Activators features
All this features are inside the activator, as reminder the activators allow you to execute custom actions on your ExecutableItem, it can have conditions, run commands, have cooldown, etc.
Premium features are labeled with the tag:
Premium Only
General features of an activator
Display name of the activator
- Info: String value of the display name of the activator, it doesn't have much use, its used for the developer to recognize one activator from another. It also appears on the default message "timeLeft" inside the locale.yml file.
- Example:
activators:
activator0: # Activator ID, you can create as many activator on the activators list
name: '&eThor activator'
Usage modification of the activator
Premium Only
- Info: Very important feature, the value of the usage of the item will be modified by this integer value. That means, if this value is positive then usage will increase and if this value is negative then the usage will decrease.
- Example: (Increasing the value of the usage by 1 each time this activator is triggered)
activators:
activator0: # Activator ID, you can create as many activator on the activators list
usageModification: 1
Variables modification
- Info: Its a list of variables modification to apply to the variables inside your item. Its useful for example, for increase the value of a variable, for overriding an old value of a variable to another value, etc.
variableName: Name of the variable the variableModification is targettingtype: Type of variableModification you are using- SET: Override the old value of the variable and sets the modification value.
- ADD: Apply math to the current value of the variable using the modification value. It needs the variable to be type of NUMBER. If the modification value is positive then it will increase, if its negative then it will decrease.
- LIST_ADD: Applied to variable type LIST, it appens the modification value to the variable list.
- LIST_CLEAR: Applied to variable type LIST, it clears the variable list.
- LIST_REMOVE: Applied to variable type LIST, it removes the modification value from the variable list.
modification: Value of modification. Its applied to the variable using the types of modifications.
- Example:
activators:
activator0: # Activator ID, you can create as many activators on the activators list
variablesModification:
varUpdt0: # Variable modification ID, you can create as many variable modifications on the activator as you want
# This variable modification updates the value of targethp to 20
variableName: targethp
type: SET
modification: 20
varUpdt1: # Variable modification ID, you can create as many variable modifications on the activator as you want
# This variable modification updates the value of hit by increasing it on 1
variableName: hit
type: MODIFICATION
modification: 1
varUpdt1: # Variable modification ID, you can create as many variable modifications on the activator as you want
# This variable modification updates the value of hit by decreasing it on 1
variableName: durability
type: MODIFICATION
modification: -1
- Be careful when using placeholders here ! There is no problem with that, just make sure the returning output is a NUMBER, otherwise you will need to use STRING features. For example, let's update a variableModification by another variable that we know it returns a NUMBER.
activators:
activator0: # Activator ID, you can create as many activators on the activators list
variablesModification:
varUpdt0: # Variable modification ID, you can create as many variable modifications on the activator as you want
# This variable modification updates the value of the bullets to the value of the variable max bullets, as if I was reloading a gun
variableName: currentBullets
type: SET
modification: '%var_maxbullets_int%'
activators:
activator1: # Activator ID, you can create as many activators on the activators list
variablesModification:
varUpdt0: # Variable modification ID, you can create as many variable modifications on the activator as you want
# This variable modification updates the value of the current bullets by the variable bullets per shot, so its decreasing our bullets depending on the amount of bullets we are firing
variableName: currentBullets
type: MODIFICATION
modification: '-%var_bulletspershot%'
cancelEvent
- Info: Boolean value that represents if the event related to the activator is going to be cancelled or not.
- This can be hard to understand, I think its one of the things that most people don't understand but to explain it you must know that each ACTIVATOR is related to a Minecraft event, following the idea this event occur and then the ACTIVATOR is triggered. if we enabling cancelEvent which is a feature from the activator, that means the event occur, then at almost the same time the activator gets triggered and it cancels the event, so the activator keeps running all its enabled features but the event didn't happen, cancelling it. For example:
- If the activator is PLAYER_HIT_PLAYER and we enable cancelEvent then the player won't be able to hit the player due all hits are cancelled/ignored.
- If the activator is PLAYER_BLOCK_BREAK and we enable cancelEvent then the player won't be able to break blocks due the event is cancelled/ignored.
- This can be hard to understand, I think its one of the things that most people don't understand but to explain it you must know that each ACTIVATOR is related to a Minecraft event, following the idea this event occur and then the ACTIVATOR is triggered. if we enabling cancelEvent which is a feature from the activator, that means the event occur, then at almost the same time the activator gets triggered and it cancels the event, so the activator keeps running all its enabled features but the event didn't happen, cancelling it. For example:
- Example:
activators:
activator0: # Activator ID, you can create as many activators on the activators list
option: PLAYER_BLOCK_BREAK
cancelEvent: true
silenceOutput
- Info: Boolean value that makes all commands run from commands features such as (playerCommands, blockCommands, entityCommands and targetCommands) will not have an output on the console.
- For example, using the minecraft vanilla command effect give [...] normally has an output on the console with this format: "Applied effect strength to <playerName>", well, to disable this output you can enable this feature
- Example:
activators:
activator1: # Activator ID, you can create as many activators on the activator
playerCommands:
- effect give %player% strength 5 5
silenceOutput: true
- Its important to understand that this feature is made to disable vanilla commands output, if you use another plugin command and it has a console output, its not our side who should fix it, the other plugin should provide you a way to hide those messages. Anyways, because we are gentle you have a way to customize messages from being hidden so you can have the default messages silenced by silenceOutput + custom messages you would like to add. This process is handled by Score config file more information here and how to do it here General config.
Cooldown
Player cooldown
- Info: Cooldown options its the cooldown applied to the player who triggered this activator for this activator.
- If the activator is PLAYER_RIGHT_CLICK, it has some commands [] and the cooldown is 30 seconds, if the player triggers this activator he will need to wait 30 seconds in order to make it trigger again. This doesn't prevent other player from running it between those 30 seconds as long as that player is not on cooldown too. This is a feature per player
cooldown: Integer value that represents the amount of time the cooldown will last for this activator.isCooldownInTicks: Boolean value that sets the cooldown time to be in ticks (20 ticks = 1 second)cooldownMsg: String value to be displayed when the player try to trigger the activator when its on cooldowndisplayCooldownMessage: Boolean value to allow or prevent the message of cooldownMsg displayed if the player try to trigger the activator while he is on cooldown.- Placeholders that can be used:
- %time% -> the entire cooldown in seconds
- %time_H% -> the hours part of the cooldown
- %time_M% -> the minutes part of the cooldown
- %time_S% -> the seconds part of the cooldown
- Placeholders that can be used:
cancelEventIfInCooldown: Boolean value that cancels the event of the activator if the player is on cooldown. This means, if the activator is PLAYER_HIT_ENTITY, while he is on cooldown all the player event's of PLAYER_HIT_ENTITY will be cancelled and so they will be ignored, disabling the ability of the player to attack entities (reminder: that activator targets all entities except players)pauseWhenOffline: Boolean value that pauses the cooldown if the player is offline. To better understanding, if its false, the cooldown time doesn't stop so he can leave the server, wait the cooldown and join again and he will be able to trigger the activator again. But if this feature is enabled and he left the server while on cooldown, when he joins again he will have the same remaining cooldown time that he had when he left.pausePlaceholdersConditions: Its similar to pauseWhenOffline but it only pauses depending on certain placeholdersConditions. Example of usages would be pausing the cooldown if the player is VIP rank. So VIP rank has access to that feature.enableVisualCooldown: Enables a visual cooldown for the item.
- Example:
activators:
activator0: # Activator ID, you can create as many activators on the activators list
cooldownFeatures:
cooldown: 0
isCooldownInTicks: false
cooldownMsg: '&cYou are in cooldown ! &7(&e%time_H%&6H &e%time_M%&6M &e%time_S%&6S&7)'
displayCooldownMessage: true
cancelEventIfInCooldown: false
pauseWhenOffline: false
pausePlaceholdersConditions: {}
enableVisualCooldown: false
Global cooldown
- Info: Its the same idea as cooldown but instead of being the cooldown applied to the player its a global cooldown that is applied to all players. That means, if someone triggers the activator and it has 30 seconds of global cooldown, then no one will be able to use it after those 30 seconds has gone. It has the same features as cooldown.
cooldown: Integer value that represents the amount of time the cooldown will last for this activator.isCooldownInTicks: Boolean value that sets the cooldown time to be in ticks (20 ticks = 1 second)cooldownMsg: String value to be displayed when a player try to trigger this activator when its on cooldowndisplayCooldownMessage: Boolean value to allow or prevent the message of cooldownMsg displayed if the player try to trigger the activator while he is on cooldown.- Placeholders that can be used:
- %time% -> the entire cooldown in seconds
- %time_H% -> the hours part of the cooldown
- %time_M% -> the minutes part of the cooldown
- %time_S% -> the seconds part of the cooldown
- Placeholders that can be used:
cancelEventIfInCooldown: Boolean value that cancels the event of the activator if the player is on cooldown. This means, if the activator is PLAYER_HIT_ENTITY, while he is on cooldown all the player event's of PLAYER_HIT_ENTITY will be cancelled and so they will be ignored, disabling the ability of the player to attack entities (reminder: that activator targets all entities except players)enableVisualCooldown: Enables a visual cooldown for the item.
- Example:
activators:
activator0: # Activator ID, you can create as many activators on the activators list
globalCooldownFeatures:
cooldown: 0
isCooldownInTicks: false
cooldownMsg: '&cYou are in cooldown ! &7(&e%time_H%&6H &e%time_M%&6M &e%time_S%&6S&7)'
displayCooldownMessage: true
cancelEventIfInCooldown: false
enableVisualCooldown: false
Required features
Premium Only
This section is for setting up features related to required things in order to be able to trigger the activator. This means that if the event happens, the activator will only run if the player matches this required setup. The items will be consumed in the process.
- If you would like the items not to get consumed then not use "required" feature but use conditions which are just conditions and doesn't consume.
requiredExecutableItems
Premium Only
- Info: This feature allows the activator to have as requirement an ExecutableItem(s). If the player meets this requirement the requirement will be consumed and the activator will run.
cancelEventIfError: Boolean value that represents if the event will be cancelled if the player doesn't have the requirement.- This means, for example, let's say there is an event of PLAYER_HIT_ENTITY, and it occurs but the player doesn't have the requirements in order to trigger the activator, if this feature is enabled the event of PLAYER_HIT_ENTITY will be cancelled so the player even though its clicking/hit the entity, the entity is not getting damage because in reality the event is not occurring due its being cancelled.
errorMessage: String message that will be sent to the player if the player doesn't meet the requirement.executableItem: ExecutableItem ID that is needed as requiremenntamount: Integer of amount of items that are needed as requirement.usageConditions: Optional string condition in format of(==, !=, >, <, >=, <=){number}to the usage condition of the ExecutableItem.- This means, if the condition is >=5 then the requirement is that the Executableitem chosen must be on the player inventory as its a requirement but also needs to have usage over or equal a value of 5.
- Example:
activators:
activator1: # Activator ID, you can create as many activators on the activator
requiredExecutableItems:
requiredEI0: # requiredEI ID, you can create as many requiredEI on the requiredExecutableItems
executableItem: moon
amount: 1
usageConditions: '>=5'
requiredEI1: # requiredEI ID, you can create as many requiredEI on the requiredExecutableItems
executableItem: sun
amount: 1
cancelEventIfError: true
errorMessage: '&c You dont meet the requirement'
requiredItems
Premium Only
- Info: This feature allows the activator to have as requirement vanilla item(s). If the player meets this requirement the requirement will be consumed and the activator will run.
cancelEventIfError: Boolean value that represents if the event will be cancelled if the player doesn't have the requirement.- This means, for example, let's say there is an event of PLAYER_HIT_ENTITY, and it occurs but the player doesn't have the requirements in order to trigger the activator, if this feature is enabled the event of PLAYER_HIT_ENTITY will be cancelled so the player even though its clicking/hit the entity, the entity is not getting damage because in reality the event is not occurring due its being cancelled.
errorMessage: String message that will be sent to the player if the player doesn't meet the requirement.material: Vanilla MATERIAL that is needed as requirement.amount: Integer of amount of items that are needed as requirement.notExecutableItem: Boolean value to make the requirement able to be a ExecutableItem or not.- This means, if the requirement is STONE, and this feature is not enabled, then the requirement will meet with vanilla STONE(s) and ExecutableItem(s) with material of STONE and so will be consumed. If you don't want this to happen then enable this feature.
- Example:
activators:
activator1: # Activator ID, you can create as many activators on the activator
requiredItems:
requiredItem0: # requiredItem ID, you can create as many requiredItem on the requiredItems
material: STONE
amount: 1
notExecutableItem: true
cancelEventIfError: true
errorMessage: '&c You dont meet the requirement'
requiredMoney
Premium Only
- Info: This feature needs the plugin called "Vault". This feature allows the activator to have as requirement money from Vault. If the player meets this requirement the requirement will be consumed and the activator will run.
cancelEventIfError: Boolean value that represents if the event will be cancelled if the player doesn't have the requirement.- This means, for example, let's say there is an event of PLAYER_HIT_ENTITY, and it occurs but the player doesn't have the requirements in order to trigger the activator, if this feature is enabled the event of PLAYER_HIT_ENTITY will be cancelled so the player even though its clicking/hit the entity, the entity is not getting damage because in reality the event is not occurring due its being cancelled.
errorMessage: String message that will be sent to the player if the player doesn't meet the requirement.requiredMoney: Float value that represents the amount of money needed as requirement.
- Example:
activators:
activator1: # Activator ID, you can create as many activators on the activator
requiredMoney:
requiredMoney: 1200.0
cancelEventIfError: true
errorMessage: '&c You dont meet the requirement'
requiredLevel
Premium Only
- Info: This feature allows the activator to have as requirement vanilla experience levels. If the player meets this requirement the requirement will be consumed and the activator will run. Don't confuse experience levels with experience, more info here Experience
cancelEventIfError: Boolean value that represents if the event will be cancelled if the player doesn't have the requirement.- This means, for example, let's say there is an event of PLAYER_HIT_ENTITY, and it occurs but the player doesn't have the requirements in order to trigger the activator, if this feature is enabled the event of PLAYER_HIT_ENTITY will be cancelled so the player even though its clicking/hit the entity, the entity is not getting damage because in reality the event is not occurring due its being cancelled.
errorMessage: String message that will be sent to the player if the player doesn't meet the requirement.requiredLevel: Integer value that represents the amount of Minecraft vanilla experience level(s) needed as requirement.
- Example:
activators:
activator1: # Activator ID, you can create as many activators on the activator
requiredLevel:
requiredLevel: 50
errorMessage: '&c You dont meet the requirement'
cancelEventIfError: true
requiredExperience
Premium Only
- Info: This feature allows the activator to have as requirement minecraft vanilla experiencei. If the player meets this requirement the requirement will be consumed and the activator will run. Don't confuse experience with experience levels, they are different things, more info at Experience
cancelEventIfError: Boolean value that represents if the event will be cancelled if the player doesn't have the requirement.- This means, for example, let's say there is an event of PLAYER_HIT_ENTITY, and it occurs but the player doesn't have the requirements in order to trigger the activator, if this feature is enabled the event of PLAYER_HIT_ENTITY will be cancelled so the player even though its clicking/hit the entity, the entity is not getting damage because in reality the event is not occurring due its being cancelled.
errorMessage: String message that will be sent to the player if the player doesn't meet the requirement.requiredExperience: Integer value that represents the amount of experience needed as requirement.
- Example:
activators:
activator1: # Activator ID, you can create as many activators on the activator
requiredExperience:
requiredExperience: 20
errorMessage: '&c You dont meet the requirement'
cancelEventIfError: true
RequiredMana
Premium Only
- Info: This feature allows the activator to have as requirement mana from AureliumSkills, MMOCore and AuraSkills. If the player meets this requirement the requirement will be consumed and the activator will run.
cancelEventIfError: Boolean value that represents if the event will be cancelled if the player doesn't have the requirement.- This means, for example, let's say there is an event of PLAYER_HIT_ENTITY, and it occurs but the player doesn't have the requirements in order to trigger the activator, if this feature is enabled the event of PLAYER_HIT_ENTITY will be cancelled so the player even though its clicking/hit the entity, the entity is not getting damage because in reality the event is not occurring due its being cancelled.
errorMessage: String message that will be sent to the player if the player doesn't meet the requirement.requiredMana: Integer value that represents the amount of mana needed as requirement.
- Example:
activators:
activator1: # Activator ID, you can create as many activators on the activator
requiredMana:
requiredMana: 10
errorMessage: '&c You dont meet the requirement'
Compatible with AureliumSkills, MMOCore and AuraSkills
RequiredMagic (EcoSkills)
Premium Only
- Info: This feature allows the activator to have as requirement magic from EcoSkills. If the player meets this requirement the requirement will be consumed and the activator will run.
cancelEventIfError: Boolean value that represents if the event will be cancelled if the player doesn't have the requirement.- This means, for example, let's say there is an event of PLAYER_HIT_ENTITY, and it occurs but the player doesn't have the requirements in order to trigger the activator, if this feature is enabled the event of PLAYER_HIT_ENTITY will be cancelled so the player even though its clicking/hit the entity, the entity is not getting damage because in reality the event is not occurring due its being cancelled.
errorMessage: String message that will be sent to the player if the player doesn't meet the requirement.magicID: The ID of the magic in EcoSkills.amount: Amount of magic of the magicID needed as requirement.
activators:
activator1: # Activator ID, you can create as many activators on the activator
requiredMagics:
requiredMagic_0: # requiredMagic ID, you can create as many requiredMagic on the requiredMagics
magicID: mana
amount: 70
errorMessage: '&c You dont meet the requirement'
Features for EI activators
Detailed slots
- Info: List of integer values that represents slots of the inventory where the activator will be able to work. This means, if the event occurs in one slot that is not from here then the activator won't be triggered. More Info about the slots values.
- Example:
activators:
activator0: # Activator ID, you can create as many activators on the activators list
detailedSlots:
- -1 # Slot for mainhand, this is not a static slot but having it on mainhand
- 40 # This is a static slot, it represents the offhand slot.
Auto update item
- Info: This feature of the activator makes that the item is updated in one of the features of the list. Be careful ! This may not be necessary depending on what you want. There are things that are updated automatically, for example, commands on the activator, conditions, cooldown, etc are updated automatically without this feature.
- This feature targets most the visual aspects of the item, so if you created once a ExecutableItem with id:ex_sword with a display name of "&dExcalibur" and you distributed this item to all players and now you would like all the ExecutableItems "ex_sword" to have the new display name of "&eEpic Sword" then you would need to enable this feature on one of the activators of the item. Enabling the feature (autoUpdateItem) + the feature of update name (updateName).
- To make sure its correctly explained, this feature will override the current value depending on the options you enabled with the current option of the config file, and its only used for visual features. Its not necessary for common changes that don't involve the options of this feature.
autoUpdateItem: Boolean value that represents if this feature is enabled or not for the activator.updateName: Boolean value to update the display name of the ExecutableItem. If its true, it will override the current display name of the item with the current/updated item name set on the config file of the ExecutableItem.updateLore: Boolean value to update the lore of the ExecutableItem. If its true, it will override the current lore of the item with the current/updated lore set on the config file of the ExecutableItem.updateDurability: Boolean value to update the current durability of the ExecutableItem. If its true, it will override the current durability of the item with the current/updated durability set on the config file of the ExecutableItem.updateAttributes: Boolean value to update all the attributes of the ExecutableItem. If its true, it will override the current attributes of the item with the current/updated attributes set on the config file of the ExecutableItem.updateEnchants: Boolean value to update the enchantments of the ExecutableItem. If its true, it will override the current enchantments of the item with the current/updated enchantments set on the config file of the ExecutableItem.updateCustomModelData: Boolean value to update the custom model data value of the ExecutableItem. If its true, it will override the current custom model data of the item with the current/updated customModelData value set on the config file of the ExecutableItem.updateArmorSettings: Boolean value to update the armor settings of the ExecutableItem. If its true, it will override the current armor settings of the item with the current/updated armor settings set on the config file of the ExecutableItem. e.g. (Armor color)updateMaterial: Boolean value to update the material of the ExecutableItem. If its true, it will override the current material of the item with the current/updated material set on the config file of the ExecutableItem.updateHiders: Boolean value to update the hider configuration of the ExecutableItem. If its true, it will override the current hiders configuration with the current/updated hiders setup on the config file of the ExecutableItem.updateEquippable: Boolean value to update the hider configuration of the ExecutableItem. If its true, it will override the current equippable component of the item with the current/updated equippable setup on the config file of the ExecutableItem.
- Example:
activators:
activator0: # Activator ID, you can create as many activators on the activators list
autoUpdateItem: false
updateName: false
updateLore: false
updateDurability: false
updateAttributes: false
updateEnchants: false
updateCustomModelData: false
updateArmorSettings: false
updateMaterial: false
updateHiders: false
updateEquippable: false
playerCommands
Commands are a list of commands that are run from the console when the activator if it meet all conditions and requirements. You can use vanilla commands here, SCore commands and another plugin commands.
-
All the command lines of this command list are placeholder parsed first with placeholders from Ssomar Plugins and then its parsed through PAPI.
- Its recommended to check Placeholders list to see what placeholders can you run on each activator.
-
Info: Player commands is a list commands that are normally run against the player when the activator triggers.
- This means if it has an SCore command, example: DAMAGE 5, the damage will be applied to the user of the ExecutableItem.
- Custom player commands available from SCore
- You can also run commands from other plugins or vanilla commands. These commands will be executed by the console.
minecraft:say Heymoney give %player% 500
- This means if it has an SCore command, example: DAMAGE 5, the damage will be applied to the user of the ExecutableItem.
-
Example:
activators:
activator1: # Activator ID, you can create as many activators on the activator
option: PLAYER_RIGHT_CLICK
playerCommands:
- SEND_MESSAGE &eHey ! I am a message and the player who triggered this activator
can see it ^^
- effect give %player% regeneration 5 5 true
- SEND_MESSAGE &dYou received regeneration :P
playerConditions
- Info: You can use this conditions in all type of activators
- Player conditions
Player placeholders
When the main actor of the event is a player then you can use in your activator config (commands, conditions, other..) the player placeholders
worldConditions
- Info: You can use this conditions in all type of activators
- World conditions
placeholdersConditions
- Info: You can use this conditions in all type of activators
- PlaceholdersConditions
itemConditions
- Info: You can use this conditions in all type of activators
- Item conditions
otherEICooldowns
- Info: This feature allows to apply player cooldown to specific ExecutableItems and optional specific activators.
executableItem: ID of the ExecutableItem you want to apply cooldown to.activators: List of strings which are the ID of the activators you want to affect for the ExecutableItem specified with cooldown. If none are selected then the cooldown will be applied to all activators of the ExecutableItem specified.cooldown: Integer value that will be the amount of time of cooldown will be applied.isCooldownInTicks: Boolean value that represents if the cooldown value will be on seconds or ticks. (20 ticks = 1 second)
- Tips:
- You can specify the ExecutableItem who run this feature itself. For example if you want from one activator to apply cooldown to another activator in the same item.
- Another idea can be applying cooldown to all damage related items if you use one of them.
- Another example would be using this feature to allow the player to choose one of different ExecutableItems, when they choose one and triggers it, then they can't use neither the chosen one because its on cooldown nor the another ones because they are on cooldown too.
- Example:
activators:
activator0: # Activator ID, you can create as many activators on the activators list
otherEICooldowns:
cd1: # otherEICooldown ID, you can create as many otherEICooldown on the otherEICooldowns list
executableItem: test
activators:
- activator0
cooldown: 20
isCooldownInTicks: false
cd0: # otherEICooldown ID, you can create as many otherEICooldown on the otherEICooldowns
executableItem: swordSharpness
activators: []
cooldown: 10
isCooldownInTicks: false
Features exclusive depending on type of activator
To make the features more understandable on where activators do they work, we will create 4 types of categories to group activators, so if one of the features say one of this categories then you'll know the feature works for all the activators on that category.
- PLAYER_BLOCK: Describes activators involving the player who triggered the ExecutableItem and a block involved in the activator. Abbreviaton [P_B]
- PLAYER_ALL_CLICK (with feature typeTarget: ONLY_BLOCK)
- PLAYER_BLOCK_BREAK
Premium Only - PLAYER_BLOCK_PLACE
Premium Only - PLAYER_BRUSH_BLOCK
Premium Only - PLAYER_FERTILIZE_BLOCK
Premium Only - PLAYER_FISH_BLOCK
Premium Only - PLAYER_HARVEST_BLOCK
- PLAYER_LEFT_CLICK (with feature typeTarget: ONLY_BLOCK)
- PLAYER_RIGHT_CLICK (with feature typeTarget: ONLY_BLOCK)
- PROJECTILE_HIT_BLOCK
Premium Only - Etc, more information on Activators info
- PLAYER_ENTITY: Describes activators involving the player who triggered the ExecutableItem and an entity involved in the activator. Abbreviaton [P_E]
- PLAYER_BLOCK_HIT_OF_ENTITY
Premium Only - PLAYER_BUCKET_ENTITY
- PLAYER_CLICK_ON_ENTITY
Premium Only - PLAYER_CUSTOM_LAUNCH (The entity is the projectile that is being launched)
Premium Only - PLAYER_DISMOUNT
Premium Only - PLAYER_FISH_ENTITY
Premium Only - PLAYER_HIT_ENTITY
Premium Only - PLAYER_KILL_ENTITY
Premium Only - PLAYER_RECEIVE_HIT_BY_ENTITY
Premium Only - PLAYER_SHEAR_ENTITY
Premium Only - PLAYER_TARGETED_BY_AN_ENTITY
Premium Only - PROJECTILE_HIT_ENTITY
Premium Only - Etc, more information on Activators info
- PLAYER_BLOCK_HIT_OF_ENTITY
- PLAYER_TARGET: Describes activators involving the player who triggered the ExecutableItem and another player, referred to as the “target,” who is treated as the target or enemy. Abbreviation [P_T]
- PLAYER_BLOCK_HIT_OF_PLAYER
Premium Only - PLAYER_BREAK_SHIELD_OF_PLAYER
Premium Only - PLAYER_CLICK_ON_PLAYER
- PLAYER_FISH_PLAYER
Premium Only - PLAYER_HIT_PLAYER
- PLAYER_KILL_PLAYER
Premium Only - PLAYER_RECEIVE_HIT_BY_PLAYER
Premium Only - PLAYER_SHIELD_BREAK_BY_PLAYER
Premium Only - PROJECTILE_HIT_PLAYER
- Etc, more information on Activators info
- PLAYER_BLOCK_HIT_OF_PLAYER
- SPECIFIC_ACTIVATORS If there is a feature that contains different activators across the categories then its better for understanding creating a new temporal list, which will be mentioned on the feature. Abbreviation [S_A]
For [P_B] PLAYER_BLOCK
blockCommands
Commands are a list of commands that are run from the console when the activator if it meet all conditions and requirements. You can use vanilla commands here, SCore commands and another plugin commands.
- All the command lines of this command list are placeholder parsed first with placeholders from Ssomar Plugins and then its parsed through PAPI.
- Its recommended to check Placeholders to see what placeholders can you run on each activator.
- There are three type of entity targets on commands
- Player: Its the player/user who triggered the activator on the ExecutableItem
- Target: Its the player targeted/enemy involved in an activator.
- Entity: Its the entity/mob/enemy involved in an activator.
- Type of activator category: PLAYER_BLOCK
- Info: List of commands that are normally run against the block when the activator triggers.
- This means, the activator must have involved with a block, for example PLAYER_HIT_PLAYER is an activator, but it doesn't involve a block, so blockCommands are not available here. With the activator PLAYER_BLOCK_BREAK there is a block involved so blockCommands are available here.
- Another example PLAYER_RIGHT_CLICK has an activatorFeature called typeTarget, by default its ONLY_AIR so blockCommands are not available due the activator is not involved with a block, but, typeTarget can be changed to ONLY_BLOCK and then the activator will have as available features blockCommands, more info here -> <IF I FORGOT PLS PING VAYK>
- You can check the list of blockCommands here -> Block commands
- Example:
activators:
activator0: # Activator ID, you can create as many activator on the activators list
option: PLAYER_BLOCK_BREAK
blockCommands:
- EXPLODE
- Its important to understand that if your activator has also a player, you can use the playerCommands so we can have for example:
activators:
activator0: # Activator ID, you can create as many activator on the activators list
option: PLAYER_BLOCK_BREAK
playerCommands:
- SEND_MESSAGE &6You have broken a block, it will explode in 5 seconds !
blockCommands:
- DELAY 5
- EXPLODE
detailedBlocks
- Info: Here you can select as condition the type of block(s) where this activator will trigger by using this feature.
- You can select blocks from Minecraft Vanilla like:
- "STONE"
Premium Only
Only for version 1.13+ You can select blocks from Minecraft Vanilla with NBT (info: Block_states) like:
FURNACE{lit:true}
- You can select blocks from ItemsAdder like:
- "ITEMSADDER:<id>"
- You can select blocks from ExecutableBlocks like:
- "EXECUTABLEBLOCKS:<id>"
- You can blacklist certain blocks adding ! at the beginning like:
- "!DIRT"
- You can add Block Tags like:
- "#MINECRAFT:MINEABLE/PICKAXE"
- You can add group of blocks like
- "ALL_ORES"
- You can select blocks from Minecraft Vanilla like:
List of group of blocks
ALL_CHESTS,
ALL_FURNACES,
ALL_PLANKS,
ALL_LOGS,
ALL_STRIPPED_LOGS,
ALL_STRIPPED_WOODS,
ALL_WOODS,
ALL_ORES,
ALL_WOOLS,
ALL_SLABS,
ALL_STAIRS,
ALL_FENCES,
ALL_SAPLINGS,
ALL_CROPS,
ALL_DOORS,
ALL_TRAPDOORS,
ALL_BEDS,
ALL_TERRACOTTA,
ALL_NORMAL_TERRACOTTA,
ALL_GLAZED_TERRACOTTA,
ALL_CONCRETE,
ALL_CONCRETE_POWDERS,
ALL_GLASS,
ALL_STAINED_GLASS,
ALL_SHULKER_BOXES,
ALL_LEAVES,
ALL_CARPETS;
- Example:
activators:
activator0: # Activator ID, you can create as many activator on the activators list
option: PLAYER_BLOCK_BREAK
detailedBlocks:
blocks:
- STONE
- COBBLESTONE
- ANDESITE
- FURNACE{lit:true} #(🎇 **BLOCK STATE FEATURE IS PREMIUM EXCLUSIVE ONLY AND FOR 1.13+** 🎇)
- ITEMSADDER:turquoise_block
- EXECUTABLEBLOCKS:CUSTOMDIRT
- !DIRT
- ALL_ORES
- '#MINECRAFT:MINEABLE/PICKAXE'
cancelEventIfNotValid: false
blockConditions
- Info: Here you can setup conditions for the block involved.
- Block conditions
Block placeholders
When the main actor of the event is a block then you can use in your activator config (commands, conditions, other..) the block placeholders
For [P_E] PLAYER_ENTITY
entityCommands
Commands are a list of commands that are run from the console when the activator if it meet all conditions and requirements. You can use vanilla commands here, SCore commands and another plugin commands.
- All the command lines of this command list are placeholder parsed first with placeholders from Ssomar Plugins and then its parsed through PAPI.
- Its recommended to check Placeholders to see what placeholders can you run on each activator.
- There are three type of entity targets on commands
- Player: Its the player/user who triggered the activator on the ExecutableItem
- Target: Its the player targeted/enemy involved in an activator.
- Entity: Its the entity/mob/enemy involved in an activator.
- Type of activator category: PLAYER_ENTITY
- Info: List of commands that are normally run agaisnt the entity when the activator triggers.
- By entity it means entity/mob/enemy involved in an activator.
- We know the player is considered as entity, but the entity involved in activators is only the mob/enemy involved in the event.
- You can check the list of entity commands here Entity commands
- Example:
activators:
activator1: # Activator ID, you can create as many activator on the activators list
option: YOUR_ACTIVATOR_WITH_AN_ENTITY # replace that with the correct activator name
entityCommands:
- DAMAGE 10
- BURN 5
- Its important to understand that if your activator has also a player, you can use the playerCommands so we can have for example:
activators:
activator1: # Activator ID, you can create as many activator on the activators list
option: YOUR_ACTIVATOR_WITH_AN_ENTITY # replace that with the correct activator name
playerCommands:
- SEND_MESSAGE &cThe power of the fire will rise in 5 seconds on the entity
entityCommands:
- DELAY 5
- DAMAGE 10
- BURN 2
detailedEntities
- Info: For activators that involves an entity you can select as condition the type of entity(es) where this activator will trigger by using this feature.
- You can select a vanilla Minecraft entity (info: EntityType list) like:
- "ZOMBIE"
Premium Only It requires NBTAPI Plugin You can select a vanilla Minecraft mob with NBT (info: NBT Tags of entities) like:
ZOMBIE{isBaby:1}ZOMBIE{CustomName:"*"}
- You can select a MythicMob mob like:
- "MM-<ID>"
- You can blacklist a mob by usinig ! like
- !SKELETON
- You can select a vanilla Minecraft entity (info: EntityType list) like:
activators:
activator1: # Activator ID, you can create as many activator on the activators list
option: YOUR_ACTIVATOR_WITH_AN_ENTITY # replace that with the correct activator name
detailedEntities:
- MM-Giant
- MM-MyMob
- '!SKELETON'
- ZOMBIE{CustomName:"*"}
- ZOMBIE{IsBaby:1}
entityConditions
- Info: Feature for activators that involves a entity, here you can setup conditions for the entity involved.
- Entity conditions
Entity placeholders
When the main actor of the event is an entity then you can use in your activator config (commands, conditions, other..) the entity placeholders
For [P_T] PLAYER_TARGET
targetCommands
Commands are a list of commands that are run from the console when the activator if it meet all conditions and requirements. You can use vanilla commands here, SCore commands and another plugin commands.
- All the command lines of this command list are placeholder parsed first with placeholders from Ssomar Plugins and then its parsed through PAPI.
- Its recommended to check Placeholders to see what placeholders can you run on each activator.
- There are three type of entity targets on commands
- Player: Its the player/user who triggered the activator on the ExecutableItem
- Target: Its the player targeted/enemy involved in an activator.
- Entity: Its the entity/mob/enemy involved in an activator.
- Info: Target commands is a list commands that are normally run against the target when the activator triggers.
- This means if it has an SCore command of DAMAGE 5, if its on targetCommands then the damage will be applied to the target/enemy involved in the activator.
- Its "normally run against the player" because this works for SCore commands, remember you can use another plugin commands or vanilla commands, so if you add "effect give %player% strength 5 5" even though its on targetCommands, the parse of placeholders will apply the cooldown to %player%. If you would like to apply this command to target then use %target%. More information on Placeholders
- You can check the list of targetCommands here -> Player & Target commands
- Example:
activators:
activator1: # Activator ID, you can create as many activators on the activator
option: PLAYER_HIT_PLAYER
targetCommands:
- SEND_MESSAGE &eHey %target% you have been hit by %player%
- effect give %target% slowness 5 5 true
- SEND_MESSAGE &7Your feets are heavier than before, eh ?
- Its important to understand that if your activator has also a player, you can use the playerCommands so we can have for example:
activators:
activator1: # Activator ID, you can create as many activators on the activator
option: PLAYER_HIT_PLAYER
playerCommands:
- SEND_MESSAGE &eYou have hit %target%, he cant pick up items in 5 seconds
targetCommands:
- SEND_MESSAGE &eHey %target% you have been hit by %player%, in 5 seconds you can't pick up items
- CANCEL_PICKUP time:100
targetConditions
- Type of activator category: PLAYER_TARGET
- Info: Feature for activators that involves a player target, here you can setup conditions for the player target involved.
- Target conditions
Target player placeholders
When the second actor of the event is a player then you can use in your activator config (commands, conditions, other..) the target player placeholders
For [S_A] SPECIFIC_ACTIVATORS
targetItemCommands
- Info: Item commands is a list commands that run for the item when the activator triggers.
- This means if it has an SCore command, example: MODIFY_ITEM_DURABILITY modification:-50000, the item will have its durability reduced by 50000.
- Custom Target item commands available from SCore
- This means if it has an SCore command, example: MODIFY_ITEM_DURABILITY modification:-50000, the item will have its durability reduced by 50000.
- Example:
activators:
activator1: # Activator ID, you can create as many activators on the activator
option: YOUR_ACTIVATOR_WITH_AN_ITEM # replace that with the correct activator name
targetItemCommands:
- MODIFY_ITEM_DURABILITY modification:-50
detailedTargetItems
- Info: For activators that involves an item you can select as condition the type of item(s) where this activator will trigger by using this feature.
- You can select a Minecraft vanilla item like:
- "STONE"
- You can select a Minecraft vanilla item with NBT like:
DIRT{CUSTOMMODELDATA:5}
- You can blacklist items using ! like:
- "!TORCH"
- You can select a Minecraft vanilla item like:
- Example:
activators:
activator3: # Activator ID, you can create as many activator on the activators list
option: YOUR_ACTIVATOR_WITH_AN_ITEM # replace that with the correct activator name
detailedTargetItems:
items:
- DIRT{CUSTOMMODELDATA:5}
- !TORCH
cancelEventIfNotValid: false
messageIfNotValid: '&4&l[Error] &cthe item is not correct !'
- For:
- PLAYER_DROP_ITEM
- PLAYER_CONSUME
- EI_CLICK_ON_ANOTHER_INVENTORY_ITEM
- EI_CLICKED_BY_ANOTHER_INVENTORY_ITEM
mustBeAProjectileLaunchWithTheSameEI
- Type of activator category: Specific Activator List
- PROJECTILE_ENTER_IN_LIQUID
Premium Only - PROJECTILE_HIT_BLOCK
Premium Only - PROJECTILE_HIT_ENTITY
Premium Only - PROJECTILE_HIT_PLAYER
- PROJECTILE_ENTER_IN_LIQUID
- Info: Feature for the activator that are related to projectile, it affects if the activator should run with projectiles not launched by the same EI.
- Example, there is an activator PROJECTILE_HIT_ENTITY, detailedSlots: [all slots] and on playerCommands: ["say hi"]
- If the feature is enabled, then it will only work if this ExecutableItem has another activator that has LAUNCH command, so, the projectile will be launched from the EI and then the condition will met
- If the feature is disabled, all projectiles, such as: vanilla bow, vanilla snowball, projectiles from others ExecutableItems, and projectile for the ExecutableItem itself will run the activator.
- Example:
- Example, there is an activator PROJECTILE_HIT_ENTITY, detailedSlots: [all slots] and on playerCommands: ["say hi"]
activators:
activator1: # Activator ID, you can create as many activators on the activators list
option: PROJECTILE_HIT_ENTITY
mustBeAProjectileLaunchWithTheSameEI: true
detailedDamageCauses
- Info: Feature for activators that involves damage, here you can select as condition the type of damage that is either received or dealt depending on the activator you are using.
- Example:
activators:
activator1: # Activator ID, you can create as many activator on the activators list
option: YOUR_ACTIVATOR_WITH_DAMAGES # replace that with the correct activator name
detailedDamageCauses:
- ENTITY_EXPLOSION
- For:
- PLAYER_BLOCK_HIT_OF_ENTITY
- PLAYER_BLOCK_HIT_OF_PLAYER
- PLAYER_DEATH
- PLAYER_HIT_ENTITY
- PLAYER_HIT_PLAYER
- PLAYER_RECEIVE_HIT_BY_ENTITY
- PLAYER_RECEIVE_HIT_BY_PLAYER
- PLAYER_RECEIVE_HIT_GLOBAL
detailedEffects
- Info: Feature for activators that involves effects, here you can select as condition the type of effect involved to trigger the activator.
- Example:
activators:
activator1: # Activator ID, you can create as many activator on the activators list
option: YOUR_ACTIVATOR_WITH_EFFECT # replace that with the correct activator name
detailedEffects:
effects:
- SPEED
cancelEventIfNotValid: true
messageIfNotValid: '&cYou cant use the activator since you dont meet the effect
condition'
- For:
- PLAYER_RECEIVE_EFFECT
detailedCommands
- Info: Feature for activators that involves commands, here you can select as condition the command the activator should run with.
- Example:
activators:
activator1: # Activator ID, you can create as many activator on the activators list
option: YOUR_ACTIVATOR_WITH_COMMAND # replace that with the correct activator name
detailedCommands:
- customHealCommand
playerCommands:
- SEND_MESSAGE &dYou have been healed !
- REGAIN HEALTH 10
- For:
- PLAYER_WRITE_COMMAND
desactiveDrops
- Info: Boolean value that allows or prevents the vanilla loot to be dropped when breaking blocks or killing mobs. Since its vanilla drops, custom drops from custom mobs e.g. (MythicMobs) will not get affected by this.
- Example:
activators:
activator0: # Activator ID, you can create as many activators on the activators list
option: YOUR_ACTIVATOR_WITH_DROP # replace that with the correct activator name
desactiveDrops: true
- For:
- PLAYER_BLOCK_BREAK
- PLAYER_FISH_FISH
- PLAYER_KILL_ENTITY
- PLAYER_KILL_PLAYER
typeTarget
- Info: Feature that restricts the activator so it will only get activated/triggered when the event occurred with certain type of clicking
- typeTarget
- ONLY_AIR: Restricts the activator so it will only get activated/triggered when the event occurred when clicking only in the air, it means if you clicked on a block the activator won't get triggered. Don't get confuse ! You may think, what happens if I click on a player ? which will not be a block so its on the "air" well.. that even is outside the instance of PLAYER_(CLICK) type activators, that event is instance of PLAYER_CLICK_ON_PLAYER so the activator won't trigger too, it must be instance of PLAYER_(CLICK).
- ONLY_BLOCK: Restricts the activator so it will only get activated/triggered when the event occurred with clicking only in a block. This means if you clicked on the air the activator won't get triggered.
- This feature makes the activator a block instance activator so it will have blockCommands.
- NO_TYPE_TARGET: Doesn't restrict the activator on the type of click, both type will be accepted, air clicks and block clicks.
- typeTarget
- Example:
activators:
activator0: # Activator ID, you can create as many activators on the activators list
option: YOUR_ACTIVATOR_WITH_CLICK # replace that with the correct activator name
typeTarget: NO_TYPE_TARGET
playerCommands: []
activators:
activator0: # Activator ID, you can create as many activators on the activators list
option: YOUR_ACTIVATOR_WITH_CLICK # replace that with the correct activator name
typeTarget: ONLY_BLOCK
playerCommands: []
blockCommands: [] # Added because of typeTarget: ONLY_BLOCK which enables the instance of the activator to block instance
- For
- PLAYER_ALL_CLICK
- PLAYER_RIGHT_CLICK
- PLAYER_LEFT_CLICK
detailedClick
- Info: Feature that restricts the activator triggers only if the correct click is involved in the event.
- detailedClick
- RIGHT: Restricts the activator only work when the even occurred with the right click
- LEFT: Restricts the activator only work when the even occurred with the left click
- RIGHT_OR_LEFT: Doesn't restrict the type of click for this activator, it will allow right and left click.
- detailedClick
- Example:
activators:
activator0: # Activator ID, you can create as many activators on the activators list
option: YOUR_ACTIVATOR_WITH_CLICK # replace that with the correct activator name
detailedClick: LEFT
- For:
- PLAYER_CLICK_ON_ENTITY
- PLAYER_CLICK_ON_PLAYER
- INVENTORY_CLICK
delay and delayTick
- Info: Features of the activator that changes the interval time where this activator triggers, it affects the behavior of the loop repetitions of the activator.
- delay: Integer value that represents how many seconds will the loop be. This means, each <delay> [time] the loop will trigger again. e.g. (If the delay is 30 seconds then each 30 seconds the activator will trigger)
- delayTick: Boolean value to set the delay time in ticks, otherwise it is in seconds. (20 ticks = 1 second)
- Example:
activators:
activator1: # Activator ID, you can create as many activators on the activators list
option: YOUR_LOOP_ACTIVATOR # replace that with the correct activator name
delay: 30 # Value in seconds due delayInTick its false
delayInTick: false
- For:
- LOOP
detailedInput
-
Info: Feature that restricts the activator triggers only if the correct input is involved in the event.
- detailedClick
- LEFT_PRESS
- LEFT_RELEASE
- RIGHT_PRESS
- RIGHT_RELEASE
- FORWARD_PRESS
- FORWARD_RELEASE
- BACKWARD_PRESS
- BACKWARD_RELEASE
- JUMP_PRESS
- JUMP_RELEASE
- SNEAK_PRESS
- SNEAK_RELEASE
- SPRINT_PRESS
- SPRINT_RELEASE
- detailedClick
-
Example:
activators:
activator0: # Activator ID, you can create as many activators on the activators list
option: PLAYER_INPUT
detailedInputk: FORWARD_PRESS
- For:
- PLAYER_INPUT