DUXPLIMA Documentation

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

GroupTypes and the facts each can filter on
Blocksblock-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
Itemscraft, 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
Entitiesmob-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 playerplayer-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
Checkedget, location, placeholder, player-permission
Othertrigger. 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 objectivesDefaultMeaning
samplingtruefalse: no task runs per player
sample-interval-ticks10How often movement is sampled
placeholder-interval-ticks40How often checked types are asked
look-distance5How far block-look reaches

A server that writes none of these types sets sampling = false.

Related: Anti-glitch, Quests and tasks