Task types
All fifty four task types, the facts each filters on, triggers, checked and sampled types.
A task names a type; /uxmquests types prints every type this server feeds. An option whose name matches a fact the
type reports narrows the task, and a fact the task says nothing about counts every value.
Types
| Group | Types and the facts each can filter on |
|---|---|
| Blocks | block-break, block-place, block-fertilize, block-shear, block-harvest, block-look: block, world. block-change: block, to. block-drop: block, item, world. block-loot, block-compost: item, world. block-interact: block, item, world |
| Items | craft, smelt, fish, item-enchant, item-brew, item-consume, item-pickup, item-drop, item-break, item-damage, item-mend, item-barter: item, world. item-launch: item, projectile, world. item-trade: item, mob, world |
| Entities | mob-kill: mob, world, spawn-reason, name, hostile, weapon, projectile. entity-breed, entity-tame, entity-shear, entity-fish, entity-cure, entity-hatch: mob, world. entity-milk, entity-bucket: mob, item, world. entity-damage-deal: mob, world, cause, in half hearts. entity-damage-take: cause, world, in half hearts. entity-totem: world |
| The player | player-death: cause, world. player-xp, player-level, player-chat, player-walk, player-swim, player-jump, player-playtime: world. player-ride: vehicle, world. player-command: command, world |
| Checked | get, location, placeholder, player-permission |
| Other | trigger. shop-buy and shop-sell (item, shop) count only while uxmShop is on the server |
player-walk and player-swim count blocks, player-playtime seconds.
A hunt for zombies that spawned naturally:
{ id = hunt, type = mob-kill, mob = ZOMBIE, spawn-reason = [NATURAL], hostile = "true", amount = 10 }
Trigger
trigger advances by command and by nothing else:
/uxmquests trigger <player> <trigger> <amount>
{ id = vote, type = trigger, name = daily-vote, amount = 1 }
A vote listener, a crate or a command block feeds the quest with no integration on either side.
Checked types
get, location, player-permission and placeholder describe what is the case, not what happens. They are asked
when a board is looked at and again on the sampling schedule.
{ id = stock, type = get, item = DIAMOND, amount = 64 }
{ id = stand, type = location, world = world, x = 100, y = 64, z = 100, radius = 10, amount = 1 }
{ id = away, type = location, world = world, x = 0, y = 64, z = 0, radius = 200, away = true, amount = 1 }
{ id = fly, type = player-permission, permission = "essentials.fly", amount = 1 }
{ id = rich, type = placeholder, placeholder = "%vault_eco_balance%", operator = above, value = "1000", amount = 1 }
operator is equals (the default), contains, starts-with, above or below. A checked task never goes back: a
player who held sixty four diamonds and spent them has still held them.
Sampled types
Walking, swimming, jumping, looking at a block, standing somewhere and playing for a time have no cheap event, so they are looked at on a schedule; a jump that starts and lands between two samples is not counted.
Key in objectives | Default | Meaning |
|---|---|---|
sampling | true | false: no task runs per player |
sample-interval-ticks | 10 | How often movement is sampled |
placeholder-interval-ticks | 40 | How often checked types are asked |
look-distance | 5 | How far block-look reaches |
A server that writes none of these types sets sampling = false.
Related: Anti-glitch, Quests and tasks
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