vJourney

A powerful custom advancement engine designed to guide players, track completed missions, and create immersive quest-trees.

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Quick challenge

How far can you run before the mobs catch you?

vJourney

vJourney

Turn your server's quest system into a native Minecraft experience.

vJourney lets you create fully custom quest trees that live inside Minecraft's own advancement menu — no external GUIs, no extra commands for players to memorize. Just open advancements and play.

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✦ What is vJourney?

vJourney is a Paper plugin that uses Minecraft's built-in advancement screen as a quest board. You define quests in simple YAML files, connect them into branching trees, and players progress through them naturally — all inside the familiar advancement interface they already know.

Every quest can have three visual states: completed, completed, and completed — each with its own description, so players always know what to do next.

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✦ Features

- Bilingual built on the native advancement menu — no external GUIs - Bilingual with parent/child hierarchy, multi-parent convergence, and hidden branches that reveal themselves as players progress - Bilingual — task, goal, and challenge — to distinguish quest types visually - Bilingual supporting mob kills, item holding, region entry, BetonQuest tags and points, PlaceholderAPI values, permission nodes, and more - Bilingual with live display in the quest tooltip - Bilingual completions — quests can lock in permanently or react to changing conditions - Bilingual — local chat, global chat, title, actionbar, and toast notifications, fully configurable per quest - Bilingual with support for custom model data (ItemsAdder / Nexo compatible) - Bilingual — organize quests into independent categories, each with its own icon, background, and display order - Bilingual can be hidden so only your quests are shown - Bilingual — ships with `en_US` and `pt_BR` out of the box

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✦ How It Works

You create a `.yml` file inside `plugins/vJourney/categories/`. Each file is one tab in the advancement menu. Inside it, you define quests and connect them with `parent` links to form a tree.

``` [Arrive at the Village] ──► [Villager's Request] ──┬──► [The Mine Problem] ──┐ │ ├──► [Village Council] └──► [Lost Harvest] ──┘ ```

Players see the full tree, track their progress in each quest's tooltip, and unlock new branches as they complete objectives. Hidden branches can reveal secret paths, side quests, and surprise rewards.

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✦ Trigger System

Quests complete automatically when their trigger condition is met. Built-in triggers include:

| Trigger | What it detects | |---|---| | `mob_kill` | Kill a specific mob type N times | | `mythicmob_kill` | Kill a MythicMobs mob by internal name | | `item_hold` | Hold a specific item in your main hand | | `region_enter` | Enter a WorldGuard region | | `bqtag` / `bqpoint` | BetonQuest tag or point threshold | | `placeholder` | Any PlaceholderAPI placeholder matching a value | | `permission` | Player has a specific permission node |

Soft dependencies are detected automatically — triggers only activate for plugins that are actually installed.

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✦ Requirements

| Dependency | Type | |---|---| | Paper 1.21+ | Required | | UltimateAdvancementAPI 3.0.0-beta-2 | Required | | WorldGuard | Optional | | MythicMobs | Optional | | BetonQuest | Optional | | PlaceholderAPI | Optional | | LuckPerms | Optional |

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✦ Quick Setup

1. Drop `vJourney.jar` and `UltimateAdvancementAPI.jar` into your `plugins/` folder 2. Start the server — a working example category is generated automatically 3. Copy or edit the example file to create your first quest tree 4. Run `/vjr reload` to apply changes live, no restart needed

> 📖 Full documentation — syntax reference, all triggers, positioning guide, and complete examples — is available on the Full documentation.

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