Complete quest {0}
Marks the quest as successfully finished. Fires the On Quest Completed trigger — good for giving rewards, showing a completion screen, or unlocking the next quest.
Create counter quest {0} ({1}), {2}, count {4} of {5} [obj: {3}]
Creates and starts a quest with a single counter objective — all in one step. Great for simple quests like 'collect 10 coins'. Leave Objective ID blank to auto-name it as questID & "_obj".
Create quest {0} titled {1} , {2}
Sets up a new quest that hasn't started yet. Call Start Quest when you want the player to begin it. Tip: use short IDs with no spaces, like "deliver_package" or "quest_1".
Create task quest {0} ({1}), {2}: {4} [obj: {3}]
Creates and starts a quest with a single task objective — all in one step. Great for quests like 'talk to an NPC' or 'reach a location'. Call Complete Objective when the task is done. Leave Objective ID blank to auto-name it as questID & "_obj".
Create timed quest {0} ({1}), {2}: {4} within {5}s [obj: {3}]
Creates and starts a quest with a single timed objective — all in one step. Great for escape sequences or race challenges. Fires On Timed Objective Expired if time runs out. Access the objective later using the Objective ID param (or questID & "_obj" if left blank).
Delete quest {0}
Completely removes a quest and all its data. Good for cleaning up short one-off quests once they're done. This cannot be undone.
Fail quest {0}
Marks the quest as failed. Fires the On Quest Failed trigger — use it when the player misses a deadline, dies, or makes a choice that cancels the quest.
Remove tag {1} from quest {0}
Removes a label from a quest. Use this if a quest no longer belongs to a group, like removing a "daily" tag after the day resets.
Reset quest {0} to inactive
Sends the quest back to its starting state so it can be played again. Only works on completed or failed quests if 'Allow Replay' is turned on in the plugin properties.
Tag quest {0} as {1}
Adds a label to a quest so you can group and filter quests. For example, tag quests as "daily" or "main" to reset them together or check them as a group.
Start quest {0}
Makes the quest active so the player can work on it. Fires the On Quest Started trigger — use that to show a 'New Quest!' notification or play a fanfare sound.
Set tracked quest to {0}
Marks one quest as the 'active' quest shown in your HUD. Use TrackedQuestID() to get the ID and display its title and progress. Only one quest can be tracked at a time.
Clear tracked quest
Clears the tracked quest so nothing is highlighted in your HUD. Useful when the player closes the quest log or all quests are complete.