Under the clues section of a tier, you can add and edit your clues.
The format to any clue is as follows:
clue0:
# What shows on the scroll item
lore: '&f* Kill %amount% skeleton: %completed%'
# The clueType being tracked
clueType: kill
# How many times the action must be completed
amount: 10
# Shown as a title when a clue is completed or revealed. See screenshots below.
objective: Kill %amount% skeleton
# Displayed in chat when clue is completed. See screenshots below.
clueName: Skeleton Killer
# Optional data tags that are used to filter matches for the specific clue action.
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. 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 what data should be used for a clue, use the /cluescrolls debug monitor [player] command to see what data is being processed while completing an action. Debug will show you the exact data being used so that you can filter them in your config.

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 would 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.
When ClueScrolls loads your config it will warn of any invalid data or unrecognized. You should check the clue it warns about and fix the invalid data in order for the clue to function properly.
Depending on the server version you are running, some of the data values 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:

Data tags work like optional filters. If you leave a data key out, it isn’t checked at all, so the clue will match regardless of that attribute. When you add data keys, they’re treated as requirements: every data key you specify must match for the action to count toward the clue. Each key can be a single value, or a list to allow any one of the listed values to match for that key.
This first example clue doesn't use any data because we want any item caught from fishing to count.
fisherman:
lore: '&f* Fish %amount% items: %completed%'
clueType: fish
amount: 3
objective: Fish %amount% items
clueName: Item Fisher
Here are a few examples showing how data acts like a set of filters. When data is present, all keys you specify must match for progress to count; if a key’s value is a list, any one of those values can match for that key.
For this first clue, we want the player to kill a specific entitytype.
clue0:
lore: '&f* Kill %amount% skeleton: %completed%'
clueType: kill
amount: 10
objective: Kill %amount% skeleton
clueName: Skeleton Killer
data:
entitytype: skeleton
Data can be specified as a list if you want multiple options to count. In this example we are also using a multiline lore to provide more information to the user about what mobs will count.
By default, scrolls have the collapse-completed-multiline-lore setting enabled so that once the player completes a clue, it will collapse on the scroll's lore and only show the first line.
clue1:
lore:
- '&f* Kill %amount% hostile mobs: %completed%'
- ' &7- Zombies'
- ' &7- Skeletons'
- ' &7- Spiders'
clueType: kill
amount: 10
objective: Kill %amount% hostile mobs
clueName: Monster Hunter
data:
entitytype:
- zombie
- skeleton
- spider
In this example, we combine multiple data keys to create a very specific scenario. We want the user to hit a Blaze and specifically use a snowball to do it. Because we defined both projectiletype and entitytype, both conditions must be met simultaneously; hitting a Blaze with an arrow or hitting a Zombie with a snowball will not count.
clue_snowball_blaze:
lore: '<#FFAE00>&l* &fHit %amount% Blazes with a Snowball: %completed%'
clueType: projectileentityhit
amount: 5-10
objective: Hit %amount% Blazes with a Snowball
clueName: Fire and Ice
data:
projectiletype: snowball
entitytype: blaze
There are also external clues available depending on your installed plugins. The following examples are shown for MythicMobs and Boss.
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.
breedexample:
lore: '&a&l* &fBreed %amount% wolves: %completed%'
clueType: breed
amount: 4
objective: Breed %amount% wolves
clueName: 'Man''s best friend'
data:
entitytype: wolf
The brew clue is only available in 1.8.3 server versions.
List of potion types: XPotion
You may also specify AWKWARD, THICK or MUNDANE as the potion type.
A potiontype may be long or strong. For example, a swiftness II potion is STRONG_SPEED. An extended swiftness potion is LONG_SPEED.
You can also specify the material to distinguish between a regular potion, a spalsh potion, or a lingering potion. The material would be POTION, SPLASH_POTION or LINGERING_POTION.
brew_splash_swiftness_ii:
lore: '&b&l* &fBrew a Splash Potion of Swiftness II'
clueType: brew
amount: 1
objective: Brew %amount% Splash Potion of Swiftness II
clueName: Splash Swiftness Master
data:
potiontype: strong_speed
material: SPLASH_POTION
brew_add_glowstone:
lore: '&b&l* &fAdd Glowstone Dust to any potion'
clueType: brew
amount: 1
objective: Add %amount% Glowstone Dust to a potion
clueName: Glowstone Booster
data:
ingredient: GLOWSTONE_DUST
brew_lingering_regeneration_ii:
lore: '&b&l* &fBrew a Lingering Potion of Regeneration II'
clueType: brew
amount: 1
objective: Brew %amount% Lingering Potion of Regeneration II
clueName: Lingering Regeneration Master
data:
potiontype: strong_regeneration
material: LINGERING_POTION
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
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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, kelp, torchflower, pitcher_plant, bamboo, sea_pickle, nether_sprouts, vine, weeping_vines, twisting_vines, cactus, and sugar_cane.
Sugar_cane, cactus, kelp and bamboo will also count all blocks above it when broken.
Vine, weeping_vines, and twisting_vines will also count all blocks below it when broken.
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
Tracks when loot is generated such as when a new village chest or dungeon is opened by the player. It is recommended to usethe lootcategory to specify the type of loot, but if you must be more specific you can match the exact loot table using loottable, loottable_key, and loottable_path. For example you may specify loottable_key: 'minecraft:chests/simple_dungeon' or simply lootcategory: DUNGEON
lootcategory values: VILLAGE, DUNGEON, MINESHAFT, STRONGHOLD, SHIPWRECK, OCEAN_RUIN, DESERT_PYRAMID, JUNGLE_TEMPLE, WOODLAND_MANSION, PILLAGER_OUTPOST, BASTION, NETHER_FORTRESS, RUINED_PORTAL, END_CITY, ANCIENT_CITY, TRIAL_CHAMBERS, IGLOO, OTHER, CUSTOM_OR_UNKNOWN.
environment is a dimension string: OVERWORLD, NETHER, THE_END, or the raw environment name for anything custom.
loot_dungeon_chest:
lore: '&d★ &fLoot %amount% dungeon chests: %completed%'
clueType: loot
amount: 3-6
objective: Loot %amount% dungeon chests
clueName: Dungeon Diver
data:
lootcategory: DUNGEON
loot_village_chests:
lore: '&a★ &fLoot %amount% village containers: %completed%'
clueType: loot
amount: 3-7
objective: Loot %amount% village containers
clueName: Village Scavenger
data:
lootcategory: VILLAGE
loot_mineshaft_chests:
lore: '&6★ &fLoot %amount% mineshaft containers: %completed%'
clueType: loot
amount: 2-5
objective: Loot %amount% mineshaft containers
clueName: Trackside Treasure
data:
lootcategory: MINESHAFT
loot_stronghold_chests:
lore: '&d★ &fLoot %amount% stronghold containers: %completed%'
clueType: loot
amount: 2-4
objective: Loot %amount% stronghold containers
clueName: Stone Secrets
data:
lootcategory: STRONGHOLD
loot_shipwreck_chests:
lore: '&3★ &fLoot %amount% shipwreck containers: %completed%'
clueType: loot
amount: 2-6
objective: Loot %amount% shipwreck containers
clueName: Barnacle Banker
data:
lootcategory: SHIPWRECK
loot_ocean_ruin_chests:
lore: '&b★ &fLoot %amount% ocean ruin containers: %completed%'
clueType: loot
amount: 2-5
objective: Loot %amount% ocean ruin containers
clueName: Ruin Raider
data:
lootcategory: OCEAN_RUIN
loot_desert_pyramid_chests:
lore: '&e★ &fLoot %amount% desert pyramid chests: %completed%'
clueType: loot
amount: 2-4
objective: Loot %amount% desert pyramid chests
clueName: Sand Treasure
data:
lootcategory: DESERT_PYRAMID
loot_jungle_temple_chests:
lore: '&2★ &fLoot %amount% jungle temple containers: %completed%'
clueType: loot
amount: 1-3
objective: Loot %amount% jungle temple containers
clueName: Temple Taker
data:
lootcategory: JUNGLE_TEMPLE
loot_woodland_mansion_chests:
lore: '&5★ &fLoot %amount% woodland mansion containers: %completed%'
clueType: loot
amount: 3-8
objective: Loot %amount% woodland mansion containers
clueName: Mansion Plunderer
data:
lootcategory: WOODLAND_MANSION
loot_pillager_outpost_chests:
lore: '&c★ &fLoot %amount% pillager outpost containers: %completed%'
clueType: loot
amount: 1-3
objective: Loot %amount% pillager outpost containers
clueName: Outpost Opportunist
data:
lootcategory: PILLAGER_OUTPOST
loot_bastion_chests:
lore: '&4★ &fLoot %amount% bastion containers: %completed%'
clueType: loot
amount: 2-6
objective: Loot %amount% bastion containers
clueName: Bastion Bandit
data:
lootcategory: BASTION
loot_nether_fortress_chests:
lore: '&4★ &fLoot %amount% nether fortress chests: %completed%'
clueType: loot
amount: 1-4
objective: Loot %amount% nether fortress chests
clueName: Fortress Forager
data:
lootcategory: NETHER_FORTRESS
loot_end_city_chests:
lore: '&d★ &fLoot %amount% end city containers: %completed%'
clueType: loot
amount: 2-6
objective: Loot %amount% end city containers
clueName: End City Pilferer
data:
lootcategory: END_CITY
loot_ancient_city_chests:
lore: '&8★ &fLoot %amount% ancient city chests: %completed%'
clueType: loot
amount: 1-3
objective: Loot %amount% ancient city chests
clueName: Deep Dark Dealer
data:
lootcategory: ANCIENT_CITY
loot_igloo_chests:
lore: '&f★ &fLoot %amount% igloo chests: %completed%'
clueType: loot
amount: 1-2
objective: Loot %amount% igloo chests
clueName: Frost Finder
data:
lootcategory: IGLOO
loot_trial_chambers_chests:
lore: '&a★ &fLoot %amount% trial chambers containers: %completed%'
clueType: loot
amount: 2-6
objective: Loot %amount% trial chambers containers
clueName: Chamber Scavenger
data:
lootcategory: TRIAL_CHAMBERS
nearplayersexample:
lore: '&a&l* &fStand near 3 friends'
clueType: nearplayers
amount: 1
objective: Stand near 3 friends
clueName: Friends
data:
playercount: 4-100
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
Piglin bartering always uses gold ignots as the inputmaterial.
Each bartering counts as a single clue action.
piglin_barter_pearls:
lore: '&c★ &fBarter for ender pearls'
clueType: piglinbarter
amount: 1
objective: Barter for ender pearls
clueName: Pearl Barterer
data:
outputmaterial: ender_pearl
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
killed value: true or false
projectileentityhitexample:
lore: '&a&l* &fShoot a creeper'
clueType: projectileentityhit
amount: 1
objective: Shoot a creeper
clueName: Creeper Killer
data:
projectiletype:
- arrow
- spectral_arrow
entitytype: creeper
projectileentitylaunchexample:
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
Tracks mobs spawned by a Trial Spawner and credits the nearest tracked player for that spawner at spawn time. ominous matches whether the spawner is ominous; spawner_state options are INACTIVE, WAITING_FOR_PLAYERS, ACTIVE, WAITING_FOR_REWARD_EJECTION, EJECTING_REWARD, COOLDOWN
For a typical use-case you will only specify the entitytype and ominous boolean.
trial_mob_spawn_bogged:
lore: '&5★ &fFight %amount% bogged from trial spawners: %completed%'
clueType: trialmobspawn
amount: 10
objective: Fight %amount% bogged
clueName: Bogged Bait
data:
entitytype: bogged
ominous: false
Tracks loot being dispensed by a Vault / Ominous Vault unlock and credits the player who unlocked it. vaulttype is the block type name (VAULT or OMINOUS_VAULT), ominous is a boolean, and the loot table can be matched via loottable (enum name) or loottable_key (namespaced key).
trial_vault_unlock:
lore: '&6★ &fUnlock %amount% ominous vaults: %completed%'
clueType: trialvaultunlock
amount: 3
objective: Unlock %amount% ominous vaults
clueName: Vault Opener
data:
ominous: true
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!