У меня есть описание, для форматирования которого используется Markdown. Мне нужно изменить язык разметки с Markdown на BB-коды.

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# Description
**QuestIntelligence** revolutionizes NPC interactions in Minecraft by introducing **AI-driven villager quests** that adapt to villager professions, personalities, and biomes. With features like **dynamic quest generation**, **completely reworked trading system**, and **personality based villager dialogues**, this plugin creates an immersive, unique and ever-evolving gameplay experience. Players can enjoy a barter economy, endless quests, unique items, ensuring that each adventure is fresh and engaging. Customize your interactions, explore diverse quests, and uncover the true potential of your villagers in a vibrant world of endless possibilities!

At the heart of QuestIntelligence lies **neuroquesting**, a groundbreaking approach to quest creation that utilizes advanced AI algorithms to generate unique quests on-the-fly. Gone are the days of repetitive, predefined quests — each quest is dynamically crafted based on a multitude of factors, ensuring that no two quests are alike.

Adding to this innovation, QuestIntelligence features **AI-generated unique items**, such as tools, armor, and weapons, crafted by villagers with enhanced attributes that set them apart from standard gear. Each item is created on-the-fly based on the villager's profession and the materials they have available, resulting in distinctive equipment with modified attributes and varying rarities. This dynamic item generation not only enriches the gameplay but also incentivizes players to engage with villagers, complete quests, and seek out materials, leading to the discovery of legendary gear that amplifies their adventures.

# Features
1. **Neuroquesting**. **Villagers** have **quests** for players that are generated using **AI**. When generating a quest, factors such as the villager's **profession**, **biome type**, and **personality type** are taken into account. Every **N days** (the value is specified in the config), old quests will be **retired**, freeing up space for new ones.
2. **Personality types** of villagers. There are over **thirty** of them. They affect how the villager will speak in their quests. For example, **depressed** villagers will talk about their troubles, **dreamers** will share their dreams, **formal** individuals will communicate in a **formal tone**, and so on. This makes the villagers feel much more **alive**.
3. Completely redesigned **trading system**. I grew tired of players building actual **prisons** for villagers, where they simply roll for the trades they need and lock the villager within four walls. Therefore, I completely revamped the trading system. Villagers will only buy items related to their quests. They will also only pay with items they have in their **inventory**. Additionally, as a reward, villagers can use several items at once: they will be placed in a **pouch**.
4. **Barter economy**. Most items in the game have been **valued** for balanced reward choices for quests. All values are located in the config and are fully **customizable**.
5. Villagers' **inventory**. Expanded to **54**. It is a real inventory that the villager uses to survive: it holds **food**, **trade items**, and more.
6. **Hunger system**. Villagers have learned to eat. This mechanic is implemented **asynchronously** and does not cause **lag**. If a villager runs out of food, their quests will only be related to food.
7. **Item production**. Depending on their profession, villagers will produce items from materials they have in their inventory. For example, farmers will craft **bread** from the wheat they grow. **Blacksmiths** produce tools and armor from iron ingots or diamons. **Librarians** craft books. This is completely configuralbe and applies to each **profession**.
8. **Dialogue system**. Villagers have learned to talk. A **voice** is randomly selected for each villager, which is then used when communicating with the player. (The mechanic resembles how NPCs talk in games like **Undertale**.) **Text displays** are used for visualizing dialogues, automatically appearing and disappearing between the villager and the player.
9. Improved interaction with villagers. Right-clicking on a villager will bring up an **interactive menu**, which can be navigated using the **mouse wheel**.
10. **Unique data** for each villager. Using a **neural network**, a **name** will be generated for the villager, as well as phrases for when they take damage, attempts to wake them up in the middle of the night, and attempts to ask about quests from unemployed villagers. These phrases will depend on the villager's personality type and their **biome**.
11. **Quests**. The plugin uses an innovative approach to creating quests for NPCs. Instead of pre-written quests by humans, all quests are generated **"on the fly"** and are unique due to many variables. Instead of quests, I introduced the term "**quest preset**," which is somewhat of a **template** for AI that slightly indicates what kind of quest to generate. This makes quests **endless**, just like **Minecraft** itself; even I do not know what quests players will receive. **Maximum replayability**.
12. **Quest presets**. A total of **eight** have been added: profession (villagers request items for their work), food, music disc, drink (villagers request potions from players and then drink them to relax), ominous banner (villagers ask to deal with **pillagers** and bring their banner), smithing trims (a unique quest for the armorer), enchanted books (a unique quest for the librarian to find enchanted books), treasure hunting (a unique quest for the cartographer and librarian, where the villager asks for a **rare item**). The reward for the quest is calculated based on the **cost** of the requested item and minor adjustments.
13. **Hints**. Since the plugin turned out to be quite complex, hints have been added that appear during the game and explain some points to players.
14. **Customizability**. All prompts are located in the config file **prompt.yml** and can be explored/customized to your liking.
15. **Generative localization**. Forget about manual translation of plugins. **QuestIntelligence** uses another innovative approach: **automatic translation** of the plugin using **artificial intelligence**. All you need to do is go into **config.yml** and specify the desired language. Upon the next server start, all plugin messages will be **automatically translated**. This also applies to quests and villagers' phrases. The language of quests and phrases depends on the plugin settings.
16. **Leveling** of villagers. The profession level of villagers can be increased by completing their quests. The **maximum** number of quests a villager can have depends on their profession level. Additionally, with a small chance, villagers will produce **unique items** with **improved base attributes**. The higher the villager's level, the higher the chance to create a **unique** item, the rarity of which also depends on the skill level.
17. **Unique items**. They have **improved base attributes** compared to standard analogs. For example, a villager can produce an **iron sword** with increased **attack speed** and **damage** or a **piece of armor** that increases the player's **maximum health** and has enhanced **defense** and **toughness** stats. The number of attributes is **randomly determined** when creating the item: the more attributes are improved in a unique item, the higher its **rarity**. (1 attribute — COMMON, 5 attributes — LEGENDARY; there are also extremely rare **mythical** (MYTHICAL) and **divine** (DIVINE) rarities.) Each rarity has its own **color**, as well as a unique **name** and **description**. The name and description of the item are generated dynamically by a neural network, taking into account the villager's type, item's rarity, plugin language, and other previously mentioned contextual variables.
18. Improved **trading**. Villagers, like in vanilla, sell items for **emeralds**. The items for sale depend on the **profession** and only appear in trades after villagers have actually created them (from the **real materials** they request in their quests). In addition to emeralds, villagers also accept **emerald blocks** as payment. **Unique items** receive a **price increase** based on their **rarity**.

# Installation
1. The plugin only works with **Paper**. Currently only one version is supported and that is **1.21.1**. Of course **Java 21** must be installed.
2. You will need **Gemini API key** for the plugin to work. It can be obtained for free by following the guide from the plugin configuration.
3. (optional) In some countries Gemini does not work due to political sanctions (for example, if you are from Russia). For such cases the possibility to use a proxy has been added, it can be configured directly in the plugin config.

# To-Do
0. Currently, there are quite a few hardcoded elements in the plugin. In the future, I will be moving them to the configuration.
1. Villager reputation system. At the moment reputation has no effect on the relationship between villagers and players, this will be added in future patches.
2. [RealisticVillagers](https://github.com/aematsubara/RealisticVillagers) compatibility patch. The plugin will not work with RealisticVillagers at this time, which I feel is a big omission as the two plugins would be incredible to combine.
3. More quest presets. Currently there are only eight quest presets implemented in the plugin. This is certainly not a small number, but there could be a lot more. Also, I want to try adding quest chains, thinking back to games like **World of Warcraft**.
4. The memory and mood system. Inspired by games like **RimWorld** and **Dwarf Fortress**, as well as having six years of experience developing for Minecraft, I see ways to implement another unique mechanic: villagers' memories, which will affect quest generation, moods, and other things. My goal is to make villagers as alive as possible. Ideally so alive that players will literally become attached to them.
5. Adding quests for the wandering trader. The wandering trader is currently unchanged in any way, and I plan to add quests and phrases for them in the future as well. In addition, I plan to make villagers trade with wandering traders. This will allow the economy to develop without the player having to be involved.
6. Craft orders. I want to add the ability to order items related to their craft from villagers. For example, ordering potions from priests (say, you are going to Nether and you need to take a fire resistance potion with you), or ordering enchantments, when you can go to the librarian and ask him to enchant your equipment with the enchantment you need. Mechanics like that have always been requested and I'll definitely add them.
7. Events related to IRL. For example, if Christmas is near in real life, villagers will set quests related to Christmas. The same applies to New Year, Easter, Halloween, and other holidays. I've always been inspired by this approach, and I want to do something similar.
8. Checking and adding compatibility with other versions. At the moment, presumably, the plugin will only work on **1.21.1**. Backporting and porting to newer versions has always been a problem, especially in large projects that use NMS.
9. If the project becomes successful, I will definitely think about creating a modification with the same functionality. I have no experience in creating modifications, but if I get enough support and feel that my work has been appreciated, I can learn. :)
10. Who knows what else I'll think of? Maybe your offer will end up here. If you have ideas, run with all your might to my Discord server and suggest them.

# P.S.
As you can see, the plugin is very ambitious. I've spent a lot of time developing it and I can't wait to see your feedback and also to hear your suggestions. You can do this on my Discord server, and you can also support me on Patreon if you want to thank me for my work.
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