The Menu
The whole look of the quest board lives in the menu section of config.yml. Leave the section out entirely and you get the classic three-row board. Every key has a safe default, so you only set the ones you want to change. Run /dq reload after editing.
The menu section
Section titled “The menu section”menu: # How many rows tall, 1 to 6. Only used when you do not set a layout. rows: 3
# Hide the tool info on icons: the "6 Attack Damage, 0.6 Attack Speed" # block and the "Durability" line a weapon or tool icon shows. Keep true # unless you want them. hide-item-attributes: true
# Sound played when the board opens. Empty means silent. open-sound: "" open-sound-volume: 1.0 open-sound-pitch: 1.0
# The filler item drawn in empty frame slots. filler: material: GRAY_STAINED_GLASS_PANE name: " "
# Your own decoration items, keyed by a single letter used in the layout. custom-items: P: material: BLACK_STAINED_GLASS_PANE name: " "
# Optional custom layout. Overrides rows. One line per row, 9 columns. # layout: # - "PPPPTPPPP" # - "PQQQQQQQP" # - "PPPPBPPPP"Size and filler
Section titled “Size and filler”For a plain resize, set rows between 1 and 6 and leave layout commented out. You get the classic frame at that height, with the timer up top, the quests centered, and the bonus at the bottom.
The filler item fills the frame. Set its material (any item, or a head) and its name. An optional lore list works too.
Custom layout
Section titled “Custom layout”Uncomment layout to draw the board yourself. One string per row, nine columns each. Setting layout overrides rows, the height comes from how many rows you write.
Each character is a role:
| Character | Slot |
|---|---|
T | the time-left clock |
Q | a quest slot, add as many as your quests-per-player |
B | the completion bonus |
| a space | left empty |
| any other letter | a custom-items entry for that letter, or the filler when that letter has no custom item |
menu: custom-items: P: material: BLACK_STAINED_GLASS_PANE name: " " layout: - "PPPPTPPPP" - "PQQQQQQQP" - "PPPPBPPPP"If a player has fewer quests than there are Q slots, the spare slots fall back to filler, so there are no holes.
Want the quests one row lower, with a full top row of decoration? Just move the Q line down. This board is five rows, decoration on top, quests on row four:
menu: custom-items: P: material: BLACK_STAINED_GLASS_PANE name: " " layout: - "PPPPTPPPP" - "PPPPPPPPP" - "PPPPPPPPP" - "PQQQQQQQP" - "PPPPBPPPP"The board is exactly as tall as the number of rows you write, so add or remove lines to grow or shrink it, up to six rows.
Custom items and heads
Section titled “Custom items and heads”Every entry under custom-items is keyed by a single letter you then place in the layout. Each takes a material, a name, and an optional lore list.
Custom heads
Section titled “Custom heads”Anywhere a material or an icon is set, you can use a player head instead of a normal item:
| Spec | Result |
|---|---|
head-<playername> | that player’s skin, e.g. head-Notch |
basehead-<base64> | a custom textured head, the base64 is the value you copy from a heads site |
menu: custom-items: H: material: "basehead-eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6..." name: "&aServer Info" lore: - "&7Play nice out there"The same specs work for quest icons, see Creating Quests. A bad or missing texture falls back to a plain head rather than breaking the board.
Item actions
Section titled “Item actions”Give a custom item an actions list and it turns into a clickable button. This is how you build a close button, a refresh button, a link to another menu, and so on. Actions run top to bottom on each click. The shape is the same one DeluxeMenus uses, each line starts with a tag in square brackets:
| Action | What it does |
|---|---|
[close] | shut the board |
[refresh] | rebuild the board in place, so progress numbers go live again |
[player] <command> | make the clicker run the command |
[console] <command> | run the command from console |
[message] <text> | send the clicker a chat line |
[broadcast] <text> | send everyone a chat line |
[sound] <key> | play a sound to the clicker, optional key volume pitch |
A close button and a refresh button, each on its own custom letter:
menu: custom-items: C: material: BARRIER name: "&cClose" actions: - "[close]" R: material: SUNFLOWER name: "&eRefresh" actions: - "[refresh]" layout: - "PPPPTPPPP" - "PQQQQQQQP" - "PPPRBCPPP"You can stack several actions on one button, they fire in order:
S: material: EMERALD name: "&aVisit Spawn" actions: - "[message] &aOff to spawn!" - "[sound] entity.enderman.teleport" - "[player] warp spawn" - "[close]"The [sound] tag takes the same sound names as open-sound below, and an unknown tag or a bad sound key is skipped quietly rather than breaking the click.
Open sound
Section titled “Open sound”open-sound plays when a player opens the board. Leave it empty for silence. open-sound-volume and open-sound-pitch tune it, 1.0 is normal for both.
menu: open-sound: "block.chest.open" open-sound-volume: 1.0 open-sound-pitch: 1.0A name the game does not know simply plays nothing, it never breaks the open.
Sounds
Section titled “Sounds”Use the Minecraft sound key, the lowercase dotted form shown below. That form always works. An enum-style name like BLOCK_CHEST_OPEN is also accepted, but only for sounds whose parts have no underscore of their own, so block.chest.open is fine as BLOCK_CHEST_OPEN, while block.note_block.pling must be written in the key form because of the underscore inside note_block. When in doubt, copy the key form straight from this table.
| Sounds like | Minecraft key (use this) | Enum form also accepted |
|---|---|---|
| Chest opening | block.chest.open | BLOCK_CHEST_OPEN |
| Chest closing | block.chest.close | BLOCK_CHEST_CLOSE |
| Ender chest opening | block.ender_chest.open | key form only |
| Barrel opening | block.barrel.open | BLOCK_BARREL_OPEN |
| Soft button click | ui.button.click | UI_BUTTON_CLICK |
| Lever flip | block.lever.click | BLOCK_LEVER_CLICK |
| Wooden button | block.wooden_button.click_on | key form only |
| Toast pop in | ui.toast.in | UI_TOAST_IN |
| Page turn | item.book.page_turn | key form only |
| Note block pling | block.note_block.pling | key form only |
| Note block bell | block.note_block.bell | key form only |
| Note block harp | block.note_block.harp | key form only |
| Amethyst chime | block.amethyst_block.chime | key form only |
| Bell ring | block.bell.use | BLOCK_BELL_USE |
| XP pickup | entity.experience_orb.pickup | key form only |
| Level up | entity.player.levelup | ENTITY_PLAYER_LEVELUP |
| Item pickup | entity.item.pickup | ENTITY_ITEM_PICKUP |
| Villager yes | entity.villager.yes | ENTITY_VILLAGER_YES |
| Villager trade | entity.villager.trade | ENTITY_VILLAGER_TRADE |
| Beacon power on | block.beacon.activate | BLOCK_BEACON_ACTIVATE |