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Storylines.yml Configuration

Creating a New Storyline

To create a new storyline, you need to define various parameters to specify its characteristics, requirements, and progression.

Parameters

  1. friendlyName (optional):

    • The display name for the storyline, used in messages.

      friendlyName: Nice storyline name
  2. cooldown (optional):

    • Cooldown time before the storyline can be repeated, in seconds.

      cooldown: 2
  3. maxCompletions (optional):

    • Maximum number of times the storyline can be completed.

      maxCompletions: 4
  4. timeToComplete (optional):

    • Time given to complete the entire storyline, in minutes.

      timeToComplete: 43
  5. * maxCurrentPlayers (optional):

    • Maximum number of players that can be in the storyline at the same time.

      maxCurrentPlayers: 4
  6. npcs (required):

    • Non-playable characters (NPCs) involved in the storyline and their actions.

      npcs: - npcID: 0 friendlyName: Bob actions: - message: "hi1" clickSound: sound: ENTITY_EXPERIENCE_ORB_PICKUP volume: 50 pitch: 1 actions: - message: "hi2" - message: "hi3" delay: 10 - message: "hi2" - command: "give %player% emerald 1" delay: 20 #in ticks (one second is equal to 20 ticks) - quest: bringPotato - npcID: bob actions: - message: "hi3" - message: "hi4" - npcID: 0 actions: - message: "h5" command: "give %player% diamond 2" - message: "thx"

Explanation of NPC configuration options:

  • NPC Identification (npcID):

    • Each NPC should have a unique identifier (npcID) within the storyline. This npcID must be the same your npc plugin (currently Citizens and FancyNPCs are supported) uses to identify this npc.

  • Friendly Name (friendlyName):

    • This parameter assigns a friendly name to the NPC, enhancing readability and context.

  • Group (group):

    • This parameter makes it possible to complete actions also in another order than they are defined.

      • Example; all the npcs within the group greeting-npcs can be completed in any order but they must be completed before the "end" message:

        - npcID: welcomeNpc actions: - message: "Welcome to this quest" - npcID: helloNpc actions: - message: "hello" group: greeting-npcs - npcID: bonjourNpc actions: - message: "bonjour" group: greeting-npcs - npcID: halloNpc actions: - message: "hallo" group: greeting-npcs - npcID: endNpc actions: - message: "end"
  • Actions (actions):

    • The actions parameter encapsulates all actions associated with the NPC.

    • Message Action:

      • The NPC can display messages to the player.

        • Example:

          - message: "hi1" clickSound: sound: ENTITY_EXPERIENCE_ORB_PICKUP volume: 50 pitch: 1
      • Optionally, you can associate a click sound with the message.

    • Command Action:

      • The NPC can execute commands.

        • Example:

          - command: "give %player% emerald 1" delay: 20 #in ticks (one second is equal to 20 ticks)
        • You can specify a delay (in ticks) between executing consecutive commands.

        • Optionally, you can associate a click sound with the command.

    • Quest Action:

      • The NPC triggers quest progression but does not progress in the storyline until the quest is completed.

        • Example:

          - quest: bringPotato
        • This action indicates that interacting with the NPC triggers the quest named "bringPotato".

        • You can define this quest in the quests.yml file.

Example

storyline1: friendlyName: Nice storyline name cooldown: 2 maxCompletions: 4 timeToComplete: 43 npcs: - npcID: 0 friendlyName: Bob actions: - message: "hi1" clickSound: sound: ENTITY_EXPERIENCE_ORB_PICKUP volume: 50 pitch: 1 - message: "hi2" - command: "give %player% emerald 1" delay: 20 #in ticks (one second is equal to 20 ticks) - quest: bringPotato - npcID: bob actions: - message: "hi3" - message: "hi4" - npcID: 0 actions: - message: "h5" command: "give %player% diamond 2" - message: "thx"
Last modified: 19 September 2024