Raw actions can be created using /qa/qaAdmin commands for NotQuestsactionsactionsManages saved actions, inline actions, and action execution.. They are saved in <category>/actions.yml inside the NotQuests data folder. Actions are also quest rewards or objective rewards. An action is, as the name says, something that happens.
To "test" an action created via /qa/qaAdmin commands for NotQuestsactionsactionsManages saved actions, inline actions, and action execution., you can use /qa/qaAdmin commands for NotQuestsactionsactionsManages saved actions, inline actions, and action execution.editeditOpens subcommands for editing a saved action.<action><action>Identifier of the saved action to edit; use /qa actions to list saved actions.Acceptssaved action nameexecuteexecuteExecutes the selected action or command.[player][player]Player who should be used as the target when executing the selected action; defaults to the sender when possible.Acceptsplayer. It can have the optional flag --ignoreConditions if you want to ignore any conditions attached to this action.
Command Arguments for every action:
(flags) - Optional flags
--category <categoryName> - If this is a raw, actions.yml action, you are able to set its category here
--delay <delay> - If this is a raw, actions.yml action, you are able to set its execution delay here. If you enter, for example, 1s, it will be executed in 1 seconds and not immediately.
These actions act as "vessels" for variables. What does that mean?
Well... for example, the NumberAction is such a variable action. In-game, it turns into as many actions as there are number variables, so it's a lot more actions than you think there are. Other than for conditions, not every variable is able to set a value. For example, the DayOfWeek can only be used as a condition, but not as an action.
Makes sense right? You can't just time-travel in real life with a Minecraft plugin. The variable "Money" however can be used as a condition AND an action, since you can see a Player's money, but also change it. In-game money of course ๐ฅฒ
What happens: The value of this Boolean variable is set to either true or false
Command Arguments:
<variable type> Type of the Boolean variable
<variable arguments> Additional variable arguments which may or may not exist for this specific variable
<operator> - Valid operators are set and setNot
<expression> - What the variable should be. Common values are true or false, but you can also set it to a different boolean variables here.
Example commands:
/qa/qaAdmin commands for NotQuestsactionsactionsManages saved actions, inline actions, and action execution.addaddCreates a new saved action.actionname<actionName>Name used to save this action.Acceptsaction nameExampleactionnameFlyingFlyingReads or changes whether the target player is flying.set<operator>How to set the boolean variable: set or setNot.Acceptsaction operatorExamplesettrue<expression>Boolean expression used as the input value for this variable action.AcceptsbooleanExpressionExampletrue - Flying would be a Boolean variable type. This action would make the player fly.
/qaactionsaddpp3Moneyadd((TagInteger(TagName:points)>=4)*(10+30))+(!(TagInteger(TagName:points)>=4)*5) - This is just to show that very complex actions are also possible with NotQuests expression system. This action does the following: If your "points" (from the Integer tag) are bigger or equal 4, this action will give you 40$. Otherwise, it will give you 5$.
What happens: The value of this List variable is changed
Command Arguments:
<variable type> Type of the List variable
<variable arguments> Additional variable arguments which may or may not exist for this specific variable
<operator> - Possible operators are add, clear, remove and set
<expression> - What the variable should be. This depends on the variable type
Example command:/qa/qaAdmin commands for NotQuestsactionsactionsManages saved actions, inline actions, and action execution.addaddCreates a new saved action.actionname<actionName>Name used to save this action.Acceptsaction nameExampleactionnameActiveQuestsActiveQuestsReads or changes the quests currently active for the target player.add<operator>How to change the list variable: set, add, remove, or clear.Acceptsaction operatorExampleaddquestname<expression>Comma-separated list value or expression used by this variable action.AcceptstextExamplequestname - ActiveQuests would be a List variable.
What happens: The value of this ItemStackList variable is changed
Command Arguments:
<variable type> Type of the ItemStackList variable
<variable arguments> Additional variable arguments which may or may not exist for this specific variable
<operator> - Possible operators are add, clear, remove and set
<expression> - What the variable should be. This depends on the variable type, but they do have to be Items
Example command:/qa/qaAdmin commands for NotQuestsactionsactionsManages saved actions, inline actions, and action execution.addaddCreates a new saved action.actionname<actionName>Name used to save this action.Acceptsaction nameExampleactionnameInventoryInventoryReads or changes the target player's inventory contents.remove<operator>How to change the item-list variable: set, add, remove, or clear.Acceptsaction operatorExampleremovehand<expression>Material, custom item, hand, or any value used by this item-list action.Acceptsitem selectionExamplehand3<amount>Stack amount to apply for each item in this item-list action.Acceptsstack amountExample3 - Inventory would be an ItemStackList variable.
What happens: The value of this Number variable is changed
Command Arguments:
<variable type> Type of the Number variable
<variable arguments> Additional variable arguments which may or may not exist for this specific variable
<operator> - Valid operators are add, deduct, divide, multiply and set
<expression> - What the result of the variable should be. This expression is cool, because it can contain any kind of math expression. And it can even contain other number variables.
Example command:/qaactionsaddactionnameMoneymultiply2 - Money is a number variable. This action doubles the player's balance.
Example command with math expression + other variables: /qaactionsaddactionnameMoneysetQuestPoints*Money+500-30/2Example command with very advanced expression:/qaactionsaddactionnameMoneyset10+TagInteger(TagName:reputation)*TagInteger(TagName:level)
What happens: The value of this String variable is changed
Command Arguments:
<variable type> Type of the String variable
<variable arguments> Additional variable arguments which may or may not exist for this specific variable
<operator> - Valid operators are set and append
<expression> - What the result of the variable should be. This depends on the variable type, but it has to be a String (= text)
Example command:/qa/qaAdmin commands for NotQuestsactionsactionsManages saved actions, inline actions, and action execution.addaddCreates a new saved action.actionname<actionName>Name used to save this action.Acceptsaction nameExampleactionnameCurrentWorldCurrentWorldReads or changes the world the target player is currently in.set<operator>How to change the string variable: set or append.Acceptsaction operatorExamplesetworld<expression>String value or expression used as the input value for this variable action.AcceptstextExampleworld - CurrentWorld would be a String variable type. This action teleports the player to another world.
What happens: One or multiple other actions are executed. Yes, this simply executes other actions defined in the actions.yml.
Command Arguments:
<Other Action Name> - Name of the other action(s) which needs to be executed.
Optional: <amount> - Amount of times the other action should be executed.
(flags) - Optional flags
--ignoreConditions - If you set this flag, all conditions added to the other action which should be executed will be ignored. It will be executed no matter if they are fulfilled or not.
--minRandom <amount> - If this is set, it will only execute a random amount of quests with this minimum
--maxRandom <amount> - If this is set, it will only execute a random amount of quests with this maximum
--onlyCountForRandomIfConditionsFulfilled - Does not count an action to the min or max random counter if its conditions are not fulfilled, if this flag is set
--executedActionDelay - Sets the delay for which all included actions will be executed. This overrides possible existing delays.
Example commands:
/qa/qaAdmin commands for NotQuestsactionsactionsManages saved actions, inline actions, and action execution.addaddCreates a new saved action.actionname<actionName>Name used to save this action.Acceptsaction nameExampleactionnameActionActionExecutes one or more saved actions, optionally multiple times or as a random subset.a1<actions>Saved action name or comma-separated saved action names to execute.AcceptsstringListExamplea12<amount>Number of times to execute the selected saved actions.AcceptsintegerExample2--ignoreConditions--ignoreConditionsExecute referenced actions without checking their attached conditions. - This executes the action a1 two times, regardless of the conditions of action a1.
/qa/qaAdmin commands for NotQuestsactionsactionsManages saved actions, inline actions, and action execution.addaddCreates a new saved action.actionname<actionName>Name used to save this action.Acceptsaction nameExampleactionnameActionActionExecutes one or more saved actions, optionally multiple times or as a random subset.a1,a2,money10<actions>Saved action name or comma-separated saved action names to execute.AcceptsstringListExamplea1,a2,money101<amount>Number of times to execute the selected saved actions.AcceptsintegerExample1 - This executes the actions a1, a2 and money10.
Example commands for random actions:
For these commands, I have pre-created the actions sm1, sm2, sm3 ... sm10 which are all different SendMessage actions.
/qa/qaAdmin commands for NotQuestsactionsactionsManages saved actions, inline actions, and action execution.addaddCreates a new saved action.sendAllMessages<actionName>Name used to save this action.Acceptsaction nameExamplesendAllMessagesActionActionExecutes one or more saved actions, optionally multiple times or as a random subset.sm1,sm2,sm3,sm4,sm5,sm6,sm7,sm8,sm9,sm10<actions>Saved action name or comma-separated saved action names to execute.AcceptsstringListExamplesm1,sm2,sm3,sm4,sm5,sm6,sm7,sm8,sm9,sm101<amount>Number of times to execute the selected saved actions.AcceptsintegerExample1 - Executes all 10 actions in the specified order
/qa/qaAdmin commands for NotQuestsactionsactionsManages saved actions, inline actions, and action execution.addaddCreates a new saved action.sendAllMessagesInRandomOrder<actionName>Name used to save this action.Acceptsaction nameExamplesendAllMessagesInRandomOrderActionActionExecutes one or more saved actions, optionally multiple times or as a random subset.sm1,sm2,sm3,sm4,sm5,sm6,sm7,sm8,sm9,sm10<actions>Saved action name or comma-separated saved action names to execute.AcceptsstringListExamplesm1,sm2,sm3,sm4,sm5,sm6,sm7,sm8,sm9,sm101<amount>Number of times to execute the selected saved actions.AcceptsintegerExample1--minRandom--minRandomMinimum number of referenced actions to randomly choose each time this action runs.Acceptsinteger10Value for --minRandomMinimum number of referenced actions to randomly choose each time this action runs.AcceptsintegerExample10--maxRandom--maxRandomMaximum number of referenced actions to randomly choose each time this action runs.Acceptsinteger10Value for --maxRandomMaximum number of referenced actions to randomly choose each time this action runs.AcceptsintegerExample10 - Executes all 10 actions in a random order
/qa/qaAdmin commands for NotQuestsactionsactionsManages saved actions, inline actions, and action execution.addaddCreates a new saved action.sendRandomMessage<actionName>Name used to save this action.Acceptsaction nameExamplesendRandomMessageActionActionExecutes one or more saved actions, optionally multiple times or as a random subset.sm1,sm2,sm3,sm4,sm5,sm6,sm7,sm8,sm9,sm10<actions>Saved action name or comma-separated saved action names to execute.AcceptsstringListExamplesm1,sm2,sm3,sm4,sm5,sm6,sm7,sm8,sm9,sm101<amount>Number of times to execute the selected saved actions.AcceptsintegerExample1--minRandom--minRandomMinimum number of referenced actions to randomly choose each time this action runs.Acceptsinteger1Value for --minRandomMinimum number of referenced actions to randomly choose each time this action runs.AcceptsintegerExample1--maxRandom--maxRandomMaximum number of referenced actions to randomly choose each time this action runs.Acceptsinteger1Value for --maxRandomMaximum number of referenced actions to randomly choose each time this action runs.AcceptsintegerExample1 - Sends exactly one random action ouf of the provided actions
/qa/qaAdmin commands for NotQuestsactionsactionsManages saved actions, inline actions, and action execution.addaddCreates a new saved action.sendGuaranteedRandomMessage<actionName>Name used to save this action.Acceptsaction nameExamplesendGuaranteedRandomMessageActionActionExecutes one or more saved actions, optionally multiple times or as a random subset.sm1,sm2,sm3,sm4,sm5,sm6,sm7,sm8,sm9,sm10<actions>Saved action name or comma-separated saved action names to execute.AcceptsstringListExamplesm1,sm2,sm3,sm4,sm5,sm6,sm7,sm8,sm9,sm101<amount>Number of times to execute the selected saved actions.AcceptsintegerExample1--minRandom--minRandomMinimum number of referenced actions to randomly choose each time this action runs.Acceptsinteger1Value for --minRandomMinimum number of referenced actions to randomly choose each time this action runs.AcceptsintegerExample1--maxRandom--maxRandomMaximum number of referenced actions to randomly choose each time this action runs.Acceptsinteger1Value for --maxRandomMaximum number of referenced actions to randomly choose each time this action runs.AcceptsintegerExample1--onlyCountForRandomIfConditionsFulfilled--onlyCountForRandomIfConditionsFulfilledWhen choosing random actions, skip actions whose conditions fail without counting them toward the random limit. - This is useful if your actions have conditions attached to them. It does exactly the same as the previous action. However, in case the action it chooses does not fulfill its condition, it will try out another action instead. The previous action however would simply send nothing
/qa/qaAdmin commands for NotQuestsactionsactionsManages saved actions, inline actions, and action execution.addaddCreates a new saved action.sendOneOrTwoRandomMessage<actionName>Name used to save this action.Acceptsaction nameExamplesendOneOrTwoRandomMessageActionActionExecutes one or more saved actions, optionally multiple times or as a random subset.sm1,sm2,sm3,sm4,sm5,sm6,sm7,sm8,sm9,sm10<actions>Saved action name or comma-separated saved action names to execute.AcceptsstringListExamplesm1,sm2,sm3,sm4,sm5,sm6,sm7,sm8,sm9,sm101<amount>Number of times to execute the selected saved actions.AcceptsintegerExample1--minRandom--minRandomMinimum number of referenced actions to randomly choose each time this action runs.Acceptsinteger1Value for --minRandomMinimum number of referenced actions to randomly choose each time this action runs.AcceptsintegerExample1--maxRandom--maxRandomMaximum number of referenced actions to randomly choose each time this action runs.Acceptsinteger2Value for --maxRandomMaximum number of referenced actions to randomly choose each time this action runs.AcceptsintegerExample2 - Executes either one or two random actions out of the provided actions
What happens: A beacon-style light beam is spawned (or removed) at a location. Handy for marking a quest objective spot from far away.
Command Arguments:
<beamName> - A name for this beam, so you can remove it again later.
spawn <world> <x> <y> <z> - Spawns the beam at these coordinates.
remove - Removes the beam with that name instead.
Example commands:
/qa/qaAdmin commands for NotQuestsactionsactionsManages saved actions, inline actions, and action execution.addaddCreates a new saved action.showbeam<actionName>Name used to save this action.Acceptsaction nameExampleshowbeamBeamBeamShows or removes a guiding beam marker for the target player.questbeam<beamName>Beam identifier to show, replace, or remove for the target player.Acceptsbeam nameExamplequestbeamspawnspawnShows the named beam at a fixed world location.world<world>World where the beam should be shown.AcceptsworldExampleworld100<x>X coordinate where the beam should be shown.AcceptsxExample10064<y>Y coordinate where the beam should be shown.AcceptsyExample64200<z>Z coordinate where the beam should be shown.AcceptszExample200
/qa/qaAdmin commands for NotQuestsactionsactionsManages saved actions, inline actions, and action execution.addaddCreates a new saved action.hidebeam<actionName>Name used to save this action.Acceptsaction nameExamplehidebeamBeamBeamShows or removes a guiding beam marker for the target player.questbeam<beamName>Beam identifier to show, replace, or remove for the target player.Acceptsbeam nameExamplequestbeamremoveremoveRemoves the named beam from the target player's screen.
What happens: A message is broadcast to everyone on the server. Supports MiniMessage formatting (<gold>, <bold>, ...).
Command Arguments:
<message> - The message to broadcast.
Example command:/qa/qaAdmin commands for NotQuestsactionsactionsManages saved actions, inline actions, and action execution.addaddCreates a new saved action.announce<actionName>Name used to save this action.Acceptsaction nameExampleannounceBroadcastMessageBroadcastMessageBroadcasts a chat message to every online player.<gold>A hero has risen!<message>Message broadcast to the whole server. Supports MiniMessage formatting and NotQuests placeholders.AcceptsgreedyText
What happens: The player sends a chat message, exactly as if they typed it themselves.
Command Arguments:
<message> - The message the player should say. Wrap it in quotes.
Example command:/qa/qaAdmin commands for NotQuestsactionsactionsManages saved actions, inline actions, and action execution.addaddCreates a new saved action.greet<actionName>Name used to save this action.Acceptsaction nameExamplegreetChatChatMakes the target player send a chat message."Hey everyone, I'm on an adventure!"<message>Chat message sent by the target player. Wrap it in quotes when using spaces in commands.AcceptstextExample"Hey everyone, I'm on an adventure!"
What happens: Closes whatever inventory or GUI the player currently has open. Useful at the end of a conversation or after opening a menu.
Command Arguments: None
Example command:/qa/qaAdmin commands for NotQuestsactionsactionsManages saved actions, inline actions, and action execution.addaddCreates a new saved action.closegui<actionName>Name used to save this action.Acceptsaction nameExamplecloseguiCloseInventoryCloseInventoryCloses the target player's currently open inventory.
What happens: Instantly completes a Quest for the player, as if they finished every objective.
Command Arguments:
<quest> - The Quest to complete.
Example command:/qa/qaAdmin commands for NotQuestsactionsactionsManages saved actions, inline actions, and action execution.addaddCreates a new saved action.finishtutorial<actionName>Name used to save this action.Acceptsaction nameExamplefinishtutorialCompleteQuestCompleteQuestCompletes another active quest for the target player.tutorial<quest>Active quest that should be completed for the target player.AcceptstextExampletutorial
What happens: Runs a command from the console. Use this whenever you need elevated permissions โ giving currency through another economy plugin, granting a LuckPerms group, etc. %player% is replaced with the player's name.
Command Arguments:
<command> - The command to run (no leading slash).
Example command:/qa/qaAdmin commands for NotQuestsactionsactionsManages saved actions, inline actions, and action execution.addaddCreates a new saved action.payout<actionName>Name used to save this action.Acceptsaction nameExamplepayoutConsoleCommandConsoleCommandRuns a server command from the console.eco give %player% 500<command>Command executed by the server console. The leading slash is optional.AcceptscommandExampleeco give %player% 500
Example command:/qa/qaAdmin commands for NotQuestsactionsactionsManages saved actions, inline actions, and action execution.addaddCreates a new saved action.botched<actionName>Name used to save this action.Acceptsaction nameExamplebotchedFailQuestFailQuestFails another active quest for the target player.heist<quest>Active quest that should be failed for the target player.AcceptstextExampleheist
What happens: Gives an item to the player. Works with vanilla materials and items made in the NotQuests item system.
Command Arguments:
<material> - The item to give. Vanilla material name or a NotQuests custom item.
<amount> - How many.
Example command:/qa/qaAdmin commands for NotQuestsactionsactionsManages saved actions, inline actions, and action execution.addaddCreates a new saved action.reward_diamonds<actionName>Name used to save this action.Acceptsaction nameExamplereward_diamondsGiveItemGiveItemGives one or more materials or NotQuests custom items to the target player.diamond<material>Material, NotQuests custom item, hand item, any item, or comma-separated item selection to give.Acceptsitem selectionExamplediamond16<amount>Amount of each selected item stack to give.AcceptsintegerExample16
What happens: Gives (starts) a Quest for the player.
Command Arguments:
<quest> - The Quest to give.
(flags) - Optional flags
--forceGive - Gives the quest even if the player doesn't meet its requirements or is on cooldown.
Example command:/qa/qaAdmin commands for NotQuestsactionsactionsManages saved actions, inline actions, and action execution.addaddCreates a new saved action.startchapter2<actionName>Name used to save this action.Acceptsaction nameExamplestartchapter2GiveQuestGiveQuestGives another quest to the target player.chapter2<quest>Quest that should be given to the target player.AcceptstextExamplechapter2--forceGive--forceGiveForce-gives the quest and skips the normal take requirements and cooldown checks.
What happens: Opens one of NotQuests' GUIs for the player.
Command Arguments:
<guiName> - The GUI to open.
(flags) - Optional flags
--targetPlayer <player> - Open it for a different player.
--quest <quest> - Pass a quest to the GUI (for quest-specific GUIs like the preview).
--npc <npcID> - Pass an NPC to the GUI.
--category <category> - Pass a category to the GUI.
Example command:/qa/qaAdmin commands for NotQuestsactionsactionsManages saved actions, inline actions, and action execution.addaddCreates a new saved action.showquests<actionName>Name used to save this action.Acceptsaction nameExampleshowquestsOpenGuiOpenGuiOpens a NotQuests GUI for the target player.questsoverview<guiName>Name of the NotQuests GUI file to open.AcceptstextExamplequestsoverview
--playForEveryoneAtSetLocation - Everyone hears it, coming from a fixed location.
--playForEveryoneAtTheirLocation - Everyone hears it, at their own location.
--world, --locationX, --locationY, --locationZ - The fixed location to play it at.
Example command:/qa/qaAdmin commands for NotQuestsactionsactionsManages saved actions, inline actions, and action execution.addaddCreates a new saved action.levelup<actionName>Name used to save this action.Acceptsaction nameExamplelevelupPlaySoundPlaySoundPlays a Minecraft sound for the target player or all online players.entity.player.levelup<sound>Minecraft sound key to play.AcceptstextExampleentity.player.levelup--volume--volumeSound volume, usually between 0 and 1.AcceptsoptionalNumber0.8Value for --volumeSound volume, usually between 0 and 1.AcceptsoptionalNumberExample0.8--pitch--pitchSound pitch multiplier.AcceptsoptionalNumber1.2Value for --pitchSound pitch multiplier.AcceptsoptionalNumberExample1.2
What happens: Spawns a visual particle effect at the player's location or at fixed coordinates.
Only simple particles that do not require extra particle data are supported on both platforms. Examples include happy_villager, flame, heart, cloud, and end_rod.
Command Arguments:
<particle> - Particle effect to spawn.
<count> - Number of particles.
PlayerLocationorLocation <world> <x> <y> <z> - Where to spawn the particles.
(flags) - Optional flags
--offsetX <number>, --offsetY <number>, --offsetZ <number> - Random spread around the particle location.
--speed <number> - Particle speed value.
--forEveryone - Show the particles to every online player instead of only the target player.
Example command:/qa/qaAdmin commands for NotQuestsactionsactionsManages saved actions, inline actions, and action execution.addaddCreates a new saved action.sparkle<actionName>Name used to save this action.Acceptsaction nameExamplesparkleSpawnParticleSpawnParticleSpawns a particle effect at the target player or a fixed location.happy_villager<particle>Particle effect to spawn. Only particles that do not require extra data are supported.AcceptsparticleExamplehappy_villager12<count>Number of particles to spawn.AcceptscountExample12PlayerLocationPlayerLocationSpawns the particles at the target player's current location.--offsetY--offsetYRandom Y spread around the particle location.Acceptsnumber0.5Value for --offsetYRandom Y spread around the particle location.AcceptsnumberExample0.5
What happens: Runs a command as the player (with their permissions). %player% is replaced with their name.
Command Arguments:
<command> - The command to run (no leading slash).
Example command:/qa/qaAdmin commands for NotQuestsactionsactionsManages saved actions, inline actions, and action execution.addaddCreates a new saved action.gohome<actionName>Name used to save this action.Acceptsaction nameExamplegohomePlayerCommandPlayerCommandRuns a command from the target player's perspective.home<command>Command executed by the target player. The leading slash is optional.AcceptscommandExamplehome
What happens: Sends a private message to the player. Supports MiniMessage formatting.
Command Arguments:
<message> - The message to send.
Example command:/qa/qaAdmin commands for NotQuestsactionsactionsManages saved actions, inline actions, and action execution.addaddCreates a new saved action.congrats<actionName>Name used to save this action.Acceptsaction nameExamplecongratsSendMessageSendMessageSends a private chat message to the target player.<green>Nice work โ the village is safe again!<message>Message sent privately to the target player. Supports MiniMessage formatting and NotQuests placeholders.AcceptsgreedyText
What happens: Shows a short message above the player's hotbar. Supports MiniMessage formatting and NotQuests placeholders.
Command Arguments:
<message> - The action-bar message to show.
Example command:/qa/qaAdmin commands for NotQuestsactionsactionsManages saved actions, inline actions, and action execution.addaddCreates a new saved action.hint<actionName>Name used to save this action.Acceptsaction nameExamplehintShowActionBarShowActionBarShows a short action-bar message above the target player's hotbar.<yellow>Look for the smoke above the ruins<message>Action-bar message shown above the target player's hotbar. Supports MiniMessage formatting and NotQuests placeholders.AcceptsgreedyText
What happens: Shows a big title in the middle of the player's screen.
Put | between the title and subtitle if you want both. Use the timed form when you want custom fade and stay durations.
Command Arguments:
<title> - The title text. Supports MiniMessage formatting and NotQuests placeholders.
timed <fadeIn> <stay> <fadeOut> <title> - Optional form with custom title timings. Durations can be 250ms, 2s, 1m, and so on.
Example commands:
/qa/qaAdmin commands for NotQuestsactionsactionsManages saved actions, inline actions, and action execution.addaddCreates a new saved action.chapterTitle<actionName>Name used to save this action.Acceptsaction nameExamplechapterTitleShowTitleShowTitleShows a title overlay in the center of the target player's screen.<gold>Chapter 2|<gray>The Old Mine<title>Title text shown in the center of the target player's screen. Use `|` to add a subtitle.Acceptstitle
/qa/qaAdmin commands for NotQuestsactionsactionsManages saved actions, inline actions, and action execution.addaddCreates a new saved action.fastTitle<actionName>Name used to save this action.Acceptsaction nameExamplefastTitleShowTitleShowTitleShows a title overlay in the center of the target player's screen.timedtimedCreates a title action with custom fade-in, stay, and fade-out durations.250ms<fadeIn>How long the title should fade in. Examples: 250ms, 1s.AcceptsdurationExample250ms2s<stay>How long the title should stay fully visible. Examples: 3s, 1500ms.AcceptsdurationExample2s500ms<fadeOut>How long the title should fade out. Examples: 500ms, 1s.AcceptsdurationExample500ms<green>Quest Complete<title>Title text shown in the center of the target player's screen. Use `|` to add a subtitle.Acceptstitle
What happens: Spawns mobs โ either right on the player, or at fixed coordinates.
Command Arguments:
<entityType> - The mob to spawn (e.g. ZOMBIE).
<amount> - How many.
PlayerLocationorLocation <world> <x> <y> <z> - Where to spawn them. PlayerLocation is dynamic (wherever the player is when the action runs).
(flags) - Optional flags
--spawnRadiusX <n>, --spawnRadiusY <n>, --spawnRadiusZ <n> - Scatter the mobs randomly within this radius around the spawn point.
Example command:/qa/qaAdmin commands for NotQuestsactionsactionsManages saved actions, inline actions, and action execution.addaddCreates a new saved action.ambush<actionName>Name used to save this action.Acceptsaction nameExampleambushSpawnMobSpawnMobSpawns vanilla, MythicMobs, or EcoMobs entities at a player or fixed location.ZOMBIE<entityType>Entity type or custom mob id to spawn.Acceptsentity type or anyExampleZOMBIE5<amount>Number of mobs to spawn.AcceptsamountExample5PlayerLocationPlayerLocationSpawns mobs at the target player's current location.--spawnRadiusX--spawnRadiusXHorizontal X radius used to randomize each spawn location.Acceptsinteger3Value for --spawnRadiusXHorizontal X radius used to randomize each spawn location.AcceptsintegerExample3--spawnRadiusZ--spawnRadiusZHorizontal Z radius used to randomize each spawn location.Acceptsinteger3Value for --spawnRadiusZHorizontal Z radius used to randomize each spawn location.AcceptsintegerExample3
What happens: Starts a conversation for the player.
Command Arguments:
<conversation> - The conversation to start.
(flags) - Optional flags
--endPrevious - If the player is already in a conversation, end it first.
Example command:/qa/qaAdmin commands for NotQuestsactionsactionsManages saved actions, inline actions, and action execution.addaddCreates a new saved action.talktoking<actionName>Name used to save this action.Acceptsaction nameExampletalktokingStartConversationStartConversationStarts a NotQuests conversation for the target player.king_intro<conversation>Conversation that should start for the target player.AcceptstextExampleking_intro--endPrevious--endPreviousEnds the player's currently open conversation before starting this one.
What happens: Fires a named TriggerCommand objective. This is how you complete one of those "do something, then we mark it done" objectives from an action โ for example after a player flips a lever or reaches a region.
Command Arguments:
<triggerName> - The name of the trigger to fire (matches the name on the TriggerCommand objective).
Example command:/qa/qaAdmin commands for NotQuestsactionsactionsManages saved actions, inline actions, and action execution.addaddCreates a new saved action.pulllever<actionName>Name used to save this action.Acceptsaction nameExamplepullleverTriggerCommandTriggerCommandAdds progress to active TriggerCommand objectives with the matching trigger name.lever1<triggerName>Trigger name configured on one or more TriggerCommand objectives.AcceptstextExamplelever1
What happens: Teleports the target player to a fixed location.
Command Arguments:
<world> - World to teleport to.
<x> <y> <z> - Coordinates to teleport to.
(flags) - Optional flags
--yaw <number> - Direction the player should face after teleporting.
--pitch <number> - Up/down look angle after teleporting.
Example command:/qa/qaAdmin commands for NotQuestsactionsactionsManages saved actions, inline actions, and action execution.addaddCreates a new saved action.sendToDungeon<actionName>Name used to save this action.Acceptsaction nameExamplesendToDungeonTeleportTeleportTeleports the target player to a fixed world location.world<location_world>World location where the target player should be teleported. world.AcceptsworldExampleworld120<location_x>World location where the target player should be teleported. X coordinate.Acceptsx coordinateExample12065<location_y>World location where the target player should be teleported. Y coordinate.Acceptsy coordinateExample65-34<location_z>World location where the target player should be teleported. Z coordinate.Acceptsz coordinateExample-34--yaw--yawOptional yaw rotation applied after teleporting.AcceptsoptionalNumber90Value for --yawOptional yaw rotation applied after teleporting.AcceptsoptionalNumberExample90
These actions are only available when BetonQuest 3.0.0 or newer is installed. BetonQuest 1.x and 2.x are not supported.
BetonQuest 3 calls these "actions"; older BetonQuest docs may call the same thing "events". NotQuests keeps the old FireEvent names so existing setups are easier to recognize.
What happens: Runs a named BetonQuest action from a BetonQuest package.
Use this when the BetonQuest action is already defined in a package and you want NotQuests to trigger it as a reward, saved action, trigger, or objective reward.
Command Arguments:
<package> - BetonQuest package containing the action.
<action> - Action name inside that BetonQuest package.
Example command:/qaactionsaddrun_betonquest_actionBetonQuestFireEventmainreward_player
What happens: Runs a BetonQuest action instruction written directly in the NotQuests command.
Use this for small one-off BetonQuest actions. If the instruction gets long or reused often, define it in a BetonQuest package and use BetonQuestFireEvent instead.
Command Arguments:
<action> - Full inline BetonQuest action instruction.
Example command:/qaactionsaddnotify_from_betonquestBetonQuestFireInlineEventnotifyHellofromBetonQuest