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BasedChallenges

BasedChallenges

An Open-Source Minecraft plugin adding a lot of fun challenges

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BasedChallenges

BasedChallenges was created to provide a free, open-source Minecraft challenges plugin as an alternative to closed-source or paid ones.

Below you can find a list of which Challenges, Enhancements and Objectives we provide:

Challenge List
What's Missing? After a random delay, an item will be removed from your inventory, and you must choose this exact missing item from a selection of decoys. If you choose the wrong item, you will fail the challenge.
Data
  • Delay Between
    This is the amount of time between each challenge.
    This is the time the player has to prepare for the next question
    about which item is missing.
  • Time to Choose
    This is the amount of time the player has to choose the missing item.
    If the player does not choose the item within this time, they will fail the challenge.
  • Decoy Item Amount
    This is the amount of decoy items which will be displayed to the player.
    The player must choose the correct item from this selection.
  • Inventory Title
    This is the title of the inventory,
    which will be displayed to the player.
    This will be the inventory in which the player will choose the missing item.
  • Time Left Message
    This is the message which will be displayed to the player,
    telling them how much time they have left to choose the missing item.
    This message will be displayed in the chat.
    You can use {timeLeft} to display the time left to make the selection.
Health This challenge will modify the health of all players. This means that players will be able to have more or less health.
Data
  • Health
    This configures the amount of health which will be
    available to the players.
Chunk Clear When you leave a chunk, it will be completely cleared of all blocks.
Chunk Time Limit The time in chunks is limited, which means that you have to act quickly and leave the chunk before the time runs out.
Data
  • Time Limit
    The time limit for each chunk.
    If the player is in the chunk for longer than this time,
    they will lose this challenge.
  • Boss Bar Name
    The name of the boss bar which is displayed
    to the player when they are in a chunk.
    You can use {timeLeft} to display the time left in this chunk.
  • Boss Bar Color
    The color of the boss bar which is displayed
    to the player when they are in a chunk.
MLG This challenge will require you to MLG after a specified amount of time.
Data
  • Fall Height
    This configures the fall height from which the mlg will be performed.
    This is configured in blocks.
  • MLG Item
    This configures the item which will be used to MLG.
    This will be the only item which the player will have in their inventory,
    when trying to MLG.
  • Time Between MLGs
    This configures the time between each MLG.
    This is configured in seconds.
Structure Time Limit The time in structures is limited, which means that you have to act quickly and leave the structure before the time runs out.
Data
  • Time Limit
    The time limit for each structure.
    If the player is in the structure for longer than this time,
    they will lose this challenge.
  • Boss Bar Name
    The name of the boss bar which is displayed
    to the player when they are in a biome.
    You can use {timeLeft} to display the time left in this structure
    and {structureName} to display the name of the structure.
  • Boss Bar Color
    The color of the boss bar which is displayed
    to the player when they are in a structure.
Chunk Decay After a specified amount of time, the chunk you are in will decay some of its blocks.
Data
  • Delay
    This configures the delay before the current chunk decays.
    This is configured in seconds.
  • Amount
    This configures the amount of blocks which will decay at once.
    This is configured as a percentage.
Delayed Damage Every damage taken by anybody will be cancelled and stored. After a certain time has passed, the damage will be applied to all players at once.
Data
  • Delay Time
    The time in seconds after which the damage will be applied.
  • Boss Bar Message
    The message which will be displayed in the boss bar.
    You can use {timeLeft} to display the time left until the damage is applied.
  • Boss Bar Color
    The color of the boss bar which will be displayed.
  • Damage Apply Message
    The message which will be displayed when the damage is applied.
    This message will be sent to all players when the damage is being applied.
    You can use {damage} to display the amount of damage which was applied.
Inventory Size This challenge will modify the size of the inventory for all players. This means that players will be able to have more or less inventory space.
Data
  • Slot Amount
    This configures the amount of slots which will be
    available to the players.
Structure Random Effect Everybody will receive a random effect once they enter a structure. The effect will stay the same for the structure, regardless of how many times they enter it.
Data
  • Effect Level
    The level of the effect that will be applied.
    The level will be randomly selected by the range
    you are specifying here.
Random Crafting This challenge will randomize the crafting results.
Data
  • Random Every Time
    This configures if the crafting results should be randomized every time
    you craft an item, or if they should be the same for each type of item.
Random Chest Loot This challenge will randomize the loot you receive when opening a loot chest.
Data
  • Random Every Time
    This configures if the chest loot should be randomized every time
    you open a loot chest, or if they should be the same for each type of chest.
Chunk Sync This challenge will sync every action across all chunks. This means that if you place or break a block in one chunk, it will also be placed or broken in every other chunk.
Data
  • Total Chunk Update Time (ms)
    This configures the total time it will take to update all chunks.
    A lower value will result in faster updates, but may cause lag.
    This is configured in milliseconds.
One Biome This challenge will make the entire world one biome, which will be switched every specified amount of time.
Data
  • Time Between Change
    This configures the duration between each biome change.
    This is configured in seconds.
  • Action Bar Message
    This configures the message which will be displayed in the boss bar,
    to indicate the time until the next biome change.
  • Action Bar Color
    This configures the color which will be displayed in the boss bar,
    to indicate the time until the next biome change.
Chunk Drop After a specified amount of time, the chunk you are in will drop by one block.
Data
  • Delay
    This configures the delay before the current chunk drops by one block.
    This is configured in seconds.
No Regeneration This challenge will disable regeneration. This means that you will have to beat the game without regenerating health, natural or (if also enabled) through other sources.
Data
  • Block Unnatural Regeneration
    This configures if players are allowed to regenerate health unnaturally.
    If enabled, players will be disallowed to regenerate health unnaturally.
    This includes regeneration from golden apples, potions, and other sources.
Biome Time Limit The time in biomes is limited, which means that you have to act quickly and leave the biome before the time runs out.
Data
  • Time Limit
    The time limit for each biome.
    If the player is in the biome for longer than this time,
    they will lose this challenge.
  • Boss Bar Name
    The name of the boss bar which is displayed
    to the player when they are in a biome.
    You can use {timeLeft} to display the time left in this biome
    and {biomeName} to display the name of the biome.
  • Boss Bar Color
    The color of the boss bar which is displayed
    to the player when they are in a biome.
Random Block Drops This challenge will randomize the drops you receive when breaking a block.
Data
  • Random Every Time
    This configures if the block drops should be randomized every time
    you break a block, or if they should be the same for each type of block.
Snake Everybody will leave a trail behind them. If you touch a trail, the challenge fails.
Data
  • Display Distance
    The distance for which the trail will be rendered.
    This is configured in blocks.
Chunk Break When you break a block in a chunk, every other block of the same type in the chunk will also break.
Rewind This challenge allows you to create a checkpoint at any time, where you can rewind back to. Be careful, since it does not only rewind your position, but also the world. Rewind by crouching and switching to your offhand.
Data
  • Persist Death
    This configures whether or not players should
    be allowed to replay before their death.
    This would allow them to avoid death and get back their items,
    regardless of the death/item loss.
  • Delay
    This configures the delay between each frame of the rewind.
    This is configured in milliseconds.
Random Entity Drops This challenge will randomize the drops you receive when killing a mob.
Data
  • Random Every Time
    This configures if the drops should be randomized every time
    you kill a mob, or if they should be the same for each type of mob.
Gravity This challenge will modify the gravity for all players. This means that players will be able to jump higher or lower.
Data
  • Gravity
    This configures the gravity which will be applied to the players.
No Villager Trading This challenge will disable villager trading. This means that you will have to beat the game without trading with any villagers.
Sync This challenge will sync actions between every player. This means that everybody needs to communicate and work together, or else you might do something which has consequences for everybody.
Data
  • Sync Health
    This will sync the health of all players.
    This means that if one player takes damage,
    everybody will take the same amount of damage.
  • Sync Hunger
    This will sync the hunger of all players.
    This means that if one player eats food,
    everybody will eat the same amount of food.
  • Sync Experience
    This will sync the experience of all players.
    This means that if one player gains experience,
    everybody will gain the same amount of experience.
  • Sync Effects
    This will sync the effects of all players.
    This means that if one player gets a potion effect,
    everybody will get the same potion effect.
  • Sync Hotbar
    This will sync the hotbar of all players.
    This means that if one player changes their hotbar,
    everybody will have the same hotbar.
Chunk Random Effect Everybody will receive a random effect once they enter a chunk. The effect will stay the same for the chunk, regardless of how many times they enter it.
Data
  • Effect Level
    The level of the effect that will be applied.
    The level will be randomly selected by the range
    you are specifying here.
Level Border The experience level you have will determine the size of the border around you. Increase your level to increase your room to work with.
Data
  • Level Multiplier
    The amount to multiply the level by to get the size
    of the border. A higher level will make it easier to
    complete the challenge.
  • Starting Size
    The size of the border when you first start the challenge.
    This will not be affected by the level multiplier and serves
    as a base size for the border.
Stack Size This challenge will only allow you to stack a certain amount of items into one single slot at a time.
Data
  • Stack Size
    This configures how many items
    you can stack into a single slot.
Locked Entity If you kill a entity, it will become locked. This means that you can't hit it again until you kill a specified amount of other entities.
Data
  • Amount
    The amount of entities that need to be killed before
    the locked entity is unlocked again (and the last killed
    entity is locked).
  • Boss Bar Text
    The text which is displayed in the boss bar.
  • Boss Bar Color
    The color of the boss bar.
No Crafting This challenge will disable crafting. This means that you will have to beat the game without creating any items.
Data
  • No Inventory Crafting
    This configures if players are allowed to craft items in their inventory.
    If disabled, players will be allowed to craft items in their inventory,
    but disallowed to craft items in the crafting table.
Traffic Light After a while, the traffic light will switch to a different color. While the light is green, you will be able to move around. While the light is yellow, you should stop moving. If you move while the light is red, the challenge will fail.
Data
  • Red Boss Bar Text
    The text which is displayed in the red boss bar.
  • Red Boss Bar Color
    The color of the red boss bar.
  • Red Time
    This time is the time in seconds the red phase will last at least and at most.
  • Yellow Boss Bar Text
    The text which is displayed in the yellow boss bar.
  • Yellow Boss Bar Color
    The color of the yellow boss bar.
  • Yellow Time
    This time is the time in seconds the yellow phase will last at least and at most.
  • Green Boss Bar Text
    The text which is displayed in the green boss bar.
  • Green Boss Bar Color
    The color of the green boss bar.
  • Green Time
    This time is the time in seconds the green phase will last at least and at most.
Biome Random Effect Everybody will receive a random effect once they enter a biome. The effect will stay the same for the biome, regardless of how many times they enter it.
Data
  • Effect Level
    The level of the effect that will be applied.
    The level will be randomly selected by the range
    you are specifying here.
Scale This challenge will modify the scale of all players. This means that players will be able to grow or shrink.
Data
  • Scale
    This configures the scale of the players.
    A higher value will make the players larger,
    while a lower value will make the players smaller.
One Durability Every tool will break after one single use.
Realistic This challenge will make the game more realistic.
Data
  • Realistic Blocks
    This configures whether or not blocks will be realistic.
    This means that blocks will have gravity and will fall,
    if they are not supported by other blocks below them.
  • Realistic Explosions
    This configures whether or not explosions will be realistic.
    This means that explosions will make blocks fly around.
  • Hydration
    This configures whether or not players will need to drink water,
    to stay hydrated. If they do not drink water, they will take damage.
  • No Water Sources
    This configures whether or not infinite water sources will be disabled.
    If enabled, you will not be able to create a infinite water source by
    placing three water sources next to each other.
  • Hydration Bar Message
    This configures the boss bar message,
    which will be displayed to the players to indicate their hydration level.
  • Hydration Bar Color
    This configures the color of the boss bar,
    which will be displayed to the players to indicate their hydration level.
The Floor is Lava This challenge will make the floor turn into lava after a specified amount of time. You will have to avoid the lava to complete the challenge.
Data
  • Delay
    This configures the delay before the floor turns into lava.
    This is configured in seconds.
Dripstone Rain This challenge will make dripstone fall from the sky, which you will have to avoid, if you want to complete the challenge.
Data
  • Density
    This configures the density in which the dripstone will fall.
    This is configured as a percentage.
  • X/Z Distance
    This configures the distance in which the dripstone will fall.
    This means that the dripstone will fall in a square around the player,
    with a maximum distance of the configured value.
    This is configured in blocks.
  • Height
    This configures the height from which the dripstone will fall.
    This is configured in blocks.
Enhancement List
Pre-Game This enhancement allows you to configure how the pre-game state behaves. The pre-game state is the state before the game has started.
Data
  • No Block Break
    This configures if players should be
    able to break blocks in the pre-game state.
  • No Block Place
    This configures if players should be
    able to place blocks in the pre-game state.
  • No Movement
    This configures if players should be
    able to move in the pre-game state.
  • No Effect
    This configures if players should be
    able to have effects in the pre-game state.
  • No Damage
    This configures if players should be
    able to take damage in the pre-game state.
  • No Item
    This configures if players should be
    able to use/interact with items in the pre-game state.
  • No Vehicle
    This configures if players should be
    able to use vehicles (boats, minecarts, ...)
    in the pre-game state.
  • No Interact
    This configures if players should be
    able to interact with entities in the pre-game state.
Timer This enhancement will add a timer to the action bar. The timer will count the time which has passed, since the game has started. You can modify the timer by using /timer
Data
  • Animation Speed
    This configures the speed of the timer animation.
    The higher the value, the faster the animation.
  • Display to Spectators
    This configures whether the timer should be displayed to spectators.
  • Running Action Bar Message
    This configures the message which is displayed in the action bar,
    when the timer is running.
    You can use {days}, {hours}, {minutes}, {seconds} to display the time which has passed.
  • Paused Action Bar Message
    This configures the message which is displayed in the action bar,
    when the timer is paused.
    You can use {days}, {hours}, {minutes}, {seconds} to display the time which has passed.
Vein Miner This challenge will allow you to vein mine blocks. This means that when you break a block, all connected blocks of the same type will also break.
Data
  • Max Blocks
    This configures the maximum amount of blocks
    which the vein miner can break at once.
  • Allowed Blocks
    This configures the blocks which are allowed to be vein mined.
Glow Every specified entity will receive a glow effect, so you can easily see them, even through walls.
Data
  • Players
    Every player will receive a glow effect.
  • Entities
    Every entity will receive a glow effect.
No Fall This enhancement will disable fall damage in the game. This means that players will not take any damage from falling.
Souping This enhancement will allow you to soup in the game. Souping is the act of eating mushroom stew to heal yourself, even if your hunger bar is full.
Data
  • Amount to Heal
    This configures the amount of health which is restored
    when you soup.
    This is configured in half hearts.
  • Leave Bowl
    This configures whether the bowl should be left behind
    after souping, or if it should be consumed (deleted).
No Fire This enhancement will disable fire damage in the game. This means that players will not take any damage from fire.
Announce This enhancement will announce various events to every player.
Data
  • Damage Announce
    This configures whether or not damage
    should be announced to every player.
  • Damage Message
    This is the message which will be sent
    to every player when a player takes damage.
  • Dimension Announce
    This configures whether or not dimension
    changes should be announced to every player.
  • Dimension Message
    This is the message which will be sent
    to every player when a player changes dimension.
Backpack This enhancement will add a backpack to each player. The backpack will allow each player to store items in it. You can access the backpack by using /backpack, and reset it by using /backpack reset
Data
  • Size
    The size of the backpack.
    This will determine how many items you can store in the backpack.
No PvP This enhancement will disable PvP in the game. This means that players will not be able to damage each other.
Old Combat This enhancement will revert the combat mechanics to the old ones, found in the game versions before 1.9.X.
Objective List
Every Advancement This objective will require you to obtain every advancement in the game. The first player who obtains every advancement will complete the objective.
Data
  • Boss Bar Message
    The message which will be displayed in the boss bar.
    This message will be displayed to all players,
    to showcase which advancement they need to obtain.
  • Boss Bar Color
    The color of the boss bar.
    This color will be used to showcase the progress
    of the collection of advancements.
Obtain Item This objective will require you to obtain a specific item. The first player who obtains the specified item, will complete the objective.
Data
  • Item to obtain
    The item which needs to be obtained
    in order to complete the objective.
Death This objective will require you to die as fast as possible. Once you die, you will complete the objective.
Kill Entity This objective will require you to kill a specific entity, in order to complete it. The first player to kill the entity will complete the objective.
Data
  • Target Type
    The type of entity which needs to be killed
    in order to complete the objective.

First Steps

Download

  • Download the BasedUtils and the BasedChallenges plugin from the Releases page.

Installation

  • Move the downloaded Jar files (BasedUtils and BasedChallenges) into your server's plugins folder ( SERVER_NAME/plugins). This is where the server loads plugins from.

Server Compatibility

  • Ensure your server uses a compatible Java version and supports the required Minecraft version. You can verify by checking the Supported Paper Version and Supported Java Version on the Releases page for both plugins.

Usage

  1. Start your server and join it.
  2. Make sure that you either have the basedchallenges.* permission or are an operator.
  3. Use the command /basedinterface to open the GUI and start selecting your content.
  4. Use the command /basedgame to manage the game.
  5. Use any other commands (found below), configure anything, and enjoy the plugin!

FAQ

Understanding Features

Commands

CommandDescriptionPermission
/basedinterfaceOpens the main interface.basedchallenges.interface
/basedgameStarts or stops the game.basedchallenges.game
/positionManage a set of saved positions.basedchallenges.position
/topTeleport to the top of the world.basedchallenges.top
/timerStart or stop the timer (needs the Timer Enhancement).basedchallenges.timer
/backpackOpens the backpack. Requires the Backpack Enhancement.basedchallenges.backpack
/worldTeleport to a world.basedchallenges.world
/breloadReloads the plugin's configuration files.basedchallenges.breload
/resetResets the world.basedchallenges.reset
/spawnEasily spawn some entities in the world.basedchallenges.spawn

What is the difference between Objectives, Challenges and Enhancements?

  • Objectives: Objectives are the goal of the game. They are the one thing you need to complete to win the game. You don't need an objective to play any game, but they are useful to set yourself a goal you want to achieve.
  • Challenges: Challenges are the main focus of the plugin. They provide fun twists on the main game and are not required to play the game.
  • Enhancements: Enhancements are optional improvements to the game which can be enabled. They provide additional features or improvements to the game. They are not required to play the game.

Still unsure?

  • If any part of the Plugin is unclear (even after trying it out), don't hesitate to contact us for assistance.

Purpose

  • BasedChallenges was created to provide a free, open-source challenges plugin as an alternative to closed-source or paid ones.

Feature Requests

  • When you have an idea for a new feature, feel free to submit a feature request, and we'll consider implementing it.

Bug Reports

  • Encountered a bug? Report it by creating a bug report, and we'll address it promptly.

Часто задаваемые вопросы

Совместимость

Minecraft: Java Edition

1.21.x

Платформы

Поддерживаемые окружения

Сервер

Зависимости

Ссылки

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Лицензия:
Опубликован:2 года назад
Обновлён:1 год назад
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