Activators features
These options are utilized to accomplish specific things to create simple to complex items
General features
displayName
Example:
displayName: "&6Walking on me"
Description: It appears on the default
timeLeft:
message in the locale and on the default condition message.Required: NO, (Default "an activator")
usageModification
Example:
usageModification: -1
Description: Increase or Decrease the current amount of usage of the item.
Required: NO, (Default -1)
requiredLevel
Example
requiredLevel: 1
requiredLevelMsg: '&e' #<- Here is where you can 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'
requiredMoney
Example:
requiredMoney: 500
requiredMoneyMsg: '&e' #<- Here is where you can 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'
requiredItems
Example:
requiredItems:
- DIAMOND:5
- EMERALD:3
requiredItemsMsg: '&e' #<- Here is where you can add the custom message.
Description: This attribute searches for the required vanilla items in the player's inventory in order to activate. (The required items are consumed after activating the activator)
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'
requiredExecutableItems
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'
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
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
Cooldown
Global player cooldown
Example:
globalPlayerCooldown: 60
Description: Cooldown for activating an activator will be global.
Per player cooldown
Example:
perPlayerCooldown: 60
Description: Cooldown for activating an activator will be per player.
In tick cooldown
Example:
inTickGlobalPlayerCooldown: false
inTickPerPlayerCooldown: true
Description: Cooldown will be in ticks instead of seconds.
Display message
Example:
globalPlayerCooldownMsg: '&ehey'
perPlayerCooldownMsg: '&eyup'
Description: This will be the message that will be displayed when trying to activate an activator in cooldown.
Cancel event
Example:
cancelEventIfInGlobalPlayerCooldown: false
cancelEventIfInPerPlayerCooldown: false
Description: This will cancel event (activator) while being in cooldown.
Commands
Commands
More information: --------------
Example:
commands:
- "COMMAND1"
- "COMMAND2"
- "DELAY 3"
- "minecraft:setblock %block_x_int% %block_y_int%+1 %block_z_int% stone replace"
Required: NO
ownerCommands
More informations: -------------------
Example:
ownerCommands:
- "SENDMESSAGE Trigger"
- "COMMAND2"
Required: NO
playerCommands
More informations: -------------------
Example:
playerCommands:
- "DAMAGE 2"
- "effect give %player% speed 10 1"
Required: NO
silenceOutput
Description: This makes it so any commands done by EB will not relay anything on the console panel.
Options: true or false
Example:
silenceOutput: true
Required: NO (Default: false)
CancelEvent
cancelEvent
Description: This attribute prevents vanilla events from happening on the eb block.
Options: true or false
Example:
cancelEvent: false
Required: NO (Default: false)
cancelEventIfInvalidRequiredLevel
Description: This attribute prevents vanilla events from happening on the EB block 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.
cancelEventIfInvalidRequiredMoney
Description: This attribute prevents vanilla events from happening on the EB block 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.
cancelEventIfInvalidRequiredItems
Description: This attribute prevents vanilla events from happening on the EB block 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.
cancelEventIfInvalidRequiredExecutableItems
Description: This attribute prevents vanilla events from happening on the EB block 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.
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