📚Placeholders
Last updated
Last updated
All numerical placeholders can be incremented or decremented.
Example : %amount%+6
(Increase)
%amount% = 15
%amount% + 6 =
(15) + 6 = 21
Example : %amount%-8
(Decrease)
%amount% = 14
%amount% - 8 =
(14) - 8 = 6
But you can also you the math placeholders of PlaceholderAPI
EI placeholders are parsed first before PlaceholderAPI placeholders are parsed.
Examples of using an EI placeholder inside of a math placeholder
%math_0_(%usage%)*10%
EI placeholders are pre-parsed and any placeholders that are not ei are parsed upon command activation so you can use ei placeholders for xyz coordinates and not worry about change in values
%activator_id% : Returns the id of the activator. Can be found at: %activator_name% : Returns the name of the activator that's listed at the DisplayName field of the activator editor
%rand:MIN_VALUE|MAX_VALUE% : Randomizer value
Example : %rand:10|100%
- Generates a number between 10-100
Supports negative value | MIN_VALUE must be < than MAX_VALUE
Even if there are multiple %rand:MIN_VALUE|MAX_VALUE% placeholders in a command line, it would still give the same number so if you want a rng placeholder that would give different answers for every of its placeholder that exists in the command line, use PlaceholderAPI's RNG Expansion
%timestamp% -> gets the current time
%score_cooldown_{plugin}:{object_id}:{activator_id}% -> gets the cooldown, it works for all plugins. Examples:
%score_cooldown_EI:Free_Lotery:activator1%
%score_cooldown_EI:cybert1:activator6_int%
(The activator must have a target player)
Its the same placeholders that the PLAYER PLACEHOLDERS above, just replace "player" by "target".
Example:
%target_x%
(The activator must have an entity)
in EI / EB it's always these placeholders for entity.
in EE it's quite different, since we can have an entity as a main actor of the event but also as target. So use these placeholders below when the entity is the main actor of the event. And Look the part Target entity placeholders when the entity is the target.
(The activator must have a target entity)
Its the same placeholders that the ENTITY PLACEHOLDERS above, just replace "entity" by "target".
Example: %target_x%
(The activator must have a block)
in EI / EB it's always these placeholders for entity.
in EE it's quite different, since we can have a block as a main actor of the event but also as target. So use these placeholders below when the block is the main actor of the event. And Look the part Target block placeholders when the block is the target.
(The activator must have a target block)
Its the same placeholders that the BLOCK PLACEHOLDERS above, just replace "block" by "target_block".
Example: %target_block_x%
(The activator must have a projectile)
(Will work only if an owner is set for the block / item)
Its the same placeholders that the PLAYER PLACEHOLDERS above, just replace "player" by "owner".
Example: %owner_health%
(Placeholders to use in the custom commands AROUND)
Its the same placeholders that the PLAYER PLACEHOLDERS above, just replace "player" by "around_target".
Example: %around_target_direction%
(Placeholders to use in the custom commands MOB_AROUND)
Its the same placeholders that the ENTITY PLACEHOLDERS above, just replace "entity" by "around_target".
Example: %around_target_health%
Example: %around_target_uuid%
Example: %around_target_x%
Here you can take a look at the internal item/block variable types and their placeholders. This type of variables are not the same as "score variables", these variables are independent for each item/block, and score variables are variables not linked to an item or a block.
(Placeholders that you can use if you have a variable)
Example if your variable is named: X
Take a look here:
For this activator you will be able to use the arguments provided by the user in your EI Command or as placeholders conditions, for example:
Command: modify
Input by player:
/modify 5
We can take that "5" using the %arg1% argument
If the player would write /modify diamond_sword 10 true
The inputs would be the next
%arg0% = modify
%arg1% = diamond_sword
%arg2% = 10
%arg3% = true
If you want to get all the args the player wrote use %all_args%
Or all the args without the first one (useful for commands) %all_args_without_first%
%experience% to get the amount of experience
For this command you can get the boost given by the custom player command DAMAGE_BOOST {modification in percentage example 100} {timeinticks}
%score_cmd-damage-boost%
For this command you can get the boost given by the custom player command DAMAGE_RESISTANCE {modification in percentage example 100} {timeinticks}
%score_cmd-damage-resistance%
You can get the cooldown in seconds like that with %score_cooldown_{plugin}:{object_id}:{activator_id}%
Example: %score_cooldown_EI:Free_Lotery:activator1%
It returns the cooldown of the activator1 of the EI Free_Lotery. It works with EE, EB, EI, EL cooldowns.
You can get the glow color with %score_cmd-glow% using it on the plugin TAB
Placeholders for activators RECEIVE_EFFECT (in EI and EE)
They return the minecraft effect name instead of the spigot name
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