Plugin Config
This is the main config.yml for EcoQuests, found at /plugins/EcoQuests/config.yml. It controls global behaviour: the quest book GUI, the completed-quests GUI, and the messages, titles, and sounds shown when a quest starts or completes. Edit it, then run /ecoquests reload to apply your changes.
Default config.yml
# Even if eco is set up to use a database, you can force EcoQuests
# to save to local storage to disable cross-server sync.
use-local-storage: false
scan-interval: 20 # How often to scan for quests auto-starting (in ticks)
gui:
title: "Quest Book (Page %page%/%max_page%)" # Title of the /quests GUI. Supports %page% and %max_page% placeholders
rows: 6 # Number of rows in the GUI
# If true, players can left-click a quest icon in this GUI to start that quest.
click-to-start: true
# The mask fills empty GUI slots using a list of materials and a pattern.
mask:
# Each pattern line is one GUI row and must be 9 long; the row count
# must match rows above. 0 is empty, 1 is the first material, 2 the
# second, and so on, up to 9.
materials: # Materials referenced by number in the pattern
- gray_stained_glass_pane
- black_stained_glass_pane
pattern: # One string per row, 9 characters each
- "111101111"
- "100000001"
- "100000001"
- "100000001"
- "100000001"
- "111111111"
quest-info: # The book icon summarising the player's quest progress
item: writable_book # Icon material
name: "&fQuest Book" # Icon display name
lore: # Icon lore; supports placeholders
- ""
- "&7Quests Completed: &f%ecoquests_quests_completed%"
- "&7Quests Active: &f%ecoquests_quests_active%"
- ""
- "&eClick to view past quests!"
location: # Slot for this icon (1-indexed)
row: 1
column: 5
quest-area: # Rectangle of slots that quest icons fill
top-left:
row: 2
column: 2
bottom-right:
row: 5
column: 8
prev-page: # Previous-page button
item: arrow name:"&fPrevious Page"
item-inactive: gray_dye name:"&7Previous Page"
location:
row: 6
column: 4
next-page: # Next-page button
item: arrow name:"&fNext Page"
item-inactive: gray_dye name:"&7Next Page"
location:
row: 6
column: 6
page-change-sound:
enabled: true
sound: ui.button.click
pitch: 1.0
volume: 1.0
close: # Close button
item: barrier
name: "&cClose"
location:
row: 6
column: 5
# Custom GUI slots; see here for a how-to: https://hub.auxilor.io/wiki/eco/pages
custom-slots: [ ]
completed-gui: # The GUI listing quests the player has finished
title: "Completed Quests (Page %page%/%max_page%)" # Title of the completed-quests GUI. Supports %page% and %max_page% placeholders
rows: 6 # Number of rows in the GUI
# Fills empty slots; same materials-and-pattern rules as above.
mask:
materials: # Materials referenced by number in the pattern
- gray_stained_glass_pane
- black_stained_glass_pane
pattern: # One string per row, 9 characters each
- "111111111"
- "100000001"
- "100000001"
- "100000001"
- "100000001"
- "011111111"
quest-area: # Rectangle of slots that completed-quest icons fill
top-left:
row: 2
column: 2
bottom-right:
row: 5
column: 8
prev-page: # Previous-page button
item: arrow name:"&fPrevious Page"
item-inactive: gray_dye name:"&7Previous Page"
location:
row: 6
column: 4
next-page: # Next-page button
item: arrow name:"&fNext Page"
item-inactive: gray_dye name:"&7Next Page"
location:
row: 6
column: 6
page-change-sound:
enabled: true
sound: ui.button.click
pitch: 1.0
volume: 1.0
back: # Button returning to the main quest book
item: arrow name:"&fBack"
location:
row: 6
column: 1
# Custom GUI slots; see here for a how-to: https://hub.auxilor.io/wiki/eco/pages
custom-slots: [ ]
tasks: # How a task line renders inside a quest icon
completed: "&a&l✔ &r&f%description%" # Line shown when a task is done
not-completed: "&c&l❌ &r&f%description%" # Line shown when a task is not done
quests:
icon: # How each quest renders in the GUI
name: "&e%quest%" # The name of the icon
line-wrap: 32 # Wrap lore lines at this character width
# Available placeholders: %quest%, %category%, %description%, %tasks%, %rewards%,
# %time_since%, %time_until_reset%
# %category% returns the category display name, or an empty string if the quest has no category.
# %tasks% and %rewards% expand into multiple lines; all others are single-line.
lore: # Icon lore; supports quest placeholders
- "%description%"
- ""
- "&fTasks:"
- " %tasks%"
- ""
- "&fRewards:"
- " %rewards%"
- ""
- "%time_since%"
# Lore lines appended to the icon when the quest is currently startable
# (not started, not completed, start-conditions met, click-to-start enabled).
# Set to [] to disable the hint.
click-to-start-lore:
- ""
- "&eClick to start!"
complete: # What the player sees and hears when a quest completes
message:
enabled: true # Send the chat message
message:
- "&f"
- " &#eacda3&lQUEST COMPLETE: &f%quest%"
- "&f"
- " &#eacda3&lREWARDS:"
- "%rewards%"
- "&f"
title:
enabled: true # Show the on-screen title
fade-in: 0.5 # Seconds
stay: 4 # Seconds
fade-out: 0.5 # Seconds
title: "&#eacda3&lQuest Complete!"
subtitle: "&f%quest%"
sound:
enabled: true # Play the sound
sound: ui_toast_challenge_complete # Sound to play
pitch: 1.5 # Between 0.5 and 2
volume: 1.0 # Volume
category: player # Sound category
start: # What the player sees and hears when a quest starts
message:
enabled: true # Send the chat message
message:
- "&f"
- " &#eacda3&lNEW QUEST: &f%quest%"
- "&f"
- " &#eacda3&lREWARDS:"
- "%rewards%"
- "&f"
title:
enabled: false # Show the on-screen title
fade-in: 0.5 # Seconds
stay: 4 # Seconds
fade-out: 0.5 # Seconds
title: "&#eacda3&lNew Quest!"
subtitle: "&f%quest%"
sound:
enabled: true # Play the sound
sound: entity_player_levelup # Sound to play
pitch: 1.9 # Between 0.5 and 2
volume: 1.0 # Volume
category: player # Sound category
Where to go next
Make a quest: How to make a quest covers the per-quest config files.
GUI item references: the
itemfields use the Item Lookup System.Custom GUI slots: read the custom GUI slots how-to.