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.
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
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
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
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!