Under the clues section of a tier, you can add and edit your clues.
The format to any clue is as follows:
clue0:
#What the lore of the scroll displays this clue as
lore: '&f* Kill %amount% skeleton: %completed%'
#clueType
clueType: kill
#How many times does this action need to be completed
amount: 10
#Displayed as title when clue is completed or if a clue is revealed. See screenshots below.
objective: Kill %amount% skeleton
#Displayed in chat when clue is completed. See screenshots below.
clueName: Skeleton Killer
#Optional data tags specifiing in detail what counts towards this clue
#If all kills were to count towards this clue, this entire data section could simpliy not be included
data:
entitytype: skeleton
The clueType must be the name of the clue type. Below this section is a list of all clue types that you can currently use. There are internal clues as well as external clues which hook into various other plugins.
The data is optional, and can be used to specify specific requirements that must be meet in order to count towards that clue. If you don't want to specify any data, you don't need to include it in the config. In the list below this section, there is a list for each clue type with the various data types you can specify. Some are specified with text, numbers, and others are material types, entity types, color types, etc which can be found in the links below.
If you are not sure of what material should be used for a clue, if you have Essentials installed or another plugin which offers a similar command, you could use /itemdb while holding an item to determine what it's material is.
If a material type doesn't work on the first try, check the material list again searching for the item. There may be another name that's similar which you need to use. Prior to minecraft 1.13, a few of the materials had multiple names whether it was an item or a block. For example in 1.12, if you wanted to have an eat clue with the material to eat as carrot, it was easy to confuse the material names carrot and carrot_item. For the eat clue, you would need to use carrot_item because that represented the item, whereas with carrot that represented the block and would need to be used with a clue such as the break or place clue.
Another example of a problem you may encounter from using the wrong material could be seen with redstone_ore vs glowing_redstone_ore. In a break clue, you could need to use the glowing_redstone_ore because it has a different material name than redstone ore which hasn't been interacted with. If you were to have a place clue, you would need to use redstone_ore in that case because you're placing the item which isn't glowing.
Additionally, when ClueScrolls loads your config it will warn of any invalid data. You should check the clue it warns about and fix the invalid data in order for the clue to function properly. Taking a config which was made for 1.13 will have data types that don't exist in other versions or have been renamed.
Depending on the server version you are running, some of the data names are different.
The above links represent the latest spigotmc version. If you are running a different server version,
be sure to use the correct types.Here you can find a detailed list with links to use if you are running another server version
It is also possible to give multiple values for data as a list of possible values.
For example, a clue may require the player to craft rails, but because there are different types of rails you could specifiy multiple values that could count towards that clue.
multidataexample:
lore: '&a&l* &fCraft %amount% rails: %completed%'
clueType: craft
amount: 32
objective: Craft %amount% rails
clueName: Railway Worker
data:
material:
- rail
- powered_rail
- activator_rail
- detector_rail
The amount is simply the number of times that clue must be completed.
You can also uses ranges such as 10-25. When a range is specified, a random number will be chosen inclusively within that range to represent the amount.
The lore is what is displayed on the scroll item. You can use the %amount% placeholder to display the amount.
The objective and clueName are used in title bar messages when you complete a clue, and if you have only one clue being revealed on a scroll at a time, in a chat message telling the player more information on their next clue.
When completing a clue:
When completing a clue and revealing a new clue:
If there is a certain data you don't want to specify, you can either use the wildcard character to skip over and ignore it, or just don't including it in the config. When using the wildcard character * for either a data or metadata, it should be noted that is must always be surrounded by single quotes to prevent errors when loading the plugin configuration. It's just the way YAML treats the character. You should use it as a value like so '*'.
clue0:
lore: '&f* Kill %amount% skeleton: %completed%'
clueType: kill
amount: 10
objective: Kill %amount% skeleton
clueName: Skeleton Killer
data:
entitytype: skeleton
entitycustomname: '&bSkelly Man'
clue10:
lore: '&f* Shear %amount% pink sheep: %completed%'
clueType: shear
amount: 32-64
objective: Shear %amount% pink sheep
clueName: Pink Shearer
data:
entitytype: sheep
woolcolor: pink
This clue doesn't use any data because it doesn't matter what item or fish is caught.
fisherman:
lore: '&f* Fish %amount% items: %completed%'
clueType: fish
amount: 3
objective: Fish %amount% items
clueName: Item Fisher
This clue is for servers with MythicMobs installed.
killmythicmobsclue:
lore: '&f* Kill %amount% Angry Sludge: %completed%'
clueType: mythicmobs_death
amount: 8
objective: Kill %amount% angry sludge
clueName: Sludge Killer
data:
mythicmobtype: AngrySludge
This clue is for servers with Boss installed.
bosskill:
lore: '&f* Kill %amount% the James Boss: %completed%'
clueType: boss_death
amount: 1
objective: Kill James
clueName: James Killer
data:
#File name is James.yml
bossname: James
Any clues which use material data can also use material tags.
Spigot can use the material_tag data type. PaperMC can use either material_tag or material_tag_papermc.
Tags contain a list of materials and make configuration quicker. Servers that update to new game versions benefit by not having to update configs. Existing scrolls in-game will immediately have new applicable materials count towards their clues.
material_tag: https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Tag.html
material_tag_papermc: https://jd.papermc.io/paper/1.20/com/destroystokyo/paper/MaterialTags.html
Example of a clue using material_tag. According to the logs tag in the spigotmc docs, this tag includes all log and bark variants. This can be used on spigot or papermc servers.
logsclue:
lore: '&d★ &fBreak %amount% logs: %completed%'
clueType: break
amount: 12-16
objective: Break %amount% logs
clueName: Logger
data:
material_tag: logs
For papermc servers: the papermc list of material tags contains some tags not found in the spigot tag list. This crafting clue counts any piece of armor crafted by the player.
armorcrafter:
lore: '&d★ &fCraft %amount% armor pieces: %completed%'
clueType: craft
amount: 12-16
objective: Craft %amount% armor
clueName: Armor Crafter
data:
material_tag_papermc: armor
anvilexample:
lore: '&a&l* &fRepair a diamond sword using anvil: %completed%'
clueType: anvil
amount: 1
objective: Anvil repair a diamond sword
clueName: Blacksmith
data:
material: diamond_sword
bedexample:
lore: '&a&l* &fSleep through the night'
clueType: bedsleep
amount: 1
objective: Sleep through the night
clueName: Sleeping
bookeditexample:
lore: '&a&l* &fEdit %amount% books: %completed%'
clueType: bookedit
amount: 10
objective: Edit %amount% books
clueName: Author
breakexample:
lore: '&a&l* &fBreak %amount% stone: %completed%'
clueType: break
amount: 64
objective: Break %amount% stone
clueName: Stone Miner
data:
material: stone
The breed clue is only available in 1.11.1+ server versions due the the plugin event it needs which does not exist prior to 1.10.
breedexample:
lore: '&a&l* &fBreed %amount% wolves: %completed%'
clueType: breed
amount: 4
objective: Breed %amount% wolves
clueName: 'Man''s best friend'
data:
entitytype: wolf
bucketemptyexample:
lore: '&a&l* &fEmpty %amount% buckets: %completed%'
clueType: bucketempty
amount: 20
objective: Empty %amount% buckets
clueName: Disk cleaner
bucketentityexample:
lore: '&a&l* &fCollect %amount% tropical fish buckets: %completed%'
clueType: bucketentity
amount: 20
objective: Collect %amount% trofical fish buckets
clueName: Bucket fisher
bucketfillexample:
lore: '&a&l* &fFill %amount% buckets with lava: %completed%'
clueType: bucketfill
amount: 10
objective: Fill %amount% lava buckets
clueName: Lava Collector
data:
bucketcontents: lava
buildentityexample:
lore: '&a&l* &fBuild a snowman'
clueType: buildentity
amount: 1
objective: Build a snowman
clueName: Do you want to build
data:
entitytype: snow_golem
campfireexample:
lore: '&a&l* &fGrill %amount% mutton on a campfire: %completed%'
clueType: campfire
amount: 1
objective: Grill mutton on a campfire
clueName: Camping
data:
material: cooked_mutton
cartographyexample:
lore: '&a&l* &fExpand a map'
clueType: cartography
amount: 1
objective: Expand a map
clueName: Cartographer
data:
inputmaterial: filled_map
additionalmaterial: paper
cartographyexample2:
lore: '&a&l* &fCopy a map'
clueType: cartography
amount: 1
objective: Copy a map
clueName: Cartographer
data:
inputmaterial: filled_map
additionalmaterial: map
cartographyexample3:
lore: '&a&l* &fLock a map'
clueType: cartography
amount: 1
objective: Lock a map
clueName: Cartographer
data:
inputmaterial: filled_map
additionalmaterial: glass_pane
chatexample:
lore: '&a&l* &fChat "wb"'
clueType: chat
amount: 1
objective: 'Chat "wb"'
clueName: Greeter
data:
sentence: wb
commandexample:
lore: '&a&l* &fEnable flight'
clueType: command
amount: 1
objective: Enable flight
clueName: Flyer
data:
command: fly
compostexample:
lore: '&a&l* &fCompost %amount% oak leaves: %completed%'
clueType: compost
amount: 1
objective: Compost %amount% oak leaves
clueName: Composter
data:
material: oak_leaves
compostcollectexample:
lore: '&a&l* &fCollect bone meal from a composter'
clueType: compostcollect
amount: 1
objective: Collect bone meal from a composter
clueName: Composter
craftexample:
lore: '&a&l* &fBake %amount% cakes: %completed%'
clueType: craft
amount: 16
objective: Bake %amount% cakes
clueName: Baker
data:
material: cake
deathexample:
lore: '&a&l* &fDie of starvation'
clueType: death
amount: 1
objective: Starve to death
clueName: Hungry
data:
cause: starvation
dropexample:
lore: '&a&l* &fDrop %amount% items: %completed%'
clueType: drop
amount: 20-40
objective: Drop %amount% items
clueName: Klutz
eatexample:
lore: '&a&l* &fEat %amount% golden apples: %completed%'
clueType: eat
amount: 8
objective: Eat %amount% apples
clueName: Notch Food
data:
material: golden_apple
In the enchantment data section you can specify required enchantments. Extra enchantments beyond the specified ones (such as lure in example screenshot) do not stop the enchanted item from being counted. To make a clue that explicity requries only a specific set of enchantments, specify their other possible enchantments as 0.
For a list of compatible enchant names, refer to this the XEnchant list, or view available data using /cluescrolls debug monitor
.
enchantluckyrod:
lore: '&a★ &fEnchant %amount% fishing rods: %completed%%newline% &f&oRequired enchantments:%newline% &7* &eLuck of the Sea II+%newline% &7* &eUnbreaking I+'
clueType: enchant
amount: 2-3
objective: Enchant %amount% fishing rods with Luck II+ and Unbreaking
clueName: Lucky Unbreaking Enchanter
data:
material: fishing_rod
enchantment:
unbreaking: 1-5
luck_of_the_sea: 2-3
Basic example without any specific enchantments required:
Note that the wooden_sword is a 1.13+ material name. If you wanted to use this clue in previous minecraft versions, you would need to use wood_sword.
basicenchantexample:
lore: '&a&l* &fEnchant %amount% swords: %completed%'
clueType: enchant
amount: 16
objective: Enchant %amount% swords
clueName: Enchanter
data:
material:
- diamond_sword
- golden_sword
- iron_sword
- stone_sword
- wooden_sword
Requires Paper 1.18+
Also supports wolf/cat collars being dyed.
entitydyewolfexample:
lore: '&a&l* &fDye %amount% wolf collars blue: %completed%'
clueType: entitydye
amount: 10
objective: Dye %amount% wolf collars blue
clueName: Blue Wolf Collars
data:
entitytype: wolf
color: blue
entitydyesheepexample:
lore: '&a&l* &fDye %amount% sheep pink: %completed%'
clueType: entitydye
amount: 10
objective: Dye %amount% sheep pink
clueName: Sheep Dyer
data:
entitytype: sheep
color: pink
expgainexample:
lore: '&a&l* &fGain %amount% experience points: %completed%'
clueType: expgain
amount: 1000
objective: Gain %amount% experience points
clueName: Experience Grinder
fertilizeexample:
lore: '&a&l* &fFertilize %amount% mangrove propagule: %completed%'
clueType: fertilize
amount: 2
objective: Fertilize %amount% mangrove propagula
clueName: Fertilizer
data:
material: mangrove_propagule
Requires Paper 1.19.1+
Useful for breeding frogs, causing a sniffer to hatch by placing it, and a trutle that will lay an egg later.
fertilizeeggexample:
lore: '&a&l* &fBreed a turtle'
clueType: fertilizeegg
amount: 1
objective: Breed a turtle
clueName: Turtle Breeder
data:
entitytype: turtle
fishexample:
lore: '&a&l* &fCatch %amount% saddles from fishing: %completed%'
clueType: fish
amount: 2
objective: Catch %amount% saddles from fishing
clueName: Lucky
data:
material: saddle
glidexample:
lore: '&a&l* &fGlide %amount% blocks: %completed%'
clueType: glide
amount: 1000
objective: Glide %amount% blocks
clueName: Flying Squirrel
grindstoneexample:
lore: '&a&l* &fUse a grindstone on a netherite sword'
clueType: grindstone
amount: 1
objective: Grindstone a netherite sword
clueName: Grindstoner
data:
material: netherite_sword
For the harvest clue, use the following material names. Depending on server version there many differences so the following names have been assigned to be used to abstract and make it easier to create this clue
Material - wheat, carrot, potato, beetroot (1.9+ servers), nether_wart, cocoa, pumpkin, melon, sweet_berries, glow_berries, and kelp. Kelp will count all kelp plants above it.
harvestexample:
lore: '&a&l* &fHarvest %amount% wheat: %completed%'
clueType: harvest
amount: 64
objective: Harvest %amount% wheat
clueName: Harvester
data:
material: wheat
hoetillingexample:
lore: '&a&l* &fTurn %amount% coarse ditt into plantable land: %completed%'
clueType: hoetilling
amount: 16-32
objective: Turn %amount% coarse dirt into plantable land
clueName: Farmer
horsejumpexample:
lore: '&a&l* &fJump %amount% times on a horse: %completed%'
clueType: horsejump
amount: 16
objective: Jump %amount% times on a horse
clueName: Rider
interactblockexample:
lore: '&a&l* &fOpen a door'
clueType: interactblock
amount: 1
objective: Open a door
clueName: Open up
data:
material_tag: doors
action: right_click_block
interactentityexample:
lore: '&a&l* &fInteract with a snowman'
clueType: interactentity
amount: 1
objective: Interact with a snowman
clueName: Snowman
data:
entitytype: snow_golem
interactentityexample:
lore: '&a&l* &fInteract with a villager %amount% times: %completed%'
clueType: interactentity
amount: 12
objective: Interact with a villager %amount% times
clueName: Village Man
data:
entitytype: villager
killexample:
lore: '&a&l* &fKill %amount% players: %completed%'
clueType: kill
amount: 100
objective: Kill %amount% players
clueName: Murderer
data:
entitytype: player
loomexample:
lore: '&a&l* &fApply a lime creeper charge to a red banner'
clueType: loom
amount: 1
objective: Apple a lime creeper charge to a red banner
clueName: Shepherd
data:
basecolor: red
patterncolor: lime
patterntype: creeper
loomexample:
lore: '&a&l* &fStand near 3 friends'
clueType: nearplayers
amount: 1
objective: Stand near 3 friends
clueName: Friends
data:
amount: 3
distance: 10
This clue can cause your server, especially ones with larger player bases, significant lag. Although this clue exists, it is not recommend using this. By default this clue is disabled in the config.yml. To enable it, you must set the runnableClueRefreshRate.permission field to some amount of time in seconds. It is not recommend to have a refresh rate any quicker than 60 seconds. The more often this refresh runs, the more lag will be cause.
permissionexample:
lore: '&a&l* &fGain access to /fly'
clueType: permission
amount: 1
objective: 'Gain access to /fly'
clueName: New Flyer
data:
permission: essentials.fly
placeexample:
lore: '&a&l* &fPlace %amount% TNT: %completed%'
clueType: place
amount: 64
objective: Place %amount% TNT
clueName: Griefer
data:
material: TNT
These clues will be counted every minute. The amount completed of the clue will increase by one.
play60min:
lore: '&a&l* &fPlay 60 minutes'
clueType: playtime
amount: 60
objective: Play 60 minutes
clueName: Member
projectileentityhitexample:
lore: '&a&l* &fShoot a creeper'
clueType: projectileentitykill
amount: 1
objective: Shoot a creeper
clueName: Creeper Killer
data:
projectiletype:
- arrow
- spectral_arrow
entitytype: creeper
projectileentityhitexample:
lore: '&a&l* &fThrow a snowball'
clueType: projectilelaunch
amount: 1
objective: Throw a snowball
clueName: Baller
data:
projectiletype: snowball
raidlossexample:
lore: '&a&l* &fLose a raid'
clueType: raidloss
amount: 1
objective: Lose a raid
clueName: Loser
raidlossexample:
lore: '&a&l* &fWin a raid'
clueType: raidvictory
amount: 1
objective: Win a raid
clueName: Winner
regainhealth:
lore: '&a&l* &fRegain health from magic'
clueType: regainhealth
amount: 1
objective: Regain health from magic
clueName: Magic
data:
regainreason: magic
The vehicletype is any entitytype as with any other clue such as the kill clue and its entitytype data field.
rideexample:
lore: '&a&l* &fRide a pig %amount% blocks: %completed%'
clueType: ride
amount: 500
objective: Ride a pig %amount% blocks
clueName: Rider
data:
vehicletype: pig
riptideexample:
lore: '&a&l* &fUse riptide'
clueType: riptide
amount: 1
objective: Use riptide
clueName: Riptide
shearexample:
lore: '&a&l* &fShear %amount% sheep: %completed%'
clueType: shear
amount: 20
objective: Shear %amount% sheep
clueName: Shearer
orangesheepexample:
lore: '&f* Shear %amount% orange sheep: %completed%'
clueType: shear
amount: 10
objective: Shear %amount% orange sheep
clueName: Shear
data:
woolcolor: orange
Requires Paper 1.18.2+
sheepdyeexample:
lore: '&a&l* &fDye %amount% sheep pink: %completed%'
clueType: sheepdye
amount: 20
objective: Dye %amount% sheep pink
clueName: Pink Sheep Dye
data:
color: pink
smeltexample:
lore: '&a&l* &fSmoke %amount% items: %completed%'
clueType: smelt
amount: 20
objective: Smoke %amount% items
clueName: Smoker
data:
inventorytype: smoker
templatematerial can only be specified in MC 1.20+
smithexample:
lore: '&a&l* &fUpgrade to netherite with a smithing table'
clueType: smith
amount: 1
objective: Upgrade to netherite with a smithing table
clueName: Smithing
data:
mineralmaterial: netherite_ingot
statisticexample:
lore: '&a&l* &fClean %amount% banners: %completed%'
clueType: statistic
amount: 10
objective: Clean %amount% banners
clueName: Banner Cleaner
data:
statistic: banner_cleaned
stonecutterexample:
lore: '&a&l* &fCut %amount% cobble stairs: %completed%'
clueType: stonecutter
amount: 10
objective: Cut %amount% cobble stairs
clueName: Mason
data:
outputmaterial: cobblestone_stairs
swimexample:
lore: '&a&l* &fSwim %amount% blocks: %completed%'
clueType: swim
amount: 1000
objective: Swim %amount% blocks
clueName: Swimer
tameexample:
lore: '&a&l* &fTame %amount% cats: %completed%'
clueType: tame
amount: 5
objective: Tame %amount% cats
clueName: Cat Master
data:
entitytype: ocelot
walkexample:
lore: '&a&l* &fWalk %amount% blocks: %completed%'
clueType: walk
amount: 1000
objective: Walk %amount% blocks
clueName: Walker
BentoBox
Short list of some of the plugins that utilize BentoBox & its internal events:
bentobox_challengecomplete (challengeid, completedcount)
bentobox_createisland (islandowner, gamemode)
bentobox_enterisland (islandowner, gamemode)
bentobox_exitisland (islandowner, gamemode)
bentobox_jointeam (islandowner, gamemode)
bentobox_leaveteam (islandowner, gamemode)
bentobox_levelcalculated (level)
bentobox_resetisland (islandowner, gamemode)
bentobox_visitisland (islandowner, gamemode)
Examples:
examplebreakclue:
lore: '&d★ &fBreak %amount% modern stone: %completed%'
clueType: itemsadder_blockbreak
amount: 12-16
objective: Break %amount% modern stone
clueName: Modern Stone Breaker
data:
namespacedid: 'iasurvival:modern_stone'
examplefurnitureplaceclue:
lore: '&d★ &fPlace an oak wood park bench'
clueType: itemsadder_furnitureplace
amount: 1
objective: Place an oak wood park bench
clueName: Furniture Placer
data:
namespacedid: 'itemsadder:oak_wood_park_bench'
Blocks represents a number of how many blocks existed in that tree
NuVotifier is a drop in replacement for votifier. You can use this votifier clue as normal with NuVotifier installed as an alternative
In order to use these WorldGuard clues, you must have the WorldGuard Region Events dependeny installed!
For 1.15+, you must use this updated version WorldGuard Events dependeny installed!