Activators features

These options are utilized to accomplish specific things to create simple to complex items

General features

displayName

  • Example:

displayName: "&eThor activator"
  • Description: It appears on the default timeLeft: message in the locale and on the default condition message.

  • Required: NO, (Default "an activator")

  • Example:

usageModification: 1
  • Description: Increase or Decrease the current amount of usage of the item.

  • Required: NO, (Default -1)

variablesModification

    variablesModification:
      varUpdt0:
        variableName: targethp
        type: SET
        modification: 20
  • Required: NO (Default: no modification)

IF YOU'RE USING PLACEHOLDERS LIKE %parseother_{%target%}_{player_health}% AND THE TYPE OF THE SAID VARIABLE IS A NUMBER, USE STRING INSTEAD OR ISSUES WILL OCCUR

detailedSlots

  • Description: This makes it so the EI item will only work on specific slots.

  • Example:

detailedSlots:
- -1
- 40
# THIS MEANS THAT IT WILL ONLY WORK IF THE ITEM IS AT THE OFFHAND OR AT YOUR MAIN HAND.
# BEST TO AVOID ENABLING ALL SLOTS FOR BETTER PERFORMANCE
  • More Information:

    • Choose slot 0-41 for the slots

    • If you select -1, it will only activate if you are holding it at your main hand.

  • Required: NO (Default: -1)

autoUpdateItem

  • Description: Update specific things on the item when that activator gets triggered.

Keep in mind that normally, if you change a feature in an activator of "x" item it will change on every "x" Item in your server, but, if the change is a visual related change, as a display name change, or lore change, it won't get updated, in the case you want it to get updated too this feature will be useful for you.

  • Example:

    autoUpdateItem: true
    updateName: true
    updateLore: false
    updateDurability: true
    updateAttributes: false
    updateEnchants: true
    updateCustomModelData: true

Specifics features

These features doesn't work for all activators

desactiveDrops

  • Description: This makes it so vanilla loot will not be obtained from breaking blocks or killing mobs.

    • NOTE: CUSTOM DROPS FROM CUSTOM MOBS PLUGIN LIKE MYTHIC MOBS WILL NOT GET AFFECTED BY THIS.

  • Options: true or false

  • Example:

desactiveDrops: false
  • Required: NO (Default: false)

Only for those activators

onlyAirClick

  • Description: This attribute makes it so it will only activate if you only clicked air.

  • Options: true or false

  • Example:

onlyAirClick: false
  • Required: NO (Default: false)

Only for those activators
  • PLAYER_ALL_CLICK

  • PLAYER_LEFT_CLICK

  • PLAYER_RIGHT_CLICK

onlyBlockClick

  • Description: This attribute makes it so it will only activate if you click blocks.

  • Options: true or false

  • Example:

onlyBlockClick: false
  • Required: NO (Default: false)

Only for those activators
  • PLAYER_ALL_CLICK

  • PLAYER_LEFT_CLICK

  • PLAYER_RIGHT_CLICK

detailedClick

  • Description: This makes it so it will only activate if you are right-clicking, left-clicking or both.

  • Options: RIGHT, LEFT, RIGHTORLEFT

  • Example:

detailedClick: LEFT
  • Required: YES (Default: RIGHT)

Only for those activators
  • PLAYER_ALL_CLICK

  • PLAYER_CLICK_ON_PLAYER

delay

  • Description: This delays the repetition of the LOOP activator.

  • Example:

delay: 30 #IN SECONDS
  • Required: YES (Default: 30)

Only for the premium activator LOOP

delayTick

  • Description: This makes it so the value under the delay attribute will be counted in game ticks instead of seconds.

  • Example: delayTick: true

  • Required: NO (Default: false)

Only for the premium activator LOOP

Cooldown

cooldown

  • Example:

cooldown: 30
  • Description: Cooldown for activating an activator (in seconds)

  • Required: NO, (Default 30)

Custom cooldown features:

  • pauseWhenOffline : It pauses the cooldown when the player disconnect

  • pausePlaceholdersConditions : It pauses the cooldown when the placeholderConditions set is valid

isCooldownInTicks

  • Example:

isCooldownInTicks: true
  • Description: If the cooldown value will be counted by ticks

  • Required: NO, (Default false)

cooldownMsg

  • Example:

cooldownMsg: '&cYou are in cooldown ! &7(&e%time_H%&6H &e%time_M%&6M &e%time_S%&6S&7)'
  • Placeholders available in this message:

    • %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

  • Description: Cooldown message

  • Required: NO

displayCooldownMessage

  • Example:

displayCooldownMessage: true
  • Options: true or false

  • Description: Enable/disable the display of the cooldown message.

  • Required: NO, (Default false)

cancelEventIfInCooldown

  • Description: This attribute prevents vanilla events from happening on the EI item if you are in cooldown.

  • Options: true or false

  • Example:

cancelEventIfInCooldown: true
  • Required: NO (Default: false)

otherEICooldowns

  • Example:

otherEICooldowns:
      cd1:
        executableItem: Free_Fly
        activators:
        - activator1
        cooldown: 10
        isCooldownInTicks: false
      cd0:
        executableItem: Free_Custom_Crate
        activators: []
        cooldown: 10
        isCooldownInTicks: false
  • Description: Add cooldown for another Executable item (in seconds)

    • It can add cooldown to a specific activator of an EI Item

  • Required: NO

Global Cooldown

  • Description: Add cooldown to the activator in a global way, so if one player use the activator, all players will be in cooldown for this same activator.

  • Example:

    globalCooldownOptions:
      cooldown: 100
      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

Required Things

  • Example:

requiredExecutableItems: 
  requiredEI1:
   id: EXECUTABLEITEMS_ID_HERE
   amount: 3
   consume: true/false
   validUsages: #OPTIONAL DELETE THIS OPTION IF YOU DONT WANT A VERIFICATION OF USAGE
   - 1
   - 3
   - 4
requiredExecutableItemsMsg: '&e'  #<- Here is where you will add the custom message.
  • Description: This attribute searches for the required executable items in the player's inventory in order to activate.

  • Required: NO, (Default: No EI is required)

  • More Info: You can edit the message in locale or directly by adding this in the file:

requiredExecutableItemsMsg: "&4&lError you need...."
  • If you don't want any messages to appear, add this in the file:

requiredExecutableItemsMsg: '&e'
  • Example:

requiredItems: 
  - DIAMOND:5
  - EMERALD:3
requiredItemsMsg: '&e'  #<- Here is where you will add the custom message.
  • Description: This attribute searches for the required vanilla items in the player's inventory in order to activate. This does not consume Executable Items.

  • Required: NO, (Default: No item is required)

  • More info: You can edit the message in locale or directly by adding this in the file:

requiredItemsMsg: "&4&lError you need...."
  • If you don't want any messages to appear, add this in the file:

requiredItemsMsg: '&e'
  • (Requires Vault)

  • Example:

requiredMoney: 500
requiredMoneyMsg: '&e'  #<- Here is where you will add the custom message.
  • Description: This attribute checks if you have the required amount of money or more in order to activate. If the player has enough money, the value under requiredMoney will take away that amount from your current money.

    • Example:

      • If you have 150k money and the amount is 'requiredMoney: 100000', the attribute will take away 100k from your 150k leaving 50k money left in you and the activator will run.

      • If you have 70k money and the amount is 'requiredMoney: 200000', the attribute will reject the player and the activator will not run.

  • Required: NO, (Default: No money is required)

  • More Info: You can edit the message in locale or directly by adding this in the file:

requiredMoneyMsg: "&4&lError you need...."
  • If you don't want any messages to appear, add this in the file:

requiredMoneyMsg: '&e'
  • Example:

requiredLevel: 1
requiredLevelMsg: '&e'  #<- Here is where you will add the custom message.
  • Description: This attribute checks if the player has the required amount of Experience Levels or more in order to activate. If the player has the right amount of Experience Levels or more, this activator will take away the required amount of Experience Levels.

    • Example:

      • If you have 216 Levels and the amount is 'requiredLevel: 99', the attribute will take away 99 levels from your 216 levels leaving 117 levels left in you and the activator will run.

      • If you have 60 levels and the amount is 'requiredLevel: 400', the attribute will reject the player and the activator will not run.

  • Required: NO, (Default: No level is required)

  • More Info: You can edit the message in locale or directly by adding this in the file:

requiredLevelMsg: "&4&lError you need...."
  • If you don't want any messages to appear, add this in the file:

requiredLevelMsg: '&e'

requiredExperience

  • Description: This attribute checks if the player has the required amount of Experience or more in order to activate. If the player has the right amount of Experience or more, this activator will take away the required amount of Experience.

RequiredMana

  • Description: Checks if the player has the required amount of mana or more in order to activate.

    • If this condition match, the mana will be consumed, if you don't want this to happen use a condition placeholder.

    requiredMana:
      requiredMana: 10

Compatible with AureliumSkills and MMOCore

RequiredMagic (EcoSkills)

  • Description: Checks if the player has the required amount of magic or more in order to activate.

   requiredMagics:
      requiredMagic_0:
        magicID: mana
        amount: 70

Commands

commands

commands:
- "COMMAND1"
- "COMMAND2"
  • Required: NO

blockCommands

blockCommands:
- "EXPLODE"
- "SETBLOCK STONE"
  • Required: NO

Only for those activators
  • PLAYER_ALL_CLICK

  • PLAYER_LEFT_CLICK

  • PLAYER_RIGHT_CLICK

entityCommands

entityCommands:
- "BURN"
- "HEAL"
  • Required: NO

Only for those activators

targetCommands

targetCommands:
- "SUDOOP effect give %player% slowness 10 10"
- "BURN 10"
  • Required: NO

Only for those activators
  • PLAYER_HIT_PLAYER

  • PLAYER_CLICK_ON_PLAYER

silenceOutput

  • Description: This makes it so any commands done by EI will not relay anything on the console panel.

  • Options: true or false

  • Example:

silenceOutput: true
  • Required: NO (Default: false)

This command will hide only the outputs of the vanilla commands of Minecraft, like /effect

/give, ...

You can add custom messages to silence on the Score config

Select only certain types

detailedBlocks

  • Description: This attribute serves as a whitelisting to what blocks would trigger the activator

  • Example:

detailedBlocks:
- 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
  • Required: NO (Default: false)

It supports ItemsAdder blocks, example:

detailedBlocks:

  • ITEMSADDER:turquoise_block

It supports ExecutableBlocks blocks example:

  • EXECUTABLEBLOCKS:MYBLOCK

And you can blacklist all things by adding a ! before, example:

  • !DIRT

  • !ALL_ORES

Only for those activators
  • PLAYER_ALL_CLICK

  • PLAYER_LEFT_CLICK

  • PLAYER_RIGHT_CLICK

You can add a group of blocks, these are the groups:
    ALL_CHESTS,
    ALL_FURNACES,
    ALL_PLANKS,
    ALL_LOGS,
    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_GLASS,
    ALL_STAINED_GLASS,
    ALL_SHULKER_BOXES
    ALL_CARPETS;

detailedEntities

  • Description: This attribute serves as a whitelisting to what entities would trigger the activator

  • It supports NBT Tags so you can add for example something like: ZOMBIE{IsBaby:1}

  • To blacklist mobs, add a "!" symbol beside the entity type.

    • Ex: !CREEPER

  • It supports MythicMobs adding like this:

detailedEntities:
 - MM-Giant
 - MM-MyMob
 - '!SKELETON' #this blacklist
 - ZOMBIE{CustomName:"*"}

NBT Tags require the plugin:

  • Example:

detailedEntities:
- ZOMBIE{IsBaby:1}
- ZOMBIE{IsBaby:0}
- CREEPER
- PIGLIN
  • Required: NO (Default: false)

  • Mob Type List:

Only for those activators

detailedItems

  • Description: Checks the item related to the activator

  • Example:

detailedItems:
      items:
      - DIRT{CUSTOMMODELDATA:5}
      - !TORCH
      cancelEventIfNotValid: false
      messageIfNotValid: '&4&l[Error] &cthe item is not correct !'

Only for these activators (For now it only works with EE)

PLAYER_PICKUP_ITEM

PLAYER_DROP_ITEM

PLAYER_CONSUME

detailedDamageCauses

  • Description: Checks the damage cause that you recieved

  • Example:

detailedDamageCauses:
- ENTITY_EXPLOSION
  • Required: NO

  • More Info:

Only for those activators
  • PLAYER_DEATH

detailedEffects

  • Description: Checks if the effect received matches the ones in the list

  • Example:

    detailedEffects:
      effects:
      - SPEED
      cancelEventIfNotValid: false
Only for those activators

detailedCommands

  • Description: Checks if the executed command matches the ones in the list

  • Example:

detailedCommands:
- test
- about
  • Required: YES

Only for those activators

CancelEvent

cancelEvent

  • Description: This attribute prevents vanilla events from happening on the ei item.

  • Options: true or false

  • Example:

cancelEvent: false
  • Required: NO (Default: false)

cancelEventIfInvalidRequiredExecutableItems

  • Description: This attribute prevents vanilla events from happening on the ei item if you don't have the required executable items.

  • Options: true or false

  • Example:

cancelEventIfInvalidRequiredExecutableItems: false
  • Required: NO (Default: false)

  • NOTE: YOU NEED TO HAVE A REQUIRED EXECUTABLE ITEM ATTRIBUTE FIRST IN ORDER TO USE THIS ATTRIBUTE.

cancelEventIfInvalidRequiredLevel

  • Description: This attribute prevents vanilla events from happening on the ei item if you don't have the required experience levels.

  • Options: true or false

  • Example:

cancelEventIfInvalidRequiredLevel: false
  • Required: NO (Default: false)

  • NOTE: YOU NEED TO HAVE A REQUIRED LEVEL ATTRIBUTE FIRST IN ORDER TO USE THIS ATTRIBUTE.

cancelEventIfInvalidRequiredItems

  • Description: This attribute prevents vanilla events from happening on the ei item if you don't have the required items.

  • Options: true or false

  • Example:

cancelEventIfInvalidRequiredItems: false
  • Required: NO (Default: false)

  • NOTE: YOU NEED TO HAVE A REQUIRED ITEMS ATTRIBUTE FIRST IN ORDER TO USE THIS ATTRIBUTE.

cancelEventIfInvalidRequiredMoney

  • Description: This attribute prevents vanilla events from happening on the ei item if you don't have the required money.

  • Options: true or false

  • Example:

cancelEventIfInvalidRequiredMoney: false
  • Required: NO (Default: false)

  • NOTE: YOU NEED TO HAVE A REQUIRED MONEY ATTRIBUTE FIRST IN ORDER TO USE THIS ATTRIBUTE.

cancelEventIfMaxUsePerDay

  • Description: This attribute prevents vanilla events from happening on the ei item if the player reaches the max usage per day of the item

  • Options: true or false

  • Example:

cancelEventIfMaxUsePerDay: true
  • Required: NO (Default: false)

cancelEventIfInCooldown

  • Description: This attribute prevents vanilla events from happening on the ei item if the activator is in cooldown.

  • Options: true or false

  • Example:

cancelEventIfInCooldown: false
  • Required: NO (Default: false)

cancelEventIfNotDetailedBlocks

  • Description: Cancels the event if the target block is not in the list of detailed blocks

  • Example:

cancelEventIfNotDetailedBlocks: true
  • Required: NO

Only for those activators
  • PLAYER_ALL_CLICK

  • PLAYER_LEFT_CLICK

  • PLAYER_RIGHT_CLICK

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