# Objectives

In the last tutorial you learned to create and use events. This tutorial is about objectives. Objectives are tasks which you can assign to a player. For example breaking blocks or fishing fish. The possibilities are nearly endless! You will learn about these in this tutorial.

Requirements

Related Docs

Don't do this if you already have the configs of the previous tutorial step.

/bq download BetonQuest/Quest-Tutorials main QuestPackages /Basics/Objectives/1-DirectoryStructure /tutorialQuest

You can now find all files needed for this tutorial in this location: "YOUR-SERVER-LOCATION/plugins/BetonQuest/QuestPackages/tutorialQuest"

## 1. Creating the folder structure for your first objective🔗

Add a new file to your "tutorialQuest" QuestPackage named "objectives.yml" and a new file to your "tutorialQuest" Conversations folder named "blacksmith.yml". You may ask why we add a new file to the conversations folder. This is because the city tour currently ends in nothingness. We're going to add a blacksmith NPC that the player can talk to.

Here is an overview of what your directory structure should look like now:

• tutorialQuest
• package.yml
• events.yml
• objectives.yml
• conversations
• jack.yml
• blacksmith.yml

We now have our file structure ready and can start writing objectives and a new conversation!

## 2. Defining your first objective and finishing event🔗

Open the newly created file "objectives.yml" and add the following:

objectives.yml
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objectives: # (1)!
fishingObj: "fish cod 3 notify hookLocation:100;63;100;world range:20 events:caughtAllFish"

1. All objectives must be defined in an objectives section.

Let's explain:

• fishingObj is the name of the objective. You can choose any name you want. However, it is recommended to name it after what it does. That just makes it easier to understand your quest.
• The Objective Instruction.
• fish: The first value in the instruction is always the objective type.
• cod: This is an option of the objective fish. It defines which item you have to fish.
• 3: This is another option. It defines the amount to fish.
• notify: This is a general argument for most objectives. It enables a notification when the player progresses the objective.
• hookLocation:100;63;100;world: This option defines where the hook of the fishing rod must be located. Only fish that are fished in this specific area are counted by the objective. You must adjust this to your world!
• range:20: If you use the hook location you also have to define the range option. This is the range around the hook location coordinate where fished things are still counted.
• events:caughtAllFish: This is not an option of the fish objective but a general objective argument. The defined event(s) get triggered once the objective is completed (after you caught 3 cod at the specified hook location).

After that we add the caughtAllFish event to the "events.yml" like this:

events.yml
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events:
# Other events not shown here
tpBlacksmith: "teleport 50;70;50;world"

It lets the player know that they successfully completed the objective.

## 3. Creating the item in the items section🔗

As we learned in the previous tutorial we have to define cod in the item section because BetonQuest doesn't know what cod is. To add the item to the list, let's reopen the "package.yml" file.

package.yml
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npcs:
'1': "Jack"

items:
steak: "COOKED_BEEF"
cod: "COD" # (1)!

1. Links the cod item name from your BetonQuest configs to the ingame minecraft:COD item.

Now, cod is a defined item that can be utilized throughout the entire quest.

## 4. Testing your first objective ingame🔗

It is very important to save all files everytime you test something! Type /bq reload on your server after saving.

Objectives must be started before they start watching the player's actions. The easiest way to do this is by running a command:

Enter /bq objective YOUR_NAME add tutorialQuest.fishObj on the server. This command will start the objective for the player. If you want to check if you have done it correctly, go to the defined location and fish 3 cod. After you caught 3 cod you should get a notification.

Faster Fishing

Use this command to get a superfast fishing rod:

/give @p fishing_rod{display:{Name:'{"text":"Instant Fishing Rod","color":"yellow","italic":true}',Lore:['{"text":"Instantly summons a hungry fish..."}']},HideFlags:1,Enchantments:[{id:"minecraft:lure",lvl:100s}]} 1


Command Part Meaning
/bq objective Tells BetonQuest that some event should be executed.
NAME A player's name.
add/complete/del/list Use these arguments to rather add, complete or delete an objective. The list argument does not require any further arguments and lists all objectives of the selected player.
tutorialQuest The name of a QuestPackage. This is required because you could have objectives with the same name in different packages.
fishObj The name of the objective to execute. Don't forget to separate it with a dot from the package tutorialQuest.fishObj.

You can also run the /bq objective NAME to list all active objectives of a player. /bq objective NAME to list all active objectives of a player.

To manually complete the objective for a player you need to type /bq objective YOUR_NAME complete tutorialQuest.fishObj. After you send this command you should also get a notification about the completion of this objective.

## 5. Using events to start objectives🔗

Objectives cannot only be started and stopped using commands, but also with events. Let's add an event to start the fishing objective:

events.yml
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events:
# Other events not shown here
tpBlacksmith: "teleport 50;70;50;world"
startFishingObj: "objective start fishingObj" # (1)!

1. Starts the objective fishingObj for the player that this event is executed on.

## 6. Integrating objectives into conversations🔗

As you know, we can run events from conversations. We can now use the new event to start an objective from a conversation.

Let's add some dialog to the newly created file named "blacksmith.yml" in the conversation folder:

blacksmith.yml
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conversations:
Blacksmith:
quester: Blacksmith
first: firstGreeting
NPC_options:
firstGreeting:
text: Welcome %player% in Valencia! The mayor already told me that you are new to our town.
pointer: thatsRight
newArmorForNewCitizens:
text: So every new citizens in our town will get a new armour from me but you have to do something for me in order to get this really nice upgrade!
pointer: whatToDo
collectFish:
text: You will have to fish 3 fresh cod for me and bring them to me. After that I will give you the nice new armour! Is that a deal?
pointer: accept,deny # (1)!
maybeLater:
text: No problem! You can comeback later aswell. Bye!
goodLuck:
text: Good luck and I will see you later!
player_options:
thatsRight:
text: Yeah thats true. Thank you!
pointer: newArmorForNewCitizens
whatToDo:
text: What can I do for you?
pointer: collectFish
accept:
text: Sure! I could use a new armour.
event: startFishingObj # (2)!
pointer: goodLuck
deny:
text: I dont have time right now.
pointer: maybeLater

1. The player have the choice to say yes or no.
2. This is the event to start your actual objective task to fish 3 fresh cod.

Now link the conversation to a new NPC that is placed wherever the city tour ends. You should already know how to link the dialog to the npc in "package.yml". If not, check the previous tutorials!

It is very important to save all files everytime you test something! Type /bq reload on your server after saving.

Is the example not working?

Get the correct configs by running the following command.
This will overwrite any changes (including NPC ID's and locations) you have made to the example.
Linking NPCs to conversations is explained in the basics tutorial.

/bq download BetonQuest/Quest-Tutorials main QuestPackages /Basics/Objectives/2-FullExample /tutorialQuest


## Summary🔗

You've learned what objectives are and how to create them. You can now give a player an objective to have a more advanced quest! More objectives can be found in the objectives list. In the next tutorial you will learn how conditions work and how to use them to make the Blacksmith react to the completed objective.