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Variables ListπŸ”—

This page lists all the variables that are available in BetonQuest. Some of them are only useful when exported for use in other plugins through the support for PlaceHolderAPI.

Variables marked as static can be resolved without a player specified.

BetonQuest ElementsπŸ”—

Objective Property VariableπŸ”—

Using this variable you can display a property of an objective. The first argument is an ID of the objective as defined in the objectives section (not the type). Make sure that the player has this objective active or it will be replaced with nothing (""). Second argument is the name of a property you want to display. All properties are described in "Objectives List" chapter.

%objective.kill_zombies.left%

Condition VariableπŸ”—

You can expose BetonQuest's conditions to 3rd party plugins by using the condition variable together with the PAPI support. The variable will return true or false by default. If you add papiMode to the instruction it will return yes or no.
You can translate the papiMode's result by changing the values of condition_variable_met condition_variable_not_met in the messages.yml config.

%condition.myCondition%
%condition.myCondition.papiMode%

BetonQuest Data TypesπŸ”—

Point VariableπŸ”—

This variable displays the amount of points you have in some category or amount of points you need to have to reach a number. The first argument is the name of a category and the second argument is either amount or left:x, where x is a number.

%point.reputation.amount%
%point.reputation.left:15%

Global Point VariableπŸ”—

static

This variable displays the amount of global points in some category or the amount of points needed to reach a number. The first argument is the name of a category and the second argument is either amount or left:x, where x is a number.

%globalpoint.global_knownusers.amount%
%globalpoint.global_knownusers.left:100%

Tag VariableπŸ”—

This variable displays whether the player has a tag or not. The variable will return true or false by default. If you add papiMode to the instruction it will return yes or no. You can translate the papiMode's result by changing the values of condition_variable_met and condition_variable_not_met in the messages.yml config.

%tag.test%
%tag.test.papiMode%

Global Tag VariableπŸ”—

static

This variable displays whether a global tag is set or not. The variable will return true or false by default. If you add papiMode to the instruction it will return yes or no. You can translate the papiMode's result by changing the values of condition_variable_met and condition_variable_not_met in the messages.yml config.

%globaltag.test%
%globaltag.test.papiMode%

Custom Text VariableπŸ”—

It is possible to save text per player. This works by using the variable objective and the variable event.

Global variablesπŸ”—

You can insert a global variable in any instruction text. It looks like this: $beton$ (and this one would be called "beton"). When the plugin loads that instruction string it will replace those variables with values assigned to them in the variables: section before all instructions are parsed. This is useful for example when installing a package containing a WorldEdit schematic of the quest building. Instead of going through the whole code to set those locations, names or texts you will only have to specify a few variables (that is, of course, if the author of the package used those variables properly in his code).

Note that these variables are something entirely different from other variables. Global ones use $ characters and conversation ones use % characters. The former is resolved before the instruction text is parsed while the latter is resolved when the quests are running, usually on a per-player basis.

variables:
  village_location: 100;200;300;world
  village_name: Concrete

Other VariablesπŸ”—

Eval VariableπŸ”—

static

This variable allows you to resolve an expression containing variables, and the result will then be interpreted again as a variable. You need to escape the % inside eval with a backslash \ to prevent it from being interpreted as a delimiter. You can nest multiple evals, but this leads you to an escape hell. If you do so, you need to add one escape level with each nesting level, this means normally you write \% and in the next level you need to write \\\%.

%eval.player.\%objective.variableStore.displayType\%%
%eval.player.\%eval.objective.\\\%objective.otherStore.targetStore\\\%.displayType\%%

Item VariableπŸ”—

With this variable you can display different properties of a specific QuestItem. The first argument is the name of the item (as defined in the items section). The amount argument displays the number of items in the players inventory and backpack, the left:x gives the difference to the x value (when the amount is higher than the value it will be negative). The name argument simply gives the defined name or an empty String, when not set and lore:x displays the lore row with index x (starting with 0). Both name and lore supports the raw subargument to get the text without formatting.

%item.stick.amount%
%item.stick.left:32%
%item.epic_sword.name%
%item.epic_sword.lore:0.raw%

Item durability variableπŸ”—

With this variable you can display the durability of an item. The first argument is the slot. An optional argument is relative which will display the durability of the item relative to the maximum from 0 to 1, where 1 is the maximum. You can specify the amount of digits with the argument digits:x, where x is a whole number. This default is 2 digits. Additionally, you get the output in percent (inclusive the '%' symbol).

%itemdurability.HAND%
%itemdurability.CHEST.relative%
%itemdurability.CHEST.relative.percent%
%itemdurability.HEAD.relative.digits:5%

Location VariableπŸ”—

This variable resolves to all aspects of the player's location. The x, y and z coordinates, the world name, the yaw and pitch (head rotation). There are also modes for the Unified Location Formatting (ULF from now on) which means that this variable can also be used in events, conditions etc. If you just specify %location% the variables will resolve to a ULF with yaw and pitch. You can add two options to that base, one will give back parts of the ULF and the other will set to how many decimal places the variable will resolve.

%location%           # -> 325;121;814;myWorldName;12;6
%location.xyz%       # -> 325 121 814 
%location.x%         # -> 325
%location.y%         # -> 121
%location.z%         # -> 814
%location.yaw%       # -> 12
%location.pitch%     # -> 6
%location.world%     # -> myWorldName
%location.ulfShort%  # -> 325;121;814;myWorldName
%location.ulfLong%   # -> 325;121;814;myWorldName;12;6

%location.x.2%       # -> 325.16
%location.ulfLong.5% # -> 325.54268;121.32186;814.45824;myWorldName;12.0;6.0

Math VariableπŸ”—

static

This variable allows you to perform a calculation based on other variables (for example point or objective variables) and resolves to the result of the specified calculation. The variable always starts with math.calc:, followed by the calculation which should be calculated. Supported operations are +, -, *, /, ^ and %. You can use ( ) and [ ] braces and also calculate absolute values with | |. But be careful, don't use absolute values in the command event as it splits the commands at every | and don't nest them without parenthesis (|4*|3-5|| wont work, but |4*(|3-5|)| does). Additionally, you can use the round operator ~ to round everything left of it to the number of decimal digits given on the right. So 4+0.35~1 will produce 4.4 and 4.2~0 will produce 4.

To use variables in the calculation you have two options: First just write the variable, but without % around them; In cases where this doesn't work, e.g. if the variable contains mathematical operators, you can surround it with curly braces { }. Inside the curly braces you have to escape with \, so to have a \ in your variable you need to write \\, to have a } inside your variable you need to write \}.

Warning

The modulo operator needs to be escaped with a backslash \ to prevent it from being interpreted as a placeholder delimiter. If you don't want to escape the percentage and actually want to write a backslash you can use \\%. Don't forget to escape the backslash itself with another backslash if you are inside a double-quoted string ".

%math.calc:100*(15-point.reputation.amount)%
%math.calc:objective.kill_zombies.left/objective.kill_zombies.total*100~2%
%math.calc:-{ph.myplugin_stragee+placeholder}%
%math.calc:64\%32%

NPC Name VariableπŸ”—

When the player is in a conversation, this variable will contain the questers name in the player's quest language. If the player is not in a conversation, the variable is empty.

%npc%

Player Name VariableπŸ”—

The variable %player% is the same as %player.name% and will display the name of the player. %player.display% will use the display name used in chat and %player.uuid% will display the UUID of the player.

%player%
%player.name%
%player.display%
%player.uuid%

Random Number VariableπŸ”—

static

This variable gives a random number from the first value to the second. The first argument is whole or decimal, the second and third arguments are numbers or variables, seperated by a ~. Like the math variable you can round the decimal value by using instead of decimal the argument decimal~x where x is the maximal amount of decimal places. Variables can be used with {} instead of %%. Note that the first value is returned when it is higher than the second.

%randomnumber.whole.0~10%
%randomnumber.whole.-70~70%
%randomnumber.decimal~3.3.112~100%
%randomnumber.decimal~1.0~{location.y}%

Version VariableπŸ”—

static

This variable displays the version of the plugin. You can optionally add the name of the plugin as an argument to display version of another plugin.

%version.Citizens%