Schaut bitte ins Wiki: https://github.com/anhalter42/Minecraft-Bukkit-Quest/wiki
Beispiel Quest ist unter Downloads zu finden.
quest:
name: TestQuest
startscene: start
markers:
-
name: PortalLever
pos: 15,2,15
scenes:
-
name: start
triggers:
-
type: SceneInitialized
actions:
-
type: loadFrame
index: 0
-
type: PlayerEnteredRegion
from: 10,1,10
to: 20,1,20
actions:
-
type: startScene
name: level1
-
name: level1
triggers:
-
type: SceneInitialized
actions:
-
type: loadFrame
index: 1
-
type: generateBlocks
from: 10,3,10
to: 40,20,40
generator:
type: Lobster
wallThickness: 1
ceilingThickness: 2
corridorHeight: 3
corridorWidth: 2
baseMaterial: "121"
placeLadders: true
placeTorches: true
chanceForUpDown: 5
ceilingMaterials:
-
material: GLOWSTONE
-
type: PlayerEnteredRegion
from: 10,1,10
to: 20,1,20
actions:
-
type: setLever
pos: PortalLever
mode: on
Trigger
=======
* SceneInitialized
* PlayerEnteredRegion
- from: <x>,<y>,<z>
- [to: <x>,<y>,<z>]
* TimerLapsed
- name: <name>
Actions
=======
* startScene
- name: <name>
* loadFrame
- index: <index>
- [mode: full|mixed|reverse]
- [pos: <x>,<y>,<z>]
* fillBlocks
- material: <MaterialName|MaterialID>
- data: <Data>
- from: <x>,<y>,<z>
- [to: <x>,<y>,<z>]
* generateBlocks
- generator: <GeneratorName>
- from: <x>,<y>,<z>
- [to: <x>,<y>,<z>]
* startTimer
- name: <name>
- ticks: <ticks>
* stopTimer
- name: <name>
- reset: <true|false>
* continueTimer
- name: <name>
* setLever
- pos: <x>,<y>,<z>
- [mode: <toggle|on|off>]
Generators
==========
for generateBlocks
* Randomizer
* Lobster
- corridorWidth: <width> // def = 1
- corridorHeight: <height> // def = 2
- borderThickness: <thickness> // def = 1
- wallThickness: <thickness> // def = 1
- ceilingThickness: <thickness> // def = 1
- UpDownUseCorridorWidth: <true|false> // def = false
- baseMaterial: <materialname>|<materialid> // def = SMOOTH_BRICK
- baseMaterialData: <rawmetadata> // def = 3
- placeTorches: <true|false> // def = true
- placeLadders: <true|false> // def = true
- placeChests: <true|false> // def = true
- chanceForUpDown: <0..100> // def = 50 means half so often use up down in maze
- chanceForTorches: <0..100> // def = 50
- chanceForChests: <0..100> // def = 50
- wallMaterials: // materials for building walls, array of materialnames or array of mat
- floorMaterials: // materials for building floors, array of materialnames or array of mat
- ceilingMaterials: // materials for building ceiling, array of materialnames or array of mat
- chestItems: // items for chests, array of itemnames or array of chestitem