ArdaNPCs WIKI & GUIDES
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Guide 04 1.1.0

Dialogues and quests

Build your first quest, branching conversations and stories with multiple objectives, conditions and rewards.

Dialogue controls what an NPC says and which replies a player sees. A quest tracks that player's progress, requirements and rewards. You can connect both systems without writing a script. Editing requires operator permission level 2.

Your first quest: camp supplies

Prepare the NPC that will give the quest. Open Quests in its editor and choose New quest. The wizard has seven steps:

  1. Name: enter “Camp supplies”. You can change the displayed title later; a saved internal ID stays permanent.
  2. Quest type: choose collecting items.
  3. Giver dialogue: enter “Could you bring us eight loaves of bread?”, the positive reply “I'll bring the supplies.” and a decline reply. Extra questions are optional.
  4. Target and flow: select minecraft:bread using the item picker and set the amount to 8. Enable taking items on completion if the player should actually hand them over.
  5. Turn-in and rewards: keep turn-in at the giver and set, for example, 2 × minecraft:emerald. Add a thank-you message and the confirming player reply.
  6. Repetition: choose one-time completion for your first test.
  7. Summary: correct any errors and click Create quest. This button sends the save request; wait for the server confirmation.

Close the editor and try the quest as a player: accept the offer, carry eight bread, return and confirm turn-in. Merely collecting the items does not pay a normal collection quest's reward. The quest journal shows progress and the turn-in NPC. If the NPC has several services, use Shift + right-click → Dialogue and quests.

Branching conversations

Advanced dialogue editing and the dialogue graph let you edit nodes, NPC text and player replies. Set a starting dialogue. A reply can open another dialogue, accept a quest, complete a quest or close the conversation; its parameter is the target dialogue or quest ID. The visible reply text is separate from that internal ID.

For example, “What happened?” can lead to an explanation node and “Back” can return to the offer. The wizard's additional questions generate a similar return flow automatically and do not accept the quest by themselves. Conditions can hide replies so that an offer appears before acceptance and turn-in appears after the objectives are ready. Save your changes with the main Save button.

Each NPC supports up to 32 dialogues and 32 quests, with up to six replies per dialogue. Keep saved IDs when revising a story. Change titles and text instead, preserving references and player progress.

Several objectives in one quest

Open All objectives and conditions for detailed editing. A quest supports up to eight objectives. Each has a stable ID, description, type, target and required amount from 1 to 10,000. Confirm this inner panel with Apply changes, then save the main editor.

TypeConfiguration
Talk to NPCThe target Arda NPC's UUID. The player must confirm the relevant dialogue reply.
Collect itemsA registry ID such as minecraft:bread, quantity and whether to consume the items at completion.
Defeat entitiesAn entity type such as minecraft:zombie, or the UUID of one particular Arda NPC.
Escort NPCThe escorted NPC and route, speed, distance and failure settings.
Reach locationminecraft:overworld|100|64|200|5 specifies the dimension, X, Y, Z and a five-block radius.
Manual / script progressAdvanced by a dialogue action or api.questProgress; an ordinary click does not automatically finish it. See scripts.
ModeRule
ALLEvery objective must be complete.
ANYOne objective is enough. Completion selects the first completed objective in list order that also satisfies the item requirements.
SEQUENTIALObjectives advance in order. One event advances only the currently eligible step.

Keep collected items in your inventory until turn-in, including in sequential quests. Earlier collection steps do not permanently reserve supplies. If several objectives require the same item, account for their combined requirement rather than counting one stack repeatedly.

Offer, acceptance and completion conditions

Quests have separate gates for offer availability, acceptance and completion. Dialogue replies use the same condition editor. ALL requires every child, ANY at least one child, and NOT reverses exactly one condition or group.

Example: a guard offers a task to a player who is at least level 5, has completed the introduction and does not have the bandit tag. Create an ALL group with three children: “Level at least” with threshold 5, “Quest completed” with the introduction's ID, and NOT around “Player has tag” with parameter bandit. Refer to another NPC's quest as NPC_UUID:quest_id; a local quest needs only its ID.

Other conditions cover items, scoreboard values, advancements, reputation, teams, dimension, biome, location, time, weather and script predicates. Trees are limited to 64 nodes and nesting depth 8. An invalid parameter does not grant access; repair it using the validation message.

Turn-in, rewards and follow-up quests

Distinguish the NPC a player visits during an objective from the NPC that accepts turn-in. You can assign a different turn-in NPC; leaving it blank uses the giver. The ready marker and journal then point to the turn-in location. The wizard also supports conversations where the target NPC hands over an item to bring back to the giver.

A quest supports up to four rewards: items, XP points or a command. XP points are not whole levels. Advanced completion actions can add a message, teleport or commands, along with reputation changes. Administrators configure command actions; ordinary players cannot edit them.

Repetition is ONCE, immediate IMMEDIATE, or COOLDOWN measured in real seconds from completion. The “Daily” category alone does not schedule a daily reset; set a cooldown of 86400 for 24 hours.

Advanced rules can specify an automatically chained quest ID and optionally its NPC's UUID. A blank UUID means the same giver. The next quest is accepted only if it exists and passes its own conditions; cyclic chains are rejected.

Escort quests

Choose escort in the wizard, select the NPC, then configure manual route points or a block route by Route ID. For block routes, use the same ID, increasing point order and a Route End block as the final point. Configure automatic completion at the end, the time limit and failure conditions. After accepting, the player talks to the escorted NPC to start the route. An NPC cannot simultaneously serve as a hired companion and a quest escort.

Check the whole story with fresh player progress: the first offer, declining, accepting, unmet conditions, turn-in and the next chapter. If a quest is missing, begin with the starting dialogue, referenced IDs and availability conditions. More help is in troubleshooting.