PlaceholderAPI Placeholders
In: Developer · Same group: QinhRuinsAPI · Data Storage Related: Guides & Codex · Realms & Keystones
QR exposes ruin / realm / guide / progress state via PlaceholderAPI, for scoreboards, Tab, BossBar, HUD, etc. The placeholder identifier is qinhruins, with the unified format:
%qinhruins_<placeholder>%Implemented in RuinPlaceholders (identifier = "qinhruins"). All placeholders are based on the ruin the player is currently in / near (most take "the nearest / containing" one); offline players return an empty string.
1. Keystone
| Placeholder | Meaning | Return value |
|---|---|---|
%qinhruins_keystone_tier% | Current keystone tier | During reforging, returns the tier being built; otherwise reads the main hand / offhand keystone tier; if neither, returns an empty string |
2. Realm (realm_*)
Reads the active realm near the player. When there's no active realm, returns the defaults in the table below.
| Placeholder | Meaning | When no realm |
|---|---|---|
%qinhruins_realm_active% | Whether there's an active realm nearby | false (true if there is) |
%qinhruins_realm_tier% | Realm tier | 0 |
%qinhruins_realm_name% | Display name of the realm's ruin (template display, or template id if none) | empty string |
%qinhruins_realm_affixes% | Affix name list (space-separated) | empty string |
%qinhruins_realm_affix_count% | Affix count | empty string |
%qinhruins_realm_mobs% | Currently alive mob count | 0 |
%qinhruins_realm_total% | Total spawn count for this realm | 0 |
%qinhruins_realm_time% | Remaining time min:sec (e.g. 4:05); returns ∞ if untimed | 0 |
3. Guide (guide_*)
Reads the player's currently active guide (after right-clicking a guide item, the compass points to the nearest ruin of the same kind). See Guides & Codex.
| Placeholder | Meaning | When no guide |
|---|---|---|
%qinhruins_guide_active% | Whether there's an active guide | false (true if there is) |
%qinhruins_guide_ruin% | Target ruin name | empty string |
%qinhruins_guide_distance% | Distance to the target (blocks) | 0 |
%qinhruins_guide_direction% | Direction (text like N/E/S/W) | empty string |
%qinhruins_guide_world% | The target's world | empty string |
4. Final boss gate (boss_*)
The placeholders below read the "final boss gate" progress of the nearest ruin near the player (see Blueprints & Objectives · boss-gate). When no boss-gate ruin is nearby: boss_active / boss_unlocked return false, the counts return 0.
| Placeholder | Meaning | Value |
|---|---|---|
%qinhruins_boss_active% | Whether a ruin with a final boss gate is nearby | false (true if so) |
%qinhruins_boss_unlocked% | Whether the final boss is unlocked (has appeared) | true / false |
%qinhruins_boss_kills% | Cumulative counted-mob kills so far | integer |
%qinhruins_boss_required% | Cumulative kill threshold to unlock | integer |
%qinhruins_boss_remaining% | Kills left to unlock (floored at 0) | integer |
HUD progress-bar example:
&cFinal Boss &7%qinhruins_boss_kills%/%qinhruins_boss_required%(once unlocked,%qinhruins_boss_unlocked%becomestrue, so you can switch the display to "The boss has awakened").
5. Ruin progress (based on the nearest ruin)
The placeholders below read the nearest ruin's progress near the player (ObjectiveTracker.nearestProgress). When there's no ruin progress nearby: stage and kills_* return 0, the rest return an empty string.
| Placeholder | Meaning | Return value |
|---|---|---|
%qinhruins_ruin% | Ruin display name | Template display (or template id if none) |
%qinhruins_stage% | Current stage ordinal | Integer (0 when no ruin) |
%qinhruins_max_stage% | Total stage count | Integer |
%qinhruins_stage_name% | Current stage name | Stage name / empty string |
%qinhruins_completed% | Whether cleared | true / false |
%qinhruins_objective% | Current stage's objective text | Each kill item mobName killed/needed, joined by ·; when cleared shows the clear text |
%qinhruins_progress% | Progress (the first objective's done/needed) | E.g. 2/5; 100% when cleared |
%qinhruins_kills_<mobKey>% | Player's kill count for a mob | Integer (0 if none) |
The
<mobKey>inkills_<mobKey>is the mob key in the blueprint's spawn points (e.g.kills_zombie). It reads that player's personal kill count in the current ruin.
6. HUD / scoreboard use cases
Scoreboard (exploration progress bar)
# Illustrative config for some scoreboard plugin
lines:
- "&6Ruin: &f%qinhruins_ruin%"
- "&eStage: &f%qinhruins_stage%/%qinhruins_max_stage% &7(%qinhruins_stage_name%)"
- "&aObjective: &f%qinhruins_objective%"
- "&bProgress: &f%qinhruins_progress%"Realm BossBar / Tab
&cRealm T%qinhruins_realm_tier% &7| Affixes %qinhruins_realm_affixes% &7| Remaining %qinhruins_realm_time% &7| Alive %qinhruins_realm_mobs%/%qinhruins_realm_total%Guide HUD
&6Guiding &7→ &f%qinhruins_guide_ruin% &7(%qinhruins_guide_distance% blocks %qinhruins_guide_direction%)For conditional display (e.g. "show the realm line only when
%qinhruins_realm_active%istrue"), use your scoreboard plugin's built-in conditional syntax with this placeholder.
Next
- Guides & Codex — the guide / codex gameplay
- Realms & Keystones — realm tier / affix sources