b{option_text}&8 ]' # (8)!
  option_text_reset: '&b' # (9)! 
  option_selected: '&l &r &r&7Β»&r &8[ &f&n{option_text}&8 ]' # (10)!
  option_selected_reset: '&f' # (11)!
  option_selected_wrap: '&r&l &l &l &l &r&f&n' # (12)!

  control_select: jump,left_click # (13)!
  control_cancel: sneak # (14)! 
  control_move: scroll,move # (15)! 

  npc_name_type: chat # (16)!
  npc_name_align: center # (17)!
  npc_name_format: '&e{npc_name}&r' # (18)!
  npc_name_newline_separator: true # (19)!
  1. Maximum size of a line till its wrapped.
  2. Specify how many ticks to auto update display. Default 180.
  3. The cooldown for selecting another option after selecting an option. Measured in ticks. 20 ticks = 1 second.
  4. What text to prefix each new line in the NPC text that wraps.
  5. How to write the NPC text. Replaces {1} with the npcs text.
  6. When a color reset is found, what to replace it with.
  7. What text to prefix each new line in an option that wraps.
  8. How to write an option. Replaces {1} with the option text.
  9. When a color reset is found, what to replace it with.
  10. How to write a selected option. Replaces {1} with the option text.
  11. When a color reset is found, what to replace it with.
  12. What text to prefix each new line in a selected option that wraps.
  13. Comma separated actions to select options. Can be any of jump, left_click, sneak.
  14. Comma separated actions to cancel the conversation. Can be any of jump, left_click, sneak.
  15. Comma separated actions to move the selection. Can be any of move, scroll.
  16. Type of NPC name display. Can be one of: none, chat.
  17. For npc name type of chat, how to align name. One of: left, right, center.
  18. How to format the npc name.
  19. Whether an empty line is inserted after the NPC's name if there is space leftover.

Variables:

  • {npc_text} - The text the NPC says
  • {option_text} - The option text
  • {npc_name} - The name of the NPC

Chat Interceptor: packetπŸ”—

Intercepts pretty much anything sent to the player by intercepting packets sent to them. This can be enabled by default by setting the default_interceptor to packet in config.yml or per conversation by setting interceptor to packet in the top level of the conversation.

Freeze players: 'freeze'πŸ”—

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

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

QuestsπŸ”—

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)πŸ”—

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)πŸ”—

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.

ConditionsπŸ”—

Quest condition: questπŸ”—

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

EventsπŸ”—

Quest: questπŸ”—

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

ShopkeepersπŸ”—

ConditionsπŸ”—

Shop amount: shopamountπŸ”—

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

EventsπŸ”—

Open shop window: shopkeeperπŸ”—

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

ProSkillAPIπŸ”—

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

ConditionsπŸ”—

SkillAPI Class: skillapiclassπŸ”—

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: skillapilevelπŸ”—

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

SkriptπŸ”—

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 eventπŸ”—

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

In your script

on betonquest event "concrete":
In BetonQuest
events:
  fire_concrete_script: skript concrete

Skript conditionπŸ”—

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

In your script

player meets condition "has_ore"
In BetonQuest
has_ore: item iron_ore:5

Skript eventπŸ”—

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

In your script

fire event "give_emeralds" for player
In BetonQuest
events:
  give_emeralds: give emerald:5

VaultπŸ”—

By installing Vault you enable Permission event and Money condition/event.

ConditionsπŸ”—

Vault Money Condition: moneyπŸ”—

Checks if the player has specified amount of money. You can specify only one argument, amount integer. It cannot be negative!

Example

money 500

EventsπŸ”—

Vault Money Event: moneyπŸ”—

Deposits, withdraws or multiplies money on player's account. There is only one argument, amount of money to modify. It can be positive, negative or start with an asterisk for multiplication.

Example

money -100

Permission: permissionπŸ”—

Adds or removes a permission or a group. First argument is add or remove. It's self-explanatory. Second is perm or group. It also shouldn't be hard to figure out. Next thing is actual string you want to add/remove. At the end you can also specify world in which you want these permissions. If the world name is omitted then permission/group will be global.

Example

permission remove group bandit world_nether

VariablesπŸ”—

Vault Money Variable: moneyπŸ”—

There is only one argument in this variable, amount for showing money amount or left: followed by a number for showing the difference between it and amount of money.

Example

%money.left:500%

WorldEdit or FastAsyncWorldEditπŸ”—

EventsπŸ”—

Paste schematic: pasteπŸ”—

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

paste 100;200;300;world some_building noair

WorldGuardπŸ”—

ConditionsπŸ”—

Inside Region: regionπŸ”—

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

Example

region beton

ObjectivesπŸ”—

Enter Region: regionπŸ”—

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

region beton events:kill