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07-Events-List.md

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Events List

Message: message static

This event simply displays a message to the player. The instruction string is the message. All & color codes are respected. You can add additional translations by starting them with {lang} argument, just like in the example. The player will see his language or the default one if it's not defined. You can use conversation variables with this event. Just make sure not to use %npc%.

Example: message {en} &4You are banned, %player%! {pl} &4Jestes zbanowany, %player%! {de}&4Ich weiß nicht.

Command: command persistent, static

Runs specified command from the console. The instruction string is the command, without leading slash. You can use variables here, but variables other than %player% won't resolve if the event is fired from delayed folder and the player is offline now. You can define additional commands by separating them with | character.

Example: command kill %player%|ban %player%

Teleport: teleport

Teleports the player to a specified location, with or without head rotation. It will also end the conversation, if the player has one active. The first and only argument must be location. It's a good idea to use yaw and pitch here.

Example: teleport 123;32;-789;world_the_nether;180;45

Point: point persistent

Gives the player a specified amount of points in a specified category. Amount can be negative if you want to subtract points. You can also use an asterisk to do multiplication (or division, if you use a fraction). First argument after the event name must be a category, and the second one - amount of points to give/take/multiply.

Example: point npc_attitude 10 Example: point village_reputation *0.75

Tag: tag persistent

This event adds (or removes) a tag to the player. The first argument after event's name must be add or del. Next goes the tag name. It can't contain spaces (though _ is fine). Additional tags can be added, separated by commas (without spaces).

Example: tag add quest_started,new_entry

Global point: globalpoint persistent, static

This works the same way as the normal point event 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.

Example: globalpoint global_knownusers 1

Global tag: globaltag persistent, static

Works the same way as a normal tag event, but instead of setting a tag for one player it sets it globaly for all players.

Example: globaltag add global_areNPCsAgressive

Objective: objective persistent

Manages the objectives. Syntax is objective <action> name, where <action> can be start/add (one of the two), delete/remove or complete/finish. Name is the name of the objective, as defined in objectives.yml.

Example: objective start wood

Journal: journal

Adds or deletes an entry to/from player’s journal. Entries are defined in journal.yml The first argument is action (add/del), the second one is name of the entry. You can also use only one argument, update, it will simply update the journal without addin any entries. It's useful when you need to update the main page.

Example: journal add quest_started Example: journal update

Lightning: lightning static

Strikes a lightning at given location. The only argument is the location.

Example: lightning 100;64;-100;survival

Explosion: explosion static

Creates an explosion. It can make fire and destroy blocks. 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.

Example: explosion 0 1 4 100;64;-100;survival

Give Items: give

Gives the player predefined 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.

Example: give emerald:5,emerald_block:9

Take Items: take

Removes items from player’s inventory or backpack (in that order). If the items aren't quest items don't use take event with player options in conversations! The player can drop items before selecting the option and pickup them after the event fires. Validate it on NPC’s reaction! Defining instruction string is the same as in give event. You can also specify notify keyword to display a simple message to the player about loosing items.

Example: take emerald:120,sword

Potion Effect: effect

Adds a specified potion effect to 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). You can also add --ambient parameter to make potion particles appear more invisible (just like beacon effects).

Remove Potion Effect: deleffect

Removes the specified potion effects from the player. Use any instead of a list of types to remove all potion effects from the player.

Example: deleffect ABSORPTION,BLINDNESS

Conversation: conversation

Starts a conversation at location of the player. The only argument is ID of the conversation. This bypasses the conversation permission!

Example: conversation village_smith

Kill: kill

Kills the player. Nothing else.

Example: kill

Spawn Mob: spawn persistent, static

Spawns specified amount of mobs of given type at the location. 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. All _ characters will be replaced with spaces. 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 items.yml. You can also add a list of drops with drops: argument, followed by a list of items with amounts after colons, separated by commas.

Example: spawn 100;200;300;world SKELETON 5 marked:targets

Example: spawn 100;200;300;world ZOMBIE name:Bolec 1 h:blue_hat c:red_vest drops:emerald:10,bread:2

Kill Mobs: killmob persistent, static

Kills all mobs of given type at the location. First argument is the type of the mob. Next argument is the location. Third argument is the radius around the location, in which the mobs must be to get killed.
You can also specify name: argument, followed by the name of the mob which should get killed. All _ characters will be replaced with spaces. If you want to kill only mobs that have been marked using the spawn mob event use marked: argument followed by the keyword.

Only mobs that are in loaded chunks can be killed by using this event.

Example: killmob ZOMBIE 100;200;300;world 40 name:Bolec

Time: time

Sets or adds time. The only argument is time to be set (integer) or time to be added (integer prefixed with +), in 24 hours format. Subtracting time is done by adding more time (if you think of this, it actually makes sense). Minutes can be achieved with floating point.

Example: time +6

Weather: weather

Sets weather. The argument is sun, rain or storm.

Example: weather rain

Folder: folder persistent, static

It's something like a container for multiple events. You can use it to clarify your code. It also features optional delay measured in seconds (you can use ticks or minutes if you add ticks or minutes argument). It is persistent for events marked as persistent, which means that the events will be fired even after the player logs out. Beware though, all conditions are false then the player is offline (even inverted ones), so those events should not be blocked by any conditions! The only required argument is a list of events separated by commas. There are also two optional arguments: delay: and random:. Delay is a number of seconds and it's optional (leaving it blank is the same as delay:0. Random is the amount of events, that will be randomly chosen to fire. If set to 0 or omited, it does nothing (all events will fire).

Example: folder event1,event2,event3 delay:5 random:1

Pick random: pickrandom persistent, static

Another container for events. It picks one (ore multiple) of the given events and runs it (but only if all conditions are true, if not it will do nothing). You must specify how likely it is that each event is picked by adding the percentage before the events id. By default it picks one event from the list but you can add a amount: optional if you want more to be picked. Note that only as many events as specified can be picked and amount:0 will do nothing.

Example: pickrandom 20.5%event1,0.5%event2,79%event3 amount:2

Set Block: setblock persistent, static

Sets a block at given location to specified material. Useful for triggering redstone contraptions. There are two required arguments. First is required, and should be material's name (List of materials). Second is a location and is also required. Last, optional is data: with an integer, which defines block's data value. Default is 0.

Example: setblock REDSTONE_BLOCK 100;200;300;world

Damage player: damage

Damages the player by specified amount of damage. The only argument is a number (can have floating point).

Example: damage 20

Party event: party

Runs the specified list of events (third argument) for every player in a party. More info about parties in "Party" chapter in Reference section.

Example: party 10 has_tag1,!has_tag2 give_reward

Clear mobs: clear

This event removes all specified mobs from the specified area. The first required argument is a list of mobs (taken from here) separated by commas. Next is location. After that there is the radius around the location (a positive number or a variable). You can also optionally specify name: argument, followed by name which removed mobs must have. You can use marked: argument to remove only mobs marked in spawn event.

Example: clear ZOMBIE,CREEPER 100;200;300;world 10 name:Monster

Run events: run

This event allow for specifying multiple instruction strings in one, longer string. Each instruction must be started with ^ character and no other dividers should be used. It's not the same as folder condition, because you can specify an instruction string, not an event name. It is also fired on the same tick, not on the next one like in folder. Don't use conditions here, it behaves strangely. I'll fix this in 1.9 version.

Example: run ^tag add beton ^give emerald:5 ^entry add beton ^kill

Give journal: givejournal

This event simply gives the player his journal. It acts the same way as /j command would.

Example: givejournal

Sudo: sudo

This event is similar to command event, the only difference is that it will fire a command as the player.

Example: sudo spawn

Chest Give: chestgive persistent, static

This works the same as give event, 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 event. 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 event is fired but there is no chest at specified location.

Example: chestgive 100;200;300;world emerald:5,sword

Chest Take: chesttake persistent, static

This event works the same as take event, but it takes items from a chest at specified location. The instruction string is defined in the same way as in chestgive event.

Example: chesttake 100;200;300;world emerald:5,sword

Chest Clear: chestclear persistent, static

This event removes all items from a chest at specified location. The only argument is a location.

Example: chestclear 100;200;300;world

Compass: compass

When you run this event, you can add or remove a compass destination for the player. You may also directly set the players'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 main.yml. Note that if you set a target the player will not automatically have it added to their choices.

The destination must be defined in the main.yml file 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.yml) to be displayed in the backpack. Example of a compass target:

compass:
  beton:
    name:
      en: Target
      pl: Cel
    location: 100;200;300;world
    item: scroll

Example: compass add beton

Cancel quest: cancel

This event works in the same way as a quest canceler in the backpack. Running it is equal to the player clicking on the bone. The only argument is a name of a quest canceler, as defined in main.yml

Example: cancel wood

Scoreboard: score

This event works in the same way as point event, the only difference is that is uses scoreboards instead of points. You can add, subtract, multiply and divide scores in objectives on the scoreboard. The first argument is the name of the objective, second one is a number. It can be positive for additon, negative for subtraction or prefixed with an asterisk for multiplication. Multiplying by fractions is the same as dividing.

Example: score kills 1

Lever: lever persistent, static

This event can switch a lever. The first argument is a location and the second one is state: on, off or toggle.

Example: lever 100;200;300;world toggle

Door: door persistent, static

This event can open and close doors, trapdoors and fence gates. The syntax is exactly the same as in lever event above.

Example: door 100;200;300;world off

If else: if

This event will check a condition, and based on the outcome it will run the first or second event. The instruction string is if condition event1 else event2, where condition is a condition ID and event1 and event2 are event IDs. else keyword is mandatory between events for no practical reason.

Example: if sun rain else sun

Variable: variable

This event has only one purpose - to change variables stored in variable objective. The first argument is the ID of a variable objective (if you use any other type you will get an error). Second one is the key of the variable and the third is the value. Both can use %...% variables. Refer to variable objective documentation for information about storing variables.

Example: variable some_var_obj name %player%

Title: title

This event displays a title or a subtitle. The first argument is the type (title or subtitle), second argument are title's duration times (in ticks) separated by semicolons - fade in, stay and fade out: 20;100;20. If you set it to three zeros (0;0;0) the plugin will use default Minecraft values. After these two required arguments there is a title message, formatted like in the message event, which supports multiple languages, color codes and variables. Keep in mind that the subtitle will only appear if the title is visible - that's how Minecraft works.

Example: title subtitle 0;0;0 {en} Lobby joined! {pl} Dołączono do lobby!

Language: language

This event changes player's language to the specified one. There is only one argument, the language name.

Example: language es

Play sound: playsound

This event will play a specified sound for the player. The only required argument is the sound name (can take custom values if you're using a resource pack). There are also a few optional arguments. location: makes the sound play at specified location, category: is the sound category (if not specified it will use MASTER), volume: is a decimal responsible for the sound's volume and pitch: specifies the pitch.

Give experience: xp

Gives the specified amount of experience points to the player. If you want to give whole levels to a player add the level argument.

Example: xp 4 level