This event simply displays a message to the player. The instruction string is the message. All &
color codes are respected. You can add additional translations by starting them with {lang}
argument, just like in the example. The player will see his language or the default one if it's not defined. You can use conversation variables with this event. Just make sure not to use %npc%
.
Example: message {en} &4You are banned, %player%! {pl} &4Jestes zbanowany, %player%! {de}&4Ich weiß nicht.
Runs specified command from the console. The instruction string is the command, without leading slash. You can only use %player%
variable here, with no arguments. You can define additional commands by separating them with |
character.
Example: command kill %player%|ban %player%
Teleports the player to a specified location, with or without head rotation. It will also end the conversation, if the player has one active. The first and only argument must be location, created with following syntax: 100;200;300;world
or 100;200;300;world;90;45
where the first 3 numbers are coordinates (double), world
is name of the world and last two numbers are yaw and pitch respectively (float).
Example: teleport 123;32;-789;world_the_nether;180;45
Gives the player a specified amount of points in a specified category. Amount can be negative if you want to subtract points. You can also use an asterisk to do multiplication (or division, if you use a fraction). First argument after the event name must be a category, and the second one - amount of points to give/take/multiply.
Example: point npc_attitude 10
Example: point village_reputation *0.75
This event adds (or removes) a tag to the player. The first argument after event's name must be add
or del
. Next goes the tag name. It can't contain spaces (though _
is fine). Additional tags can be added, separated by commas (without spaces).
Example: tag add quest_started,new_entry
Manages the objectives. Syntax is objective <action> name
, where <action>
can be "start", "delete" or "complete". Name is the name of the objective, as defined in objectives.yml.
Example: objective start wood
Adds or deletes an entry to/from player’s journal. Entries are defined in journal.yml
The first argument is action (add/del), the second one is name of the entry. You can also use only one argument, update
, it will simply update the journal without addin any entries. It's useful when you need to update the main page.
Example: journal add quest_started
Example: journal update
Strikes a lightning at given location. The only argument is location formatted like this: 100;200;300;world
Example: lightning 100;64;-100;survival
Creates an explosion. It can make fire and destroy blocks. You can also define power, so be careful not to blow your server away. Default TNT power is 4, while Wither on creation is 7. First argument can be 0 or 1 and states if explosion will generate fire (like Ghast’s fireball). Second is also 0 or 1 but this defines if block will be destroyed or not. Third argument is the power (float number). At the end (4th attribute) there is location, formatted as that in lightning event.
Example: explosion 0 1 4 100;64;-100;survival
Gives the player predefined items. They are specified exactly as in item
condition - list separated by commas, every item can have amount separated by colon. Default amount is 1. If the player doesn't have required space in the inventory, the items are dropped on the ground, unless they are quest items. Then they will be put into the backpack. You can also specify notify
keyword to display a simple message to the player about receiving items.
Example: give emerald:5,emerald_block:9
Removes items from player’s inventory or backpack (in that order). If the items aren't quest items don't use take
event with player options in conversations! The player can drop items before selecting the option and pickup them after the event fires. Validate it on NPC’s reaction! Defining instruction string is the same as in give event. You can also specify notify
keyword to display a simple message to the player about loosing items.
Example: take emerald:120,sword
Adds a specified potion effect to player. First argument is potion type. You can find all available types here. Second is integer defining how long the effect will last in seconds. Third argument, also integer, defines level of the effect (1 means first level). You can also add --ambient
parameter to make potion particles appear more invisible (just like beacon effects).
Example: effect ABSORPTION 120 1 --ambient
Starts a conversation at location of the player. The only argument is ID of the conversation. This bypasses the conversation permission!
Example: conversation village_smith
Kills the player. Nothing else.
Example: kill
Spawns specified amount of mobs of given type at the location. First argument is a location defined as in explosion event. Next is type of the mob. The last, third argument is integer for amount of mobs to be spawned. You can also specify name:
argument, followed by the name of the mob. All _
characters will be replaced with spaces.
Example: spawn 107;66;242;world ZOMBIE 5 name:The_Zombie
Sets or adds time. The only argument is time to be set (integer) or time to be added (integer prefixed with +), in 24 hours format. Subtracting time is done by adding more time (if you think of this, it actually makes sense). Minutes can be achieved with floating point.
Example: time +6
Sets weather. The argument is sun
, rain
or storm
.
Example: weather rain
It's something like a container for multiple events. You can use it to clarify your code. It also features optional delay measured in seconds. It is persistent for events marked as persistent, which means that the events will be fired even after the player logs out. Beware though, all conditions are false then the player is offline (even inverted ones), so those events should not be blocked by any conditions! The only required argument is a list of events separated by commas. There are also two optional arguments: delay:
and random:
. Delay is a number of seconds and it's optional (leaving it blank is the same as delay:0
. Random is the amount of events, that will be randomly chosen to fire. If set to 0 or omited, it does nothing (all events will fire).
Example: folder event1,event2,event3 delay:5 random:1
Sets a block at given location to specified material. Useful for triggering redstone contraptions. There are two required arguments. First is required, and should be material's name (List of materials). Second is a location written like 100;200;300;world
and is also required. Last, optional is data:
with an integer, which defines block's data value. Default is 0.
Example: setblock REDSTONE_BLOCK 100;200;300;world
Damages the player by specified amount of damage. The only argument is a number (can have floating point).
Example: damage 20
Runs the specified list of events (third argument) for every player in a party. More info about parties in "Party" chapter in Reference section.
Example: party 10 has_tag1,!has_tag2 give_reward
This event removes all specified mobs from the specified area. The first required argument is a list of mobs (taken from here) separated by commas. Next is location defined as 100;200;300;world;10
where last number is range aroung the location. You can also optionally specify name:
argument, followed by name which removed mobs must have.
Example: clear ZOMBIE,CREEPER 100;200;300;world;10 name:Monster
This event allow for specifying multiple instruction strings in one, longer string. Each instruction must be started with ^
character and no other dividers should be used. It's not the same as folder
condition, because you can specify an instruction string, not an event name. It is also fired on the same tick, not on the next one like in folder
.
Example: run ^tag add beton ^give emerald:5 ^entry add beton ^kill
This event simply gives the player his journal. It acts the same way as /j command would.
Example: givejournal
This event is similar to command
event, the only difference is that it will fire a command as the player.
Example: sudo spawn
This works the same as give
event, but it puts the items in a chest at specified location. The first argument is a location defined as 100;200;300;world
(only integers!), the second argument is a list of items, like in give
event. If the chest is full, the items will be dropped on the ground. The chest can be any other block with inventory, i.e. a hopper or a dispenser. BetonQuest will log an error to the console when this event is fired but there is no chest at specified location.
Example: chestgive 100;200;300;world emerald:5,sword
This event works the same as take
event, but it takes items from a chest at specified location. The instruction string is defined in the same way as in chestgive
event.
Example: chesttake 100;200;300;world emerald:5,sword
This event removes all items from a chest at specified location. The only argument is a location defined as 100;200;300;world
(only integers!).
Example: chestclear 100;200;300;world
When you run this event, the player will be able to select a specified location as a target of his compass. To select the target the player must open his backpack and click on the compass icon. The first argument is either add
or del
, and second one is the name of the target, as defined in main.yml.
The destination must be defined in the main.yml file in compass
section. You can specify a name for the target in each language or just give a general name, and optionally add a custom item (from items.yml) to be displayed in the backpack. Example of a compass target:
compass:
beton:
name:
en: Target
pl: Cel
location: 100;200;300;world
item: scroll
Example: compass add beton
This event works in the same way as a quest canceler in the backpack. Running it is equal to the player clicking on the bone. The only argument is a name of a quest canceler, as defined in main.yml
Example: cancel wood
This event works in the same way as point
event, the only difference is that is uses scoreboards instead of points. You can add, subtract, multiply and divide scores in objectives on the scoreboard. The first argument is the name of the objective, second one is a number. It can be positive for additon, negative for subtraction or prefixed with an asterisk for multiplication. Multiplying by fractions is the same as dividing.
Example: score kills 1