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Tips & Tricks
Roughly_ edited this page Dec 17, 2022
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1 revision
- You can place
delay:X
at the end of the action, withX
being the amount of ticks to delay the action. Example:- PLAYER-DROP-HAND delay:20
- All actions and the
delay
prefix are actually case-insensitive. Thus,- LOG Message
and- lOg Message
will both work. - Mathematical actions are parsable, and you could use placeholders with them. Example:
- PLAYER-SEND-MESSAGE 2+%player_health%
Do NOT use spaces. - Using
cooldown: X
, where X is seconds, you can add a cooldown to an enchantment level or an entire enchantment. Don't make it for both, either add a cooldown to the enchantment as a whole or to the enchantment levels. While technically nothing will break, the system will definitely be messy and might misbehave. - Add an exclamation mark before a condition to negate it. So,
conditions: - !sprinting
will be true if the player is NOT sprinting. - For
PLAYERHITPLAYER
andPLAYERBOWHIT
, sometimes you want to specify the player that is checked for the enchantments - that being either the victim or the damager. So, you can addplayer: DAMAGER
orplayer: VICTIM
in the file header to specify that value. The value is case-insensitive. The field is optional, but it's recommended to add it for the sake of better enchantment accuracy. - Most triggers and applicables actually have their aliases for convenience. Here's the list:
- PLAYERHITPLAYER: PLAYERPVP, PLAYERPVPEVENT, PLAYERHITPLAYEREVENT, PVP, PVPEVENT
- ARMOREQUIP: EQUIPARMOR, ARMOREQUIPEVENT, EQUIPARMOREVENT
- PLAYERBOWHIT: PLAYERHITBOW, PLAYERHITPLAYERBOW, PLAYERBOWHITEVENT, PLAYERHITBOWEVENT, PLAYERHITPLAYERBOWEVENT
- PLAYERBREAKBLOCK: PLAYERBREAKBLOCKEVENT
- PLAYERBREAKITEM: PLAYERITEMBREAK, PLAYERBREAKITEMEVENT, PLAYERITEMBREAKEVENT
- PLAYEREAT: EAT, PLAYERCONSUME, CONSUME, PLAYEREATEVENT, EATEVENT, PLAYERCONSUMEEVENT, CONSUMEEVENT
- PLAYERRMBENTITY: PLAYERRMBENTITYEVENT
- PLAYERINTERACT: INTERACT, PLAYERINTERACTEVENT, INTERACTEVENT
- PLAYERMOVE: MOVE, STEP, PLAYERMOVEEVENT, MOVEEVENT, STEPEVENT
- PLAYERGOTHURT: PLAYERDAMAGED, PLAYERHURT, PLAYERGOTHURTEVENT, PLAYERDAMAGEDEVENT, PLAYERHURTEVENT
- PLAYERHURTENTITY: PLAYERDAMAGEENTITY, PLAYERHURTENTITYEVENT, PLAYERDAMAGEENTITYEVENT
- PLAYERSHOOTBOW: PLAYERBOWSHOOT, PLAYERSHOOTBOWEVENT, PLAYERBOWSHOOTEVENT
- PLAYERTOGGLESNEAK: PLAYERSNEAK, SNEAK, TOGGLESNEAK, PLAYERTOGGLESNEAKEVENT, PLAYERSNEAKEVENT, TOGGLESNEAKEVENT
- WEAPON: WEAPONS
- ARMOR: No aliases
- ARMOR_HEAD: HEAD, HELMET, ARMOR_HELMET
- ARMOR_TORSO: CHESTPLATE, TORSO, ARMOR_CHESTPLATE
- ARMOR_LEGS: LEGS, LEGGINGS, ARMOR_LEGGINGS
- ARMOR_FEET: FEET, BOOTS, ARMOR_BOOTS
- BOW: BOWS
- TOOL: TOOLS
- As of update 2.1, the materials are parsed so that you are allowed to make complex systems:
Material string | Explanation |
---|---|
STONE | Just a stone value with no amount Defaults to 1 stone |
STONE:3 | Syntax used to specify the material's amount is Material:Amount Result: Stone x3 |
STONE:3;COBBLESTONE:15 | Evenly distributed chance to pick one Result: 50% for Stone x3; 50% for Cobblestone x15 Using just STONE or COBBLESTONE will default to 1 only |
STONE:3:40%;COBBLESTONE:60%:15 | Complex random chance to pick one Result: 40% for Stone x3; 60% for Cobblestone x15 If percentage not specified, will be calculated automatically: STONE:3:40%;COBBLESTONE:15 |
STONE:3:15%;COBBLESTONE:20%:30;GRANITE:10;OAK_LOG:15% | Complex random chance to pick one Result: - 15% for Stone x3 - 20% for Cobblestone x30 - 50% for Granite x10 - 15% for Oak Log x1 |
STONE:3:70% | "A jump off the bridge" - relying on the guardrails Result: 70% for Stone x3, 30% for nothing |
STONE:50%;COBBLESTONE:30% | A jump off the bridge with multiple materials Result: 50% for Stone x1, 30% for Cobblestone x1, 20% for nothing |
- Armor equip: Trigger, conditions
- Player bow hit: Trigger, conditions
- Player break block: Trigger, conditions
- Player break item: Trigger, conditions
- Player eat: Trigger, conditions
- Player got hurt: Trigger, conditions
- PVP (Player hit player): Trigger, conditions
- Player hurt entity: Trigger, conditions
- Player interact: Trigger, conditions
- Player move: Trigger, conditions
- Player RMB entity: Trigger, conditions
- Player shoot bow: Trigger, conditions
- Player toggle sneak: Trigger, conditions