quest "<name>":since 1.7.63At the left margin: makes a quest. Under it comes goal:, and name: and reward: if you want them
quest "lumberjack":
goal: break 20 oak log
reward:
give 10 bread to playerTry it← All of the Docs More
quest "<name>":since 1.7.63At the left margin: makes a quest. Under it comes goal:, and name: and reward: if you want them
quest "lumberjack":
goal: break 20 oak log
reward:
give 10 bread to playerTry itgoal: break <n> <block>since 1.7.63Counted when the player breaks that block. Also place <n> <block> and kill <n> <creature>. any in place of the block or creature counts whichever it is
quest "builder":
goal: place 100 stone
reward:
send "&aA hundred stones placed."Try itgoal: craft <n> <item>since 1.7.64Counted when the player crafts that item
quest "breadmaker":
goal: craft 8 bread
reward:
send "&aEight loaves baked."Try itgoal: fish <n>since 1.7.64Counted for each catch
quest "fisher":
goal: fish 5
reward:
give 1 diamond to playerTry itgoal: walk <n> blockssince 1.7.64Counted for each block they walk into
quest "walker":
goal: walk 500 blocks
reward:
send "&aHalf a kilometre on foot."Try itgoal: reach <n> {<variable>}since 1.7.64Done when a saved variable of the player's, such as {coins}, gets to that number; how far they are is what the variable is. Looked at every two seconds
quest "rich":
goal: reach 1000 {coins}
reward:
broadcast "&6%player.name% has a thousand coins!"Try itrepeat: dailysince 1.7.64The quest may be done again: daily on each new day, weekly in each new week, or a length of time after it was done (repeat: 12 hours). Until then it stays "done"; after that it is "none" again and can be started
quest "daily miner":
goal: break 20 stone
repeat: daily
reward:
add 50 to {%player%.coins}Try ittime limit: <duration>since 1.7.64How long the player has. When the time is up the quest is "none" again, as if it had been stopped
quest "sprint":
goal: walk 200 blocks
time limit: 1 minute
reward:
send "&aFast enough!"Try itgoal: do <n>since 1.7.63A quest a script counts itself, with advance quest: for talking to somebody, winning a game, anything the server cannot see by itself
quest "helper":
goal: do 3
reward:
send "&aYou helped three times."
command /helped <target:player>:
permission: "staff.helped"
trigger:
advance quest "helper" for arg.1Try itreward:since 1.7.63The lines under it run as the player when they reach the goal
quest "hunter":
goal: kill 5 zombie
reward:
give 1 iron sword to player
send "&aFive zombies down."Try itstart quest <name>since 1.7.63The player has the quest, from the beginning; for <who> for somebody else. Starting it again starts it over
quest "digger":
goal: break 10 stone
command /dig:
trigger:
start quest "digger"
send "&eBreak ten stone."Try itstop quest <name>since 1.7.63They no longer have it, and what was counted is gone
quest "runner":
goal: do 5
command /giveup:
trigger:
stop quest "runner"
send "&7Quest dropped."Try itadvance quest <name>since 1.7.63Counts one towards it; by <n> counts more. Nothing happens for a player who does not have the quest
quest "talker":
goal: do 2
command /talk:
trigger:
advance quest "talker"Try itquest progress <name>since 1.7.63How far the player is, as a number; of <who> for somebody else
quest "stonecutter":
goal: break 30 stone
command /progress:
trigger:
set {_done} to quest progress "stonecutter"
send "&7%{_done}% of 30"Try itquest goal <name>since 1.7.63How many the quest asks for
quest "baker":
goal: do 12
command /bakergoal:
trigger:
set {_loaves} to quest goal "baker"
send "&7Bake %{_loaves}% loaves."Try itquest state <name>since 1.7.63"none", "active" or "done"; of <who> for somebody else
quest "guard":
goal: kill 3 zombie
command /guardquest:
trigger:
if quest state "guard" is "none":
start quest "guard"Try itall questssince 1.7.63The names of every quest scripts have made
command /quests:
trigger:
send "&7Quests: &f%all quests%"Try itactive questssince 1.7.64The names of the quests the player has and has not finished; of <who> for somebody else
command /myquests:
trigger:
set {_mine} to active quests
send "&7Your quests: &f%{_mine}%"Try iton quest progress "<name>":since 1.7.64Runs each time a player gets further with a quest. {_quest} is its name, {_progress} how far they are and {_goal} how far they have to get. Without a name it runs for every quest
quest "collector":
goal: break 10 stone
on quest progress "collector":
send action bar "&7Stone: &f%{_progress}% &7of %{_goal}%" to playerTry iton quest complete "<name>":since 1.7.63Runs when a player reaches the goal, after the reward. player is who did it and {_quest} the quest's name. Without a name it runs for every quest
quest "finisher":
goal: do 1
on quest complete "finisher":
broadcast "&6%player.name% finished a quest!"Try itA quest is something to do a number of times, counted for each player. HyperScript does the counting, keeps it with the player's saved variables, and runs the reward when it is done.
quest "miner":
name: "&6Miner"
goal: break 50 stone
reward:
give 5 diamond to player
send "&aQuest done: 50 stone mined."
command /quest:
trigger:
if quest state "miner" is "none":
start quest "miner"
send "&eNew quest: mine 50 stone."
else if quest state "miner" is "active":
set {_mined} to quest progress "miner"
set {_goal} to quest goal "miner"
send "&7Stone mined: &f%{_mined}% &7of %{_goal}%"
else:
send "&aYou have done that quest."
on quest complete "miner":
broadcast "&6%player.name% finished the Miner quest!"
| Syntax | Effect |
|---|---|
quest "<name>": | At the left margin: makes a quest. Under it comes goal:, and name: and reward: if you want them |
goal: break <n> <block> | Counted when the player breaks that block. Also place <n> <block> and kill <n> <creature>. any in place of the block or creature counts whichever it is |
goal: craft <n> <item> | Counted when the player crafts that item |
goal: fish <n> | Counted for each catch |
goal: walk <n> blocks | Counted for each block they walk into |
goal: reach <n> {<variable>} | Done when a saved variable of the player's, such as {coins}, gets to that number; how far they are is what the variable is. Looked at every two seconds |
repeat: daily | The quest may be done again: daily on each new day, weekly in each new week, or a length of time after it was done (repeat: 12 hours). Until then it stays "done"; after that it is "none" again and can be started |
time limit: <duration> | How long the player has. When the time is up the quest is "none" again, as if it had been stopped |
goal: do <n> | A quest a script counts itself, with advance quest: for talking to somebody, winning a game, anything the server cannot see by itself |
reward: | The lines under it run as the player when they reach the goal |
start quest <name> | The player has the quest, from the beginning; for <who> for somebody else. Starting it again starts it over |
stop quest <name> | They no longer have it, and what was counted is gone |
advance quest <name> | Counts one towards it; by <n> counts more. Nothing happens for a player who does not have the quest |
quest progress <name> | How far the player is, as a number; of <who> for somebody else |
quest goal <name> | How many the quest asks for |
quest state <name> | "none", "active" or "done"; of <who> for somebody else |
all quests | The names of every quest scripts have made |
active quests | The names of the quests the player has and has not finished; of <who> for somebody else |
on quest progress "<name>": | Runs each time a player gets further with a quest. {_quest} is its name, {_progress} how far they are and {_goal} how far they have to get. Without a name it runs for every quest |
on quest complete "<name>": | Runs when a player reaches the goal, after the reward. player is who did it and {_quest} the quest's name. Without a name it runs for every quest |
"active" is counted. A quest that is done stays done until it is started again.break 20 oak log, kill 5 zombie./quests menu that lists every quest with how far the player is comes as the script Quests.hs on the website.