This objective completes when the player clicks on the given block type. The first argument is the type of the click,
it can be right, left or any. Next is a Block Selector or
any if you
want to count all clicks, even into the air. You can also specify the
loc: argument, followed by the standard location
format and the
range: followed by a number (or variable). The specified location is the center of a sphere, the range it's radius.
Therefore, these arguments define where the clicked block needs to be, as opposed to "where you must be" in location condition.
If you add the argument
cancel, the click will be canceled (chest will not open, button will not be pressed etc.).
This objective works great with the location condition and the item in hand condition to further limit the counted clicks.
One could make a magic wand using this.
The objective contains one property,
location. It's a string formatted like
X: 100, Y: 200, Z:300. It does not
show the radius.
action right DOOR conditions:holding_key loc:100;200;300;world range:5
action any any conditions:holding_magicWand events:fireSpell #Custom click listener for a wand
To complete this objective the player needs to shoot the arrow into the target. There are two arguments, location of the target and precision number (radius around location where the arrow must land, should be small). Note that the position of an arrow after hit is on the wall of a full block, which means that shooting not full blocks (like heads) won't give accurate results. Experiment with this objective a bit to make sure you've set the numbers correctly.
arrow 100.5;200.5;300.5;world 1.1 events:reward conditions:correct_player_position
To complete this objective the player must break or place the specified amount of blocks. The first argument is a
Block Selector. Next is amount. It can be more than 0 for placing and
less than 0 for destroying. You can also use the
notify keyword to display messages to the player each time he updates
amount of blocks, optionally with the notification interval after colon.
This objective has two properties,
left. Amount is current amount of blocks in the objective, left is
amount needed to complete the objective. Note that it may sometimes be negative!
block LOG -16 events:reward notify:5
This objective is completed by breeding animals of specified type. The first argument is the
animal type and the second argument is the
amount (positive integer). You can add the
notify argument to display a message with the remaining amount each time
the animal is bred, optionally with the notification interval after a colon. While you can specify any entity, the
objective will be completable only for breedabgle ones.
breed cow 10 notify:2 events:reward
Put items in a chest:
This objective requires the player to put specified items in a specified chest. First argument is a location of the
chest, second argument is a list of items (from items.yml file), separated with a comma. You can also add amount of
items after a colon. The items will be removed upon completing the objective unless you add
chestput 100;200;300;world emerald:5,sword events:tag,message
This objective is completed by eating specified food or drinking specified potion. The only required argument is the ID of an item from items.yml.
consume tawny_owl events:faster_endurance_regen
To complete this objective the player must craft specified item. First argument is ID of the item, as in items.yml. Next is amount (integer).
The crafting objective has three properties:
left is the amount of items left to craft,
amount is the current amount of
already crafted items and
total is the initially required amount of items to be crafted.
craft saddle 5 events:reward
This objectie is completed when the player enchants specified item with specified enchantment. The first argument is an item name, as defined it items.yml. Second one is the enchantment and a level, separated with a colon. If you need to check for multiple enchantments you can add a list of them, separated by colons.
enchant sword damage_all:1,knockback:1 events:reward
This objective can by completed by reaching specified amount of experience points. You can check for whole levels by
level argument. The conditions are checked when the player levels up, so if they are not met the first
time, the player will have to meet them and levelup again.
experience 25 level events:reward
This objective is just a long, persistent delay for firing events. It will run only after certain amount of time
(measured in minutes) and only when player is online and meets all conditions. If a player is offline at that time it
will just wait for them to log in. You should use it for example to delete tags so the player can complete quests
multiple times. First argument is time, by default in minutes. You can also use
seconds argument to use
different units, but keep in mind that it's not very precise - it will complete roughly after the time ends. To control
that precision you can specify an optional
interval: argument, which specifies how many ticks should pass between
checks. One second is 20 ticks. Less makes the objective more precise, at the expense of performance. The rest is
just like in other objectives.
Delay has two properties,
date. The first one will show how much time needs to pass before the delay is
23 days, 5 hours and 45 minutes), the second one will show a date of completing the objective
date_format setting in config.yml (it will look like the one above every journal entry).
delay 1000 ticks interval:5 events:event1,event2
Death objective completes when the player dies meeting all conditions. You can optionally cancel death with
argument. It will heal player and optionally teleport him to respawn location. There can be two arguments:
which is optional, and
respawn:, which is also optional and only used if there is the
cancel argument set. You can
add them right after type of objective.
die cancel respawn:100;200;300;world;90;0 events:teleport
Requires the player to catch something with the fishing rod. It doesn't have to be a fish, it can also be a treasure or
junk. The first argument is a Block Selector of the item to catch.
Second argument must be the amount of fish to catch. You can also add the
notify argument if you want to display
progress, optionally with the notification interval after a colon.
The fish objective has three properties:
left is the amount of fish still left to be caught,
amount is the amount of
already caught fish and
total is the initially required amount of fish needed to be caught.
fish SALMON 5 notify events:tag_fish_caught
Interact with entity:
The player must click on an entity to complete this objective. The first argument is the type of a click.
Available values are
Second required argument is the mob type.
Next is an amount of mobs required to click on. These must be unique, so the player can't simply click twenty times on
the same zombie to complete it. There is also an optional
name: parameter which specifies what custom name the entity must have
(you need to write
_ instead of the space character). To check for the real name (e.g. if you renamed players to include
their rank) you can also use
marked: if the clicked entity needs to be marked by the
spawn event (see its description for marking explanation).
You can also add
notify argument to make the objective notify players whenever they click a correct entity,
optionally with the notification interval after colon and
cancel if the click shouldn't do what it usually does
(i.e. left click won't hurt the entity). This can be limited with an optional
range attribute to limit within a range of a location.
interact right creeper 1 marked:sick condition:syringeInHand cancel
To complete this objective the player needs to kill another player. The first argument is amount of players to kill.
You can also specify additional arguments:
name: followed by the name will only accept killing players with this name,
required: followed by a list of conditions separated with commas will only accept killing players meeting these conditions
notify will display notifications when a player is killed, optionally with the notification interval after a colon.
The kill objective has three properties:
left is the amount of players still left to kill,
amount is the amount of
already killed players and
total is the initially required amount to kill.
kill 5 required:team_B
This objective completes when player moves in specified range of specified location and meets all conditions. The first argument after objective's name must be location, the second - radius around the location. It can be a variable.
Location objective contains one property,
location. It's a string formatted like
X: 100, Y: 200, Z:300.
location 100;200;300;world 5 condition:test1,!test2 events:test1,test2
To complete this objective the player simply needs to login to the server.
If you use
global this objective will be also completed directly when the player joins the first time.
If you use
persistent it will be permanent.
Don't forget that if you use global and persistent you can still remove the objective explicitly.
To complete this objective the player simply needs to leave the server. Keep in mind that running a
folder event here
will make it run in "persistent" mode, since the player is offline on the next tick.
This objective requires the player to write a certain password in chat. All attempts of a player will be hidden from public chat. The password consists of a prefix followed by the actual secret word:
Solution: The Cake is a lie!
^prefix ^secret word(s)
The objective's instruction string is defined as follows:
The first argument is the password, use underscore characters (
_) instead of spaces. The password is a regular expression. They are a little complicated but worth the effort if you want more control over what exactly matches. Websites like regex101.com help with that complexity though. The offical documentation for regular expressions in Java might also help you. If you don't want to get into them just write down the password but keep in mind that the players answer needs to be an exact match!
The prefix can be changed: The default (when no prefix is set) is the translated prefix from the messages.yml config in the user's language.
Note that every custom prefix is suffixed with
prefix:Library_passwordwill require the user to enter
Library password: myfancypassword.
To disable the prefix use an empty
password myfancypassword prefix: events:success. Be aware of these side effects that come with disabling the prefix:
- Nothing will be hidden on failure, so tries will be visible in chat and commands will get executed!
- If a command was used to enter the password, the command will not be canceled on success and thus still be executed!
- This ensures that even if your password is
questyou can still execute the
You can also add the
ignoreCaseargument if you want a password's capitalization to be ignored. This is especially important for regex matching.
If you want to trigger one or more events when the player failed to guess the password you can use the argument
failwith a list of events (comma separated). With disabled prefix every command or chat message will trigger these events!
password beton ignoreCase prefix:secret fail:failEvent1,failEvent2 events:message,reward
To complete this objective you need to pickup the specified amount of items.
The first argument must be the internal name of an item defined in
items.yml. This can also be a comma-separated list of multiple items.
You can optionally add the
amount: argument to specify how many of these items the player needs to pickup.
This amount is a total amount though, it does not count per each individual item.
You can also add the
notify keyword to display how many items are left to pickup.
pickup emerald amount:3 events:reward notify
pickup emerald,diamond amount:6 events:reward notify
This objective has two variable properties:
amount (shows how much the player already collected) and
left (displays how much is left to pickup).
The player must kill specified amount of mobs You must specify mob type first and then amount. You can find possible mob
types here: mob types. Additionally you
can specify names for mobs with
name:Uber_Zombie, so only killing properly named mobs counts. All
_ are replaced
with spaces, so in this example you would have to kill 5 zombies with "Uber Zombie" above their heads. You can also
notify keyword to display messages to the player each time he kills a mob, optionally with the notification
interval after colon. If you want to accept only mobs marked with
spawn event, use
marked: argument followed by the
keyword used in that event.
This objective also has two properties,
left. Amount is the current amount of killed mobs, left is amount
needed to complete the objective.
mobkill ZOMBIE 5 name:Uber_Zombie conditions:night
To complete this objective the player needs to brew specified amount of specified potions.
The first argument is a potion ID from items.yml. Second argument is amount of potions.
You can optionally add
notify argument to make the objective display progress to players,
optionally with the notification interval after a colon.
The brewing will be accepted if the player was the last one add something to the brewing stand and will only count newly brewed potions.
This objective has these three properties:
amount for what is already done,
left: for what is still left and
for what was initially required.
brew weird_concoction 4 event:add_tag
To complete this objective the player has to shear specified amount of sheep, optionally with specified color and/or
name. The first, required argument is amount (integer). Optionally, you can add a
name: argument to only count specific sheep.
All underscores will be replaced by spaces - if you want to use underscores, put a
\ before them.
You can also check for the sheep's
color: using these color names.
Sheep shearing has the same properties as mob kill objective.
shear 1 name:Bob color:black
shear 1 name:jeb\_
"shear 1 name:jeb\\_" #Use two backslashes if quoted
To complete this objective the player must smelt a specified item. Note that you must define the output item, not the ingredient. The first argument is a Block Selector for the output item. The second is the amount (integer).
Smelting has the same properties as crafting objective.
smelt IRON_INGOT 5 events:reward
Step on pressure plate:
To complete this objective the player has to step on a pressure plate at a given location. The type of plate does not matter. The first and only required argument is a location. If the pressure plate is not present at that location, the objective will not be completable and will log errors in the console.
Step objective contains one property,
location. It shows the exact location of the pressure plate in a string
X: 100, Y: 200, Z:300.
step 100;200;300;world events:done
To complete this objective player must tame some amount of mobs. First argument is type, second is amount.
The mob must be tameable for the objective to be valid, e.g. on 1.16.1:
Taming has the same properties as mob kill objective.
tame WOLF 2 events:wolfs_tamed
To complete this objective player must jump. The only argument is amount.
left are supported as objective variable properties.
jump 15 events:legExerciseDone
This objective can be completed by riding the specified entity.
any is also a valid input and matches any entity.
This objective is different. You cannot complete it, it will also ignore defined events and conditions. You can start it and that's it.
While this objective is active though, everything the player types in chat (and matches special pattern) will become a variable.
The pattern is
key: value. So if you type that, it will create a variable called
key, which will resolve to
These are not global variables, you can access them as objective properties. Let's say you defined this objective as
var in your objectives.yml file.
You can access the variable in any conversation, event or condition with
%objective.var.key% - and in case of this example, it will resolve to
The player can type something else, and the variable will change its value. Variables are per-player, so my
will be different from your
key variable, depending on what we were typing in chat. You can have as much variables here as you want.
To remove this objective use
objective delete event - there is no other way.
You can also use
variable event to change variables stored in this objective. There is one optional argument,
no-chat. If you use it, the objective won't be modified by what players type in chat.