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Custom achievements are created using simple `.yml` files, and anyone familiar with Mythic syntax should be able to pick up on how it works pretty quickly!
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You are able to define multiple achievements in a single `.yml` file.
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## File Locations
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MythicAchievements will load achievements from 2 places:
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... | ... | @@ -8,10 +10,10 @@ MythicAchievements will load achievements from 2 places: |
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Inside these folders you can have as many `.yml` files as you want, including inside other folders, allowing you to organize it however you want. The plugin will read all the files to load everything.
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## Syntax
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First, here's an overview of all the options:
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```
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KEY:
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## Syntax Breakdown
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First, here's a quick overview of all the options:
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```yml
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ACHIEVEMENT_KEY:
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Display: 'the display name'
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Description: 'the description'
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Category: [CATEGORY_KEY]
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#
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# other criteria-related options
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#
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Conditions:
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- [ (optional) conditions that need to be met in order to trigger criteria ]
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Reward:
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Message: 'A message displayed when they complete it!'
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Drops:
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- [ a Mythic drop table]
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Skills:
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- [ some skills ran when the achievement is completed ]1
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- [ some skills ran when the achievement is completed ]
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```
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### Achievement Key
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This name is what helps the internal mechanics of MythicAchievements and MythicMobs to recognize your achievement. **NO SPACES ALLOWED.**
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It's also what you use when you reference a parent of another achievement.
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### Display
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```yml
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Display: 'Killing Machine'
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```
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The display name of the achievement. Will be displayed on the item, in the category.
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### Description
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```yml
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Description: 'Kill at least one of all monster types'
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```
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The description of the achievement. Will be displayed on the item, in the category.
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### Category
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```yml
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Category: MONSTER_HUNTING
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```
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The name of the category you want to list this achievement under. This requires the category **KEY**, not the display name.
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### Parent
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```yml
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Parent: OTHER_ACHIEVEMENT
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```
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The parent of the achievement. It's how you create nodes and decide what comes after what.
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If left empty or unspecified, it will be parented to the root which is the start of the node.
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### Frame
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```yml
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Frame: TASK
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```
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The frame shape of your starting node item. This can be a `TASK`, `GOAL`, or `CHALLENGE`.
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### Icon
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```yaml
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Icon:
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Material: IRON_SWORD
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Model: 0
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```
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The icon is the item displayed in the tab button in the advancement menu, and in the starting node of the category.
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You have to provide a valid material name, **MAKE SURE IT IS UPPERCASE**. Optionally, you have the choice to provide a model data value (CustomModelData).
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### Criteria
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```yml
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Criteria:
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SKELETON:
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Type: KILL_MOB_TYPE
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EntityType: SKELETON
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Amount: 10
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```
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The list of criteria for the achievement.
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For a list of all criteria, see [Criteria](Criteria)
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### Reward
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```yml
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Reward:
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Message: '&6&lCongrationlations&r on your Achievement! Your rewards are a new Sword and 100 exp'
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Drops:
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- DIAMOND_SWORD
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- EXPERIENCE 100
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Skills:
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- particles{p=flame;a=50;s=0.1} @self
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```
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The rewards that should be given to the player upon completion of all tasks.
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For more about rewards, see [Rewards](Rewards)
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## Examples
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**More Examples:** [Examples](Usage/Examples)
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### Killing 5 Skeletons at Night
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In this example achievement, the player can earn it by killing 5 skeletons at night, but it's only available if they have completed the achievement `SOME_OTHER_ACHIEVEMENT`!
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Upon completing, they will receive 50 cobblestone as a reward.
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```
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Upon completion, they will receive 50 cobblestones as a reward.
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```yml
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SKELETON_HUNTER:
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Display: 'Skeleton Hunter'
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Description: 'Kill 5 Skeletons at Night'
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### Breaking 10 Stone and 10 Dirt
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A simple example demonstrating an achievement that has multiple criteria. The player must break 10 stone and 10 dirt to complete it!
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```
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```yml
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BREAK_STONE_AND_DIRT:
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Display: 'Breaking Stone and Dirt'
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Description: 'Break 10 Stone Blocks and 10 Dirt'
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