Actions
Actions are what will happen when an event is triggered.
List of actions
To read the list of available actions use the official editor.
Files editorAvailable command placeholders
{player}
you{target-player}
targeted player/victim{target-x}|{target-y}|{target-z}
x/y/z location of targeted player/victim{target-world}
targeted world
Delay
Every action has a special attribute delay. It's the delay in ticks before starting the action. For example:
Multiple actions of the same type
You can set the same action multiple times. You just have to add _anything
at the end.
For example if you want to play two sounds you have to write this:
Actions permission
Every action has a special attribute permission.
It's the permission the player must have before starting the action.
For example the player must have myitems.usage.secret_items_dispenser
permission to play the sound.
NOTE: In this example you will notice an issue.
The sound is played even if the user has no permission for the give event. That's because permission check is only on the give_item
.
Setting the same permission to every action
If you want to set the same permission to every action without copy and paste you can!
Use this special attribute all_actions_permission
.
For example:
Properties
Use the official files editor to get the complete list while working on your configurations.
Flow customization
The plugin allows you to further customize your actions by avoiding their execution in some specific cases explained in the next lines. This allows further customization of your items logic.
For example you can create a wand which plays specific sound only if a mob was successfully attacked and which plays another sound in case of failed attack.
Flow rules
stop_if_last_success
stop_if_last_success
Doesn't execute this and the next actions if the previous action succeeded.
stop_if_last_fail
stop_if_last_fail
Doesn't execute this and the next actions if the previous action failed.
skip_if_last_success
skip_if_last_success
Doesn't execute this action if the previous action succeeded.
skip_if_last_fail
skip_if_last_fail
Doesn't execute this action if the previous action failed.
stop_if_any_success
stop_if_any_success
Doesn't execute this and the next actions if ANY of the previous actions succeeded.
stop_if_any_fail
stop_if_any_fail
Doesn't execute this and the next actions if ANY of the previous actions failed.
skip_if_any_success
skip_if_any_success
Doesn't execute this action if ANY of the previous actions succeeded.
skip_if_any_fail
skip_if_any_fail
Doesn't execute this action if ANY of the previous actions failed.
stop_if_success
stop_if_success
Doesn't execute this and the next actions if a specific previous action succeeded.
stop_if_fail
stop_if_fail
Doesn't execute this and the next actions if a specific previous action failed.
skip_if_success
skip_if_success
Doesn't execute this action if a specific previous action succeeded.
skip_if_fail
skip_if_fail
Doesn't execute this action if a specific previous action failed.
Special properties
execute_commands
has a special property called flow_success_if_message_contains
.
This allows you to identify when a console command didn't fail, for example if the player was teleported successfully, if the block was set etc.
The plugin normally can automatically identify success/fail of vanilla commands but not of plugins commands, so you might use this setting to identify if a command of a plugin failed.
For example you can set it to "failed to teleport"
to identify if a teleport command failed (this is just an example).
Using vanilla execute if
execute if
In some cases you might want to do some specific checks on scoreboard, blocks and similar using the vanilla /execute if
command.
Examples
This item makes the player teleport 2 blocks up only if the example_score
value is 0.
This item sets the block at ~ ~-1 ~
to stone.
"Successfully set block!" message is printed if the command status is success.
The message is completely skipped if the command status is fail.
This item will execute a plugin command.
The plugin can't automatically identify plugins commands success/fail status, so you have to specify a text that can help the plugin to identify the command status.
For example I check if the result text contains "Given item"
in order to know if the command was executed successfully.
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