Actions Listπ
Burn a playerπ
Context:
Syntax: burn <duration>
Description: Ignite the player for the specified duration.
| Parameter | Syntax | Default Value | Explanation |
|---|---|---|---|
| duration | duration:number |
The duration the player will burn (in seconds). |
actions:
burn: "burn duration:4"
punishing_fire: "burn duration:%point.punishment.amount%"
Call a quest cancelerπ
Context:
Syntax: cancel <canceler> [bypass]
Description: Call the specified quest canceler.
This action works in the same way as a quest canceler in the backpack. Running this action is equal to the player canceling a quest using the backpack.
| Parameter | Syntax | Default Value | Explanation |
|---|---|---|---|
| canceler | CancelerID | The Quest Canceler to execute. | |
| bypass | Keyword (bypass) |
Disabled | If the canceler conditions should be ignored. If enabled the canceler will be executed, even when its conditions are not met. |
actions:
cancelQuest: "cancel woodQuest bypass"
Cancel a conversationπ
Context:
Syntax: cancelconversation
Description: Cancel a conversation that is currently active for the player.
actions:
cancel: "cancelconversation"
Chat as a playerπ
Context:
Syntax: chat <messages>
Description: Send the message in chat as the player.
Therefore, it will look like as if the player did send the message.
The instruction string is the command, without leading slash. You can only use %player% as a placeholder in this action.
Additional messages can be defined by separating them with | character. If you want to use a | character in the message use \|.
If a plugin does not work with the sudo / command action you need to use this action.
actions:
sendMSG: "chat Hello!"
sendMultipleMSGs: "chat Hi %player%|ban %player%|pardon %player%"
sendPluginCommand: "chat /someCommand x y z"
Clear a chestπ
Context:
Syntax: chestclear <location>
Description: Remove all items from the chest at the specified location.
actions:
chestclear: "chestclear 100;200;300;world"
Put items into a chestπ
Context:
Syntax: chestgive <location> <items>
Description: Put items into the chest at the specified location.
This works the same as give action, but it puts the items in a chest at specified location.
The first argument is a location, the second argument is a list of items, like in give action.
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 action is fired but there is no chest at a specified location.
actions:
chestgive: "chestgive 100;200;300;world emerald:5,sword"
Take items from a chestπ
Context:
Syntax: chesttake <location> <items>
Description: Take items from the chest at the specified location.
This action works the same as take action, but it takes items from a chest at specified location. The instruction string is defined in the same way as in chestgive action.
actions:
chesttake: "chesttake 100;200;300;world emerald:5,sword"
Manage compass targetsπ
Context:
Syntax: compass <operation> <target>
Description: Manage the compass destinations for the player.
When you run this action, you can add or remove a compass destination for the player. You may also directly set the player's compass destination as well.
When a destination is added 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 add,del or set, and second one is the name of the target, as defined in the compass section.
Note that if you set a target the player will not automatically have it added to their choices.
The destination must be defined 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 section) to be displayed in the backpack.
compass:
beton:
name:
en-US: Target
pl-PL: Cel
location: 100;200;300;world
item: scroll
actions:
compassBeton: "compass add beton"
Execute console commandsπ
Context:
Syntax: command <commands>
Description: Run the specified commands from the console.
The instruction string is the command, without leading slash.
You can use placeholders here, but placeholders other than %player% won't resolve if the action is fired from
delayed folder and the player is offline now.
You can define additional commands by separating them with | character.
If you want to use a | character in the command use \|.
Looking for execute as player commands? Looking for execute as operator commands?
actions:
killAndBan: "command kill %player%|ban %player%"
Start a conversationπ
Context:
Syntax: conversation <conversation> <option>
Description: Start a conversation.
The first argument is ID of the conversation. This bypasses the conversation permission!
The optional option argument is a NPC option where the conversation will start.
When using this argument the conversation will start without its header.
actions:
startConversation: "conversation village_smith"
startConversationOption: "conversation tutorial option:explain_world"
Damage a playerπ
Context:
Syntax: damage <amount>
Description: Apply the specified amount of damage to the player.
The only argument is a number (can have a floating point).
actions:
dealDamage: "damage 20"
Delete a point categoryπ
Context:
Syntax: deletepoint <category>
Description: Delete the point category for the player.
The independent context will delete the points for all players in the database (even if offline).
actions:
deletePoints: "deletepoint npc_attitude"
Delete a global point categoryπ
Context:
Syntax: deleteglobalpoint <category>
Description: Delete the global point category.
actions:
deleteBonus: "deleteglobalpoint bonus"
Control openable blocksπ
Context:
Syntax: door <location> <operation>
Description: Open and close doors, trapdoors, and fence gates.
The syntax is exactly the same as in lever action above.
actions:
close: "door 100;200;300;world off"
Drop itemsπ
Context:
Syntax: drop <items> <location>
Description: Drop the specified items at the specified location.
The action takes two parameters: items and location. Items is a list of items to be
dropped.
Every item can optionally be followed by a colon to define an amount <item>:<amount> otherwise the amount is 1.
The optional location defines where the items will be dropped. It must be specified in the unified location format.
If no location is given then the items will be dropped at the player's current location.
If the drop action is used in a schedule then the items will be dropped at the given location. If no location is given then the items will be dropped for every player at their respective locations.
actions:
dropSword: "drop items:magical_sword location:200;17;300;world"
dropRare: "drop items:loot_rare,loot_common:3"
dropMyItem: "drop items:myItem location:%objective.MyQuestPlaceholder.DropLocation%"
Remove potion effectsπ
Context:
Syntax: deleffect <effects>
Description: Remove the specified potion effects from the player.
Use any instead of a list of types to remove all potion effects from the player.
Alternatively to any, you just can leave it blank.
actions:
deleteEffects: "deleffect ABSORPTION,BLINDNESS"
deleteAny: "deleffect any"
deleteAll: "deleffect"
Apply a potion effectπ
Context:
Syntax: effect <effect> <duration> <level> [ambient] [icon] [hidden]
Description: Apply the specified potion effect to the 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).
Add a parameter ambient to make potion particles appear more invisible (just like beacon effects).
To hide particles add a parameter hidden. To hide the icon for the effect add noicon.
actions:
effectBlindness: "effect BLINDNESS 30 1 ambient icon"
Evaluate an expressionπ
Context:
Syntax: eval <expression>
Description: Evaluate the expression and execute the resulting action.
This action allows you to resolve an expression containing placeholders, and the result will then be interpreted again as an action.
actions:
simpleEval: 'eval notify "This is actually an eval action evaluating to a notify action."'
complexEval: "eval point ranking 5 action:add %objective.settings.notify%" #(1)!
- This could evaluate to
point ranking 5 action:add notifyand will add 5 points to the ranking category and notify the player. But the placeholder could also be empty and add 5 points without notifying the player. This is not possible in a normal action.
Manipulate experienceπ
Context:
Syntax: experience <amount> <action>
Description: Manipulate the player's experience bar.
This action allows you to manipulate player's experience. First you specify a number as the amount, then the modification action.
You can use action:addExperience, action:addLevel, action:setExperienceBar and action:setLevel as modification types.
To use this correctly, you need to understand this:
- A player has experience points.
- Experience levels, shown are shown as a number in the experience bar. Every level requires more experience points than the previous.
- The experience bar itself shows the percentage of the experience points needed to reach the next level.
While action:addExperience only adds experience points, action:addLevel adds a level and keeps the current percentage.
action:setExperienceBar sets the progress of the bar. Decimal values between 0 and 1 represent the fill level.
This changes the underlying experience points, it's not just a visual change.
action:setLevel sets only the level, expect if you specify a decimal number, then the experience bar will be
set to the specified percentage.
actions:
add15XP: "experience 15 action:addExperience"
add4andAHalfLevel: "experience 4.5 action:addLevel"
remove2Level: "experience -2 action:addLevel"
setXPBar: "experience 0.5 action:setExperienceBar"
resetLevel: "experience 0.01 action:setLevel"
Create an explosionπ
Context:
Syntax: explosion <fire> <block> <power> <location>
Description: Create an explosion at the specified location.
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.
actions:
explosion: "explosion 0 1 4 100;64;-100;survival"
Run multiple actionsπ
Context:
Syntax: folder <actions> [delay] [period] [unit] [random] [cancelOnLogout] [cancelConditions]
Description: Run multiple actions in sequence.
This action wraps multiple actions inside itself. Once triggered, it simply executes it's actions. This is usefully to easily refer to a bunch of actions at once, e.g. in a conversation.
Actions marked as persistent will be fired even after the player logs out.
Beware though, all conditions are false when the player is offline (even inverted ones),
so those actions should not be blocked by any conditions!
You can use the cancelOnLogout argument to stop the folder executing any remaining actions if the player disconnects.
| Parameter | Syntax | Default Value | Explanation |
|---|---|---|---|
| actions to run | actionName1,action2 | One or multiple actions to run. Contains action names seperated by commas. | |
| delay | Keyword | without delay | The delay before the folder starts executing it's actions. |
| period | period:number | without delay | The time between each action of the folder. |
| time unit | unit:unit | Seconds | The unit of time to use for delay and period. Either ticks, minutes or seconds. |
| random | random:number | Disabled | Enables "random mode". Will randomly pick the defined amount of actions . |
| cancelOnLogout | Keyword | Disabled | If enabled, the folder will stop executing actions if the player disconnects. |
| cancelConditions | cancelConditions:cond1,cond2 | Disabled | If enabled, the folder will stop executing actions if the conditions are true. |
actions:
simpleFolder: "folder action1,action2,action3" # (1)!
runActions: "folder action1,action2,action3 delay:5 period:1" # (2)!
troll: "folder killPlayer,banPlayer,kickPlayer delay:5 random:1" # (3)!
wait: "folder messagePlayer,giveReward delay:1 unit:minutes" # (4)!
- Runs all actions after one tick with a delay of one tick between each action.
- Runs
action1after an initial delay of 5 seconds, then waits one second before executing each leftover action. - Randomly executes one of the three actions after 5 seconds.
- Executes the actions after one minute.
Run the first possible actionπ
Context:
Syntax: first <actions>
Description: Execute the first possible action.
This action wraps multiple actions inside itself, similar folder. Unlike folder, it attempts to execute each action,
starting from the first onward. Once it successfully executes one action, it stops executing the rest. This is useful for
collapsing long if-else chains into single actions.
This action is especially powerful when it is used in conjunction with the conditions: keyword,
which can be used with any action.
actions:
firstExample: "first action1,action2,action3" # (1)!
action1: "point carry boxes 10 action:add conditions:firstCondition"
action2: "point carry boxes 20 action:add conditions:secondCondition"
action3: "point carry boxes 40 action:add conditions:thirdCondition"
- If firstCondition is false, secondCondition is true, and thirdCondition is true, action2 is the only action that will be run.
More intricate variant using another action
actions:
firstExample: "if firstCondition action1 else firstExample2"
firstExample2: "if secondCondition action2 else firstExample3"
firstExample3: "if thirdCondition action3"
action1: "point carry boxes 10 action:add"
action2: "point carry boxes 20 action:add"
action3: "point carry boxes 40 action:add"
Give itemsπ
Context:
Syntax: give <items> [notify] [backpack]
Description: Give the player all specified 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.
The optional backpack argument forces quest items to be placed in the backpack.
actions:
giveEmeralds: "give emerald:5,emerald_block:9"
giveSign: "give important_sign notify backpack"
Give the journalπ
Context:
Syntax: givejournal
Description: Give the journal to the player.
It acts the same way as /journal command would.
actions:
giveJournal: "givejournal"
Manage a global point categoryπ
Context:
Syntax: globalpoint <category> <amount> <action>
Description: Manage global points.
This works the same way as the normal point action but instead to manipulating the points for a category of a specific player it manipulates points in a global category. These global categories are player independent, so you could for example add a point to such a global category every time a player does a quest and give some special rewards for the 100th player who does the quest.
actions:
increaseUserCount: "globalpoint global_knownusers 1 action:add"
resetDailyLogins: "globalpoint daily_login 0 action:set"
doubleReputation: "globalpoint reputation 2 action:multiply"
Manage global tagsπ
Context:
Syntax: globaltag <operation> <tags>
Description: Manage global tags.
Works the same way as a normal tag action, but instead of setting a tag for one player it sets it globally for all players.
actions:
setNpcsAggressive: "globaltag add global_areNPCsAggressive"
Manage player hungerπ
Context:
Syntax: hunger <operation> <amount>
Description: Manage the food level of the player.
The second argument is the modification type.
There are give, take and set. The second argument is the amount. With set can the food level be anything.
If give or take is specified the final amount won't be more than 20 or less than 0.
If the hunger level is below 7, the player cannot sprint.
actions:
set20: "hunger set 20"
give5: "hunger give 5"
Alternate between actionsπ
Context:
Syntax: if <condition> <action1> else <action2>
Description: Check a condition and run one of two actions.
This action will check a condition, and based on the outcome it will run the first or second action. The instruction
string is if condition action1 else action2, where condition is a condition ID and action1 and action2 are action IDs.
else keyword is mandatory between actions for no practical reason. Keep in mind that this action is persistent
and static but probably the condition or the actions are not.
actions:
toggleWeather: "if sun rain else sun"
Manage item durabilityπ
Context:
Syntax: itemdurability <slot> <operation> <amount> [ignoreUnbreakable] [ignoreEvents]
Description: Manage the durability of an item in the specified slot.
The first argument is the slot, the second the change of durability and the third the amount.
Optional arguments are ignoreUnbreakable to ignore the unbreakable flag and unbreaking enchantment
and ignoreEvents to bypass action logic, so other plugins will not be able to interfere.
Available slot types: HAND, OFF_HAND, HEAD, CHEST, LEGS, FEET.
Info
Both increasing and decreasing durability will be affected by the unbreaking enchantment.
To prevent this behaviour use the ignoreUnbreakable argument.
actions:
add1ToHand: "itemdurability HAND ADD 1"
damageChest: "itemdurability CHEST SUBTRACT %randomnumber.whole.15~30% ignoreUnbreakable ignoreEvents"
Manage journal entriesπ
Context:
Syntax: journal <operation> <entry>
Description: Manage entries in the player's journal.
Journal entries have to be defined in the journal section. The
first argument is the action to perform, the second one is the name of the entry if required. Changing journal entries
will also reload the journal.
Possible actions are:
- add: Adds a page to the journal.
- delete: Deletes a page from the journal.
- update: Refreshes the journal. This is especially useful when you need to update the main page.
The independent context is only available for the delete operation,
and delete the journal enty for all players in the database (even if offline).
actions:
questStarted: "journal add quest_started"
questAvailable: "journal delete quest_available"
update: "journal update"
Kill a playerπ
Context:
Syntax: kill
Description: Kill the player.
actions:
killPlayer: "kill"
Set a languageπ
Context:
Syntax: language <language>
Description: Set the player's language to the specified one.
There is only one argument, the language name.
actions:
setLangEn: "language en-US"
Control a leverπ
Context:
Syntax: lever <location> <state>
Description: Control the lever at the specified location.
The first argument is a location, and the second one is a state: on, off or toggle.
actions:
toggle: "lever 100;200;300;world toggle"
Strike lightningπ
Context:
Syntax: lightning <location> [noDamage]
Description: Strike lightning at specified location.
The first argument is the location. By adding noDamage the lightning is only
an effect and therefor does no damage.
actions:
strikeLightning: "lightning 100;64;-100;survival"
showEntrance: "lightning 200;65;100;survival noDamage"
Send a notificationπ
Context:
Syntax: notify <message> [category] [io] [any io specific settings]
Description: Send the notification to the player using the specified notifyIO.
Every notify IO has it's own specific settings. You must understand these too if you want to use the Notify system to it's full extend. Advanced users may also use Notify Categories to make their lives easier.
Also a language can be defined with a language key from the language folder in the format {Lang-Key}.
Any text after the language key until the next language key belongs to the specified language.
There must be a space between the language key and the message.
In this example, english users would see ABC and german ones would see DEF.
Warning
All colons (:) in the message part of the notification need to be escaped, including those inside placeholders.
One backslash (\) is required when using no quoting at all (...) or single quotes
('...'). Two backslashes are required (\\) when using double quotes ("...").
You also need to escape the backslash itself, if you use double quotes for some things like \n.
Examples:
actionName: notify Peter:Heya %player%!
actionName: notify Peter\:Heya %player%!
actionName: 'notify Peter:Heya %player%!'
actionName: 'notify Peter\:Heya %player%!'
actionName: "notify Peter:Heya %player%!"
actionName: "notify Peter\\:Heya %player%!"
otherAction: notify You own %math.calc:5% fish!
otherAction: You own %math.calc\:5% fish!
newLine: "notify Some multiline \n message"
newLine: "notify Some multiline \\n message"
| Parameter | Syntax | Default Value | Explanation |
|---|---|---|---|
| message | Any text with spaces! | The message that will be displayed. Supports translations. Must be first | |
| category | category:info |
None | Will load all settings from that Notification Category. Can be a comma-separated list. The first existent category will be used. |
| io | io:bossbar |
io:chat | Any NotifyIO Overrides the "category". settings. |
| any io specific settings | setting:value |
None | Some notifyIO's provide specific settings. Can be used multiple times. Overrides the "category" settings. |
actions:
#The simplest of all notify actions. Just a chat message:
customAction: "notify Hello %player%!"
#It's the same as this one since 'chat' is the default IO.
theSame: "notify Hello %player%! io:chat"
#This one displays a title and a subtitle:
myTitle: "notify This is a title.\\nThis is a subtitle. io:title"
#Plays a sound:
mySound: "notify io:sound sound:x.y.z"
#This one explicitly defines an io (bossbar) and adds one bossbarIO option + one soundIO option:
myBar: "notify This is a custom message. io:bossbar barColor:red sound:block.anvil.use"
#Some actions with categories.
myAction1: "notify This is a custom message! category:info"
myAction2: "notify This is a custom message! category:firstChoice,secondChoice"
#You can also override category settings:
myAction3: "notify Another message! category:info io:advancement frame:challenge"
#Use multiple languages:
multilanguage: "notify {en-US} Hello english person! {de-de} Hello german person! {es-ES} Hello spanish person!"
Broadcast a notificationπ
Context:
Syntax: notifyall <message> [category] [io] [any io specific settings]
Description: Send the notification to all players using the specified notifyIO.
You can broadcast notifications to all online players on the server using the notifyall action.
It works just like the notify action.
Placeholders are resolved for each online player, not for the player the action is executed for.
actions:
announceDungeon: "notifyall A new dungeon has opened!"
Log a messageπ
Context:
Syntax: log <message> [level]
Description: Print the specified message to the server's console.
| Parameter | Syntax | Default Value | Explanation |
|---|---|---|---|
| level | level:logLevel |
INFO |
Optionally the log level can be specified but only before the message. There are 4 levels: debug, info, warning and error |
actions:
logPlayer: "log %player% completed first quest."
debug: "log daily quests have been reset level:DEBUG "
Teleport an NPCπ
Context:
Syntax: npcteleport <Npc> <Location> [spawn]
Description: Teleport the NPC to the specified location.
| Parameter | Syntax | Default Value | Explanation |
|---|---|---|---|
| Npc | Npc | The ID of the Npc | |
| Location | Unified Location Formatting | The location to which the Npc will be teleported | |
| Spawn | Keyword (spawn) |
Disabled | If the NPC should be spawned if not in the world |
actions:
teleportToSpawn: "npcteleport mayorHans 100;200;300;world"
Manage objectivesπ
Context:
Syntax: objective <operation> <objectives>
Description: Manage objectives.
The independent context is only available for the remove operation,
and removes the objective for all players in the database (even if offline).
| Parameter | Syntax | Default Value | Explanation |
|---|---|---|---|
| action | Keyword: add,remove,complete |
The action to do with the objective(s). | |
| objective(s) | objectiveName or obj1,obj2 |
The objective(s) to run the action on. |
actions:
startQuest: "objective add killTheDragon,goToDungeon"
progressQuest: "objective complete killTheDragon"
Execute operator commandsπ
Context:
Syntax: opsudo <commands>
Description: Execute the commands as the player with temporary operator permissions.
This action is similar to the sudo action, the only difference is that it will fire a command as the player with temporary OP permissions.
Additional commands can be defined by separating them with | character. If you want to use a | character in the message use \|.
Looking for execute as player commands? Looking for execute as console commands?
actions:
spawn: "opsudo spawn"
Run actions for the partyπ
Context:
Syntax: party <range> <conditions> <actions> [amount]
Description: Run actions for all players in the party.
This is part of the party system.
Runs the specified list of actions (third argument) for every player in the party.
The last optional argument amount specifies a maximum number of players to select.
Selected players will be picked from the party if they are in range and meet the conditions.
Players are selected according to their distance from the player who triggered the action.
For example, if the 'amount' is two, the player who triggered the action and the player closest to that player will be selected.
A negative amount will select all players and therefore act as if there was no amount given.
actions:
givePartyReward: "party 10 has_tag1,!has_tag2 give_reward"
giveLimitedPartyReward: "party 10 has_tag1,!has_tag2 give_special_reward amount:3"
Pick actions randomlyπ
Context:
Syntax: pickrandom <actions> [amount]
Description: Pick actions randomly from the specified list of actions.
Another container for actions. It picks one (or multiple) of the given actions and runs it. You must specify how likely it is that each action is picked by adding the weighting before the action's id. The weighting is a floating point number, that is the ratio of the action's chance to be picked.
It picks one action from the list by default, but you can add an optional amount: if you want more to be picked.
Note that only as many actions as specified can be picked and amount:0 will do nothing.
actions:
pickTwo: "pickrandom 20.5~action1,0.5~action2,79~action3 amount:2"
PickThree: "pickrandom %point.factionXP.amount%~action1,0.5~action2,79~action3,1~action4 amount:3"
Manage a point categoryπ
Context:
Syntax: point <category> <amount> <action>
Description: Manage the points in the specific category.
First you can specify a number of points, then the modification action.
For that, you can use action:add, action:subtract, action:set and action:multiply
as modification types. This action also supports an optional notify argument that will display information about the
change using the notification system.
actions:
gainAttitude: "point npc_attitude 5 action:add"
loseAttitude: "point npc_attitude 2 action:subtract"
resetCombo: "point combo 0 action:set"
boostPoints: "point points 1.25 action:multiply notify"
Remove entitiesπ
Context:
Syntax: removeentity <entitys> <location> <radius> [name] [marked] [type]
Description: Remove or kill all entities of the specified type at the specified location.
Here you can look up all type's of entity's.
Can only effect loaded entities!
| Parameter | Syntax | Default Value | Explanation |
|---|---|---|---|
| entity(s) | entity,entity |
Required. List of entity's (separated by ,). |
|
| location | Unified Location Formatting | Required. The center location of the target entity's. | |
| radius | Number | Required. The radius around the location. | |
| name | name:name |
Name of the entity. | |
| marked | marked:mark |
Mark of the entity (from the spawn action for example). | |
| kill | kill |
Whether to remove or actually kill the entity (if possible). |
actions:
killArenaMobs: "removeentity ZOMBIE 100;200;300;world 10 name:Monster kill"
clearGameArea: "removeentity ARROW,SNOWBALL,WOLF,ARMOR_STAND 100;200;300;world 50 marked:minigame"
Run actions inlineπ
Context:
Syntax: run <actions>
Description: Allows you to specify multiple instructions in one long instruction.
Each instruction must be started with the ^ character (it divides all the instructions).
It's not the same as the folder action, because you have to specify the actual instruction, not an action name.
Don't use conditions here, it behaves strangely.
actions:
eliminate: "run ^tag add beton ^journal add beton ^give emerald:5 ^kill"
Run for online playersπ
Context:
Syntax: runForAll <actions> <where>
Description: Run the specified actions once for each online player.
The most common use case is to run an action for all online players from a schedule. But you can also use it in conversations, objectives, or other actions.
To run the actions only for a selection of players, use the where: option to filter for players that meet specific conditions.
| Parameter | Syntax | Default Value | Explanation |
|---|---|---|---|
| actions | actions:actions |
Required. The actions to be run, separated by ,. |
|
| where | where:conditions |
A list of optional conditions (separated by ,) that are checked for every player. The actions supplied in actions: are only executed for the players that meet all the given conditions. |
Warning
You can still append conditions to the runForAll action (e.g. runForAll actions:kickPlayer conditions:!isOp).
This won't check the conditions for each player!
Instead it will check the conditions for the player that triggered the action or check them player independent if
triggered player independent (e.g. by a schedule).
actions:
kickAll: "runForAll where:!isOp actions:kickPlayer,restartQuest"
Run actions as independentπ
Context:
Syntax: runIndependent <actions>
Description: Run the specified actions as if they were independent.
Runs the specified action (or list of actions) player independent (as if it was run from a schedule).
This is usefully for actions that behave differently when run player independent.
Actions that behave different if run player independent
tag delete- deletes the tag for all players in the database (even if offline)objective remove- removes the objective for all players in the database (even if offline)journal delete- deletes the journal entry for all players in the database (even if offline)deletepoint- clears points of a given category for all players in the database (even if offline)
| Parameter | Syntax | Default Value | Explanation |
|---|---|---|---|
| actions | actions:actions |
Required. The actions to be run, separated by ,. |
actions:
resetQuestForAll: "runIndependent actions:removeObjective,clearTags,resetJournal"
Warning
There are a lot of actions and conditions that cannot be run (or checked) player independent.
If you try to run such an action player independent (or check such a condition) this won't work,
and you will get an error message in the console.
For more information on player independent actions check this.
Manage a scoreboard objectiveπ
Context:
Syntax: score <objective> <number> <action>
Description: Manage the scoreboard objective of the player.
This action works in the same way as point, the only difference being that it uses scoreboards instead of points.
You can use action:add, action:subtract, action:set and action:multiply to change the value.
It's only possible to change the value, you have to create the scoreboard target first.
actions:
gotKill: "score kill 1 action:add"
gotKilled: "score kill 1 action:subtract"
resetKill: "score kill 0 action:set"
applyBonus: "score kill 1.2 action:multiply"
Manage a scoreboard tagπ
Context:
Syntax: scoretag <operation> <tag>
Description: Manage the scoreboard tag of the player.
The kind of tags that are used by vanilla Minecraft and not the betonquest tags.
| Parameter | Syntax | Default Value | Explanation |
|---|---|---|---|
| modifier | add or remove |
Whether to add or remove the tag. | |
| scoreboard tag | Tag name | The name of the scoreboard tag. |
actions:
addVanillaTag: "scoretag add vanilla_tag"
removeVanillaTag: "scoretag remove vanilla_tag"
Set a blockπ
Context:
Syntax: setblock <block> <location> [ignorePhysics]
Description: Set the block at the specified location.
The first argument is a Block Selector, the second a location. It's possible to
deactivate the physics of the block by adding ignorePhysics at the end.
Very powerful if used to trigger redstone contraptions.
actions:
setRedstoneBlock: "setblock REDSTONE_BLOCK 100;200;300;world"
flyingSand: "setblock SAND 100;200;300;world ignorePhysics"
Manage a stage objectiveπ
Context:
Syntax: stage <objective> <operation> <stage|amount>
Description: Manage the specified stage objective of the player.
The objective will not automatically complete when using set.
By increasing it the player will be able to complete the objective. When increasing or decreasing the stage
you can optionally specify an amount to increase or decrease by.
When decreasing the objective it will do nothing when the first stage is reached.
When the conditions of the stage objective are not met, the stage of the player can not be modified.
For more take a look at the stage objective.
| Parameter | Syntax | Default Value | Explanation |
|---|---|---|---|
| stage objective | Objective | The name of the stage objective | |
| action | set, increase or decrease |
The action to perform | |
| stage | Stage | The name of the stage to set when set is used |
|
| amount | Number | 1 | The amount to increase or decrease by |
actions:
setCookCookies: "stage bakeCookies set cookCookies"
increase: "stage bakeCookies increase"
decrease2: "stage bakeCookies decrease 2"
Spawn a mobπ
Context:
Syntax: spawn <location> <type> <amount> [name] [marked] [drops] [h] [c] [l] [b] [m] [o]
Description: Spawn the specified number of mobs with the specified type at the specified location.
The first argument is a location. 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. You can also mark the spawned mob with a keyword using marked: argument.
It won't show anywhere, and you can check for only marked mobs in mobkill objective.
You can specify armor which the mob will wear and items it will hold with
h: (helmet), c: (chestplate), l: (leggings), b: (boots), m: (main hand) and o: (off hand) optional arguments.
These take a single item without amount, as defined in the items section. You can also add a list of drops with
drops: argument, followed by a list of items with amounts after colons, separated by commas.
actions:
spawnSkeleton: "spawn 100;200;300;world SKELETON 5 marked:targets"
spawnZombie: "spawn 100;200;300;world ZOMBIE name:Bolec 1 h:blue_hat c:red_vest drops:emerald:10,bread:2"
Execute player commandsπ
Context:
Syntax: sudo <commands>
Description: Execute the commands as the player.
This action is similar to command action, the only difference is that it will fire a command as the player (often referred to as player commands).
Additional commands can be defined by separating them with | character. If you want to use a | character in the message use \|.
Looking for execute as operator commands? Looking for execute as console commands?
actions:
spawn: "sudo spawn"
Manage tagsπ
Context:
Syntax: tag <operation> <tags>
Description: Manage the tags of the player.
The first argument after action's name must be add or delete. Next goes the tag name.
It can't contain spaces (though _ is fine).
Multiple tags can be added and deleted separated by commas (without spaces).
The independent context is only available for the delete operation,
and delte the tag for all players in the database (even if offline).
actions:
addStartTags: "tag add quest_started,new_entry"
Take itemsπ
Context:
Syntax: take <items> [invOrder] [notify]
Description: Take items from the playerβs inventory or backpack.
The items itself must be defined in the items section, optionally with an amount after a colon.
Which inventory types are checked is defined by the invOrder:
option. You can use Backpack, Inventory, Offhand and Armor there. One after another will be checked if multiple types are defined.
Note: If the items aren't quest items don't use take action with player options in conversations!
The player can drop items before selecting the option and pickup them after the action fires.
Validate it on the NPCβs reaction!
You can also specify notify keyword to display a simple message to the player about loosing items.
actions:
emeraldsAndSword: "take emerald:120,sword"
nuggets: "take nugget:6 notify"
wand: "take wand notify invOrder:Backpack"
money: "take money:50 invOrder:Backpack,Inventory"
armor: "take armor invOrder:Armor,Offhand,Inventory,Backpack"
Manage a world's timeπ
Context:
Syntax: time <time> [world] [ticks]
Description: Manage the time of the specified world.
The time is represented in 24 hours format as a float number, so 0 is midnight, 12 is
noon, and 23 is 11 PM. For minutes, you can use floating point numbers, so 0.5 is half past midnight, 0.25 is quarter
past midnight, and so on. (0.1 hours is 6 minutes). It's possible to add or subtract time by using + or - prefix or
to set the time by setting no prefix.
Additionally, you can specify the world in which the time will be changed, by adding world:.
Using the ticks argument changes the time like the vanilla command.
actions:
set6: "time 6"
increase: "time +0.1"
decreaseRpgWorld: "time -12 world:rpgworld"
increaseRandom: "time +%randomnumber.whole.100~2000% world:pvpworld ticks"
Teleport a playerπ
Context:
Syntax: teleport <location>
Description: Teleport the player to the specified location.
Ends any active conversations.
Do you only want to cancel the conversation?
| Parameter | Syntax | Default Value | Explanation |
|---|---|---|---|
| location | Unified Location Formatting | The location to which the player will be teleported. |
actions:
toCity: "teleport 432;121;532;world" # (1)!
toHell: "teleport 123;32;-789;world_the_nether;180;45" # (2)!
- Teleport the player to X: 432, Y: 121, Z: 532 in the world named 'world'.
- Teleport the player to X: 123, Y: 32, Z: -789 in the world named 'world_the_nether'. Also set the head rotation to yaw 180 and pitch 45.
Manage a variable objectiveπ
Context:
Syntax: variable <objective> <key> <value>
Description: Manage values that are stored in variable objective variables.
The first argument is the ID of the variable objective. The second argument is the name of the variable to set.
The third argument is the value to set. Both the name and value can use %...% placeholders.
To delete a variable you can use "".
To store more complex values you can use quoting.
Refer to the variable objective documentation for more information about storing variables.
This action will do nothing if the player does not already have a variable objective assigned to them.
actions:
goody: "variable CustomVariable MyFirstVariable Goodbye!"
playerName: "variable variable_objectiveID name %player%"
delete: 'variable other_var_obj desc ""'
Manage player's velocityπ
Context:
Syntax: velocity <vector> <direction> <modification>
Description: Manage the velocity of the player.
| Parameter | Syntax | Default Value | Explanation |
|---|---|---|---|
| vector | vector:(x;y;z) |
The values of the vector, which are decimal numbers, can be interpreted as absolute numbers like the coordinate or as relative directions. For more understanding the relative direction is similar to ^ ^ ^ in minecraft or in other words (sideways;upwards;forwards). |
|
| direction | direction:directionType |
absolute |
There are 3 types how the vector can get applied to the player:absolute won't change the vector at all.relative will redirect the vector to the view of the player.relative_y is a mix between absolute and relative. It will still direct to the view but only horizontally, so y will be absolute. |
| modification | modification:modificationType |
set |
Possible modifications are set and add. The modification type determines how the vector should be merged with the player's velocity. The player's velocity is the external force applied on the player. |
Visual Explanation
In contrast to their global counterparts, relative x,y,z axes do not change their orientation relative to the player. Example: The positive x-axis will always point left from the perspective of the player.
actions:
jumppad: "velocity vector:(2;0.8;4)"
dash: "velocity vector:(0;0.1;1.3) direction:relative_y"
individual_dash: "velocity vector:%objective.customPlaceholder.dashLength% direction:relative_y"
fly: "velocity vector:(0;0.1;2) direction:relative modification:add"
Manage a world's weatherπ
Context:
Syntax: weather <type> [duration] [world]
Description: Manage the weather of the world.
Sets the weather in the world the player is currently in. The argument is sun for clear, sunny weather, rain for pure rain,
storm for storm with rain, lightning, and thunder.
Durations less than 1 is equal to no duration.
| Parameter | Syntax | Default Value | Explanation |
|---|---|---|---|
| type | Keyword | The type of weather to set. Either sun, rain or storm. |
|
| duration | duration:number |
Minecraft decides randomly. | The duration the weather will last (in seconds). Is handled from minecraft afterwards. |
| world | world:worldName |
The player's current world. | The world to change the weather in. |
actions:
setSun: "weather sun"
setShortRain: "weather rain duration:60 world:rpgworld"
setStorm: "weather storm duration:%point.tribute.left:150%"