π Quest config
Each file contains:
- Quest display settings (icon, name, description)
- Conditions (objectives to complete)
- Rewards (per-player ranking rewards)
- Start commands (executed when the quest begins)
π Example β Miner Quest (Static)
{
"display_item": {
"material": "IRON_PICKAXE",
"display_name": "{#FFE04F}Miner quest!",
"lore": [
"{#FFD966}Put your pickaxe to work and show your skills!",
"{#FFD966}Mine various stones and gather valuable resources.",
"{#FFD966}Complete all tasks to earn great rewards."
]
},
"conditions": [
{
"display_tip": "{#FFE04F}Stone",
"action": "BREAK",
"target": "STONE",
"amount": "3"
},
{
"display_tip": "{#B1B3A5}Andesite",
"action": "BREAK",
"target": "ANDESITE",
"amount": "3"
}
],
"reward": {
"start_commands":[
"server_message {#FF8C26}[LiteQuest] {#FF8C26}{#FFFB92}Miner quest has started! {#FF3939}Hurry up!!!"
],
"rewards":{
"1":[
"plugin_message {#FFE04F}Miner quest {#7AFF5A}completed!\nΒ§7Reward:\n {#FFFC26}β Money: {#FF9601}500$\n {#7AFF5A}β Exp: {#FF9601}250",
"money add %player_name% 500",
"experience add %player_name% 250"
],
"2":[
"plugin_message {#FFE04F}Miner quest {#7AFF5A}completed!\nΒ§7Reward:\n {#FFFC26}β Money: {#FF9601}250$\n {#7AFF5A}β Exp: {#FF9601}100",
"money add %player_name% 250",
"experience add %player_name% 100"
]
}
}
}
π Configuration
Section | Description |
---|---|
| Defines how the quest appears in menus. |
| Item icon for the quest. |
| Colored title of the quest. |
| Multi-line description (supports color codes). |
| A list of objectives the player must complete. |
| Short description shown in the quest progress. |
| Type of action required ( |
| Minecraft material or entity to interact with. |
| Quantity required to fulfill the condition. |
βοΈ How Rewards Work
- Rewards are assigned by position in contribution ranking.
Example: The player who completes the largest percentage of the quest objectives gets reward #1, the second-most contributing player gets reward #2, and so on. - Each reward set can contain:
- Chat messages (
plugin_message
) - Economy commands (
money add
) - Experience commands (
experience add
) - Any custom plugin commands
- Chat messages (
π’ Notes
- Global Quests:
start_commands
can be used to send a server-wide notification when a global quest begins. - Completion: In this example, players must break 3 Stone and 3 Andesite to finish the quest.
- Color Codes: The
{#HEXCODE}
format is supported for hex colors. Standard MinecraftΒ§
color codes can also be used.
β‘ Dynamic Quest Configuration
Dynamic quests in LiteQuest allow variable objectives and scalable rewards based on each playerβs performance.
Unlike static quests, where objectives are fixed, dynamic quests use randomized target amounts and per-unit rewards.
π Example β Miner Quest (Dynamic)
{
"display_item": {
"material": "IRON_PICKAXE",
"display_name": "{#FFE04F}Miner quest!",
"lore": [
"{#FFD966}Put your pickaxe to work and show your skills!",
"{#FFD966}Mine various stones and gather valuable resources.",
"{#FFD966}Complete all tasks to earn great rewards."
]
},
"conditions": [
{
"display_tip": "{#B1B3A5}Stone",
"action": "BREAK",
"target": "STONE",
"amount": "1-10",
"reward_per_unit": {
"money": 10
}
},
{
"display_tip": "{#B1B3A5}Andesite",
"action": "BREAK",
"target": "ANDESITE",
"amount": "1-10",
"reward_per_unit": {
"money": 10,
"exp": 5
}
}
],
"reward": {
"start_commands": [
"server_message {#FF8C26}[LiteQuest] {#FF8C26}{#FFFB92}Miner quest has started! {#FF3939}Hurry up!!!"
],
"reward_commands": [
"plugin_message {#FFE04F}Miner quest {#7AFF5A}completed!\nΒ§7Reward:\n {#FFFC26}β Money: {#FF9601}%money%$\n {#7AFF5A}β Exp: {#FF9601}%exp%",
"money add %player_name% %money%",
"experience add %player_name% %exp%"
],
"reward_map": [
"1 100%",
"2-5 50%",
"5-10 25%"
]
}
}
π Configuration
| Random range for objective count (e.g., |
| Reward values per unit of the objective completed. |
| Commands executed for all ranked players, using calculated reward values. |
| Determines percentage of rewards for each ranking group (e.g., rank 1 gets 100%, ranks 2β5 get 50%, ranks 5β10 get 25%). |
βοΈ How Rewards Are Calculated
- Determine Objective Amount
For each condition, a random number withinamount
range is chosen.
Example:1-10
β the quest may require 7 Stone this time. - Track Player Progress
Every completed unit adds to the playerβs reward calculation usingreward_per_unit
. - Calculate Base Rewards
Total_Money = Units_Completed Γ money_per_unit
Total_Exp = Units_Completed Γ exp_per_unit - Apply Ranking Modifiers
- Ranking is based on percentage of total quest completion.
- Apply percentage from
reward_map
to each playerβs calculated rewards.
π’ Notes
- Dynamic difficulty makes each quest unique on every run.
reward_per_unit
as placeholders:%money%
and%exp%
are automatically replaced inreward_commands
with the calculated totals after applyingreward_map
.- Flexible scaling allows easy balancing of rewards for large player groups.
π― Quest Event Actions
Action | Description |
---|---|
BREAK | Block break |
PLACE | Block place |
SMELT | Furnace smelt (todo) |
CRAFT | Item craft |
KILL | Entity kill |
TAME | Entity tame |
MILK | Milk entity |
SHEAR | Shear entity |
BREED | Breed entity |