Skip to content

Commit

Permalink
Rewrite Wiki Pages
Browse files Browse the repository at this point in the history
Complete Rewrite of Example pages
Add Leather Armor Color to Item-Lookup
Updated example ymls.
Added %boosters_active_ids_list% placeholder

Don't Merge Yet. Unfinished.
Will update _example files in each plugin seperately to be aligned with Wiki.
  • Loading branch information
Exanthiax committed Feb 24, 2024
1 parent dd811a3 commit ab8dbcf
Show file tree
Hide file tree
Showing 11 changed files with 675 additions and 417 deletions.
31 changes: 19 additions & 12 deletions docs/actions/how-to-make-a-custom-action.md
Original file line number Diff line number Diff line change
Expand Up @@ -3,16 +3,19 @@ title: "How to make a custom action"
sidebar_position: 2
---

## Default config
## Default Configs

The default configs can be found here:
The default configs can be found [here](https://github.com/Auxilor/Actions/blob/master/eco-core/core-plugin/src/main/resources/actions/).
You can find additional user-created configs on [lrcdb](https://lrcdb.auxilor.io/).

[GitHub](https://github.com/Auxilor/Actions/blob/master/eco-core/core-plugin/src/main/resources/actions/)
## Config Layout

## How to add actions
Actions are each config files placed in the `/actions/` folder, and you can add or remove them as you please. There's an example config called `_example.yml` to help you out!
Each action has its own config file, placed in the `/actions/` folder, and you can add or remove them as you please. There's an example config called `_example.yml` to help you out!

## Typical Action Config
The ID of the Action is the file name. This is what you use in [placeholders](https://plugins.auxilor.io/actions/placeholderapi).
ID's must be lowercase letters, numbers, and underscores only.

## Example Action Config

```yaml
# If the action should be enabled
Expand All @@ -23,23 +26,27 @@ enabled: true
effects:
- id: give_money
args:
amount: "0.25 * %victim_level%"
amount: "0.25 * %victim_max_health%"
triggers:
- kill
filters:
not_entities:
- player


# Read https://plugins.auxilor.io/effects/configuring-a-condition
# The conditions for the action to work
conditions: [ ]
```
The example effect: Pay players for killing non-player entities at a rate of $0.25 per health point.
## Understanding all the sections
**enabled:** If the action is enabled.
### Effects + Conditions
### Effects
Effects are the actual functionality of the action, and conditions are requirements that a player must meet for the action to activate for them - so you can make it so an action only works for a certain type of player, ie only players that have above a certain amount of playtime, or those that only have below a certain balance.
The effects section is the core functionality of the action. You can configure effects, conditions, filters, mutators and triggers in this section to run globally or individually.
See this page for how to configure effects:
Check out [Configuring an Effect](https://plugins.auxilor.io/effects/configuring-an-effect) to understand how to configure this section correctly.
[Configuring an Effect](https://plugins.auxilor.io/effects/configuring-an-effect)
For more advanced users or setups, you can configure chains in this section to string together different effects under one trigger. Check out [Configuring an Effect Chain](https://plugins.auxilor.io/effects/configuring-a-chain) for more info.
3 changes: 2 additions & 1 deletion docs/all-plugins/the-item-lookup-system.md
Original file line number Diff line number Diff line change
Expand Up @@ -25,7 +25,7 @@ This looks completely meaningless, but it's actually really simple. A crafting r
## Keys Explained
In each string is the key for an item. A key looks one of three ways:
- A vanilla minecraft material: (e.g. `golden_apple`)
- A vanilla minecraft material ID: (e.g. `golden_apple`)
- An item from another plugin: (e.g. `ecoitems:packmaster_tear`)
- An exact item NBT tag: (e.g. `{id:"stone",Count:3,tag:{Name:"your name"}}`)

Expand All @@ -49,6 +49,7 @@ Items can have modifiers applied to them in the key. For example, lets say you'r
- **Custom Model Data:** You can specify custom model data with `custom-model-data:<id>`
- **Armor Trims:** You can specify armor trims with `trim:<material>:<pattern>`, e.g. `trim:emerald:snout`
- **Spawner Entity:** You can specify the spawner entity with `entity:<id>`
- **Leather Armor Color:** You can specify the leather armor color with `color:#hex`, e.g. `color:#303030`

So, lets say you have an EcoMobs mob, and you want it to drop a rare custom weapon with extra modifiers already applied. Without the Item Lookup system, this wouldn't be possible, but thanks to it, you can just do this: `ecoitems:enlightened_blade razor:4 unbreaking:3 criticals:2 fire_aspect:2 reforge:mighty unbreakable hide_attributes custom-model-data:2`

Expand Down
74 changes: 48 additions & 26 deletions docs/boosters/how-to-make-a-custom-booster.md
Original file line number Diff line number Diff line change
Expand Up @@ -3,42 +3,54 @@ title: "How to make a custom booster"
sidebar_position: 2
---

## Default config
The default configs can be found here:
## Default Configs

[GitHub](https://github.com/Auxilor/Boosters/blob/master/eco-core/core-plugin/src/main/resources/boosters/)
The default configs can be found [here](https://github.com/Auxilor/Boosters/tree/master/eco-core/core-plugin/src/main/resources/boosters).
You can find additional user-created configs on [lrcdb](https://lrcdb.auxilor.io/).

## How to add boosters
Boosters are each config files placed in the `/boosters/` folder, and you can add or remove them as you please. There's an example config called `_example.yml` to help you out!
## Config Layout

Each action has its own config file, placed in the `/boosters/` folder, and you can add or remove them as you please. There's an example config called `_example.yml` to help you out!

The ID of the Booster is the file name. This is what you use in commands and in the [Item Lookup System](https://plugins.auxilor.io/all-plugins/the-item-lookup-system).
ID's must be lowercase letters, numbers, and underscores only.

### Example Booster Config

```yaml
name: "2x Sell Multiplier"
duration: 72000
name: "2x Sell Multiplier" # The display name of the Booster.
duration: 72000 # The duration (in ticks) of the Booster. (e.g. 6000 = 5 minutes)

# The effects whilst the Booster is active (i.e. the functionality)
# See here: https://plugins.auxilor.io/effects/configuring-an-effect
effects:
- id: sell_multiplier
args:
multiplier: 2

# The conditions required for the effects to activate
conditions: [ ]

commands:
activation: [ ]
expiry: [ ]
activation: [ ] # Commands to run when the booster is activated.
expiry: [ ] # Commands to run when the booster expires.

messages:
activation:
activation: # Broadcast message when the booster is activated.
- ""
- " %player%&f has activated a &a2x Sell Multiplier Booster&f!"
- " &fThis booster will last an hour, be sure to thank them!"
- ""
expiry:
expiry: # Broadcast message when the booster expires.
- ""
- " &fThe &a2x Sell Multiplier Booster&f has ended"
- " &fGet another one here: &ahttps://store.ecomc.net/package/756888"
- ""
-
gui:
item: player_head texture:eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvYjBhN2I5NGM0ZTU4MWI2OTkxNTlkNDg4NDZlYzA5MTM5MjUwNjIzN2M4OWE5N2M5MzI0OGEwZDhhYmM5MTZkNSJ9fX0=
name: "&d2x Sell Multiplier"
lore:
item: player_head texture:eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvYjBhN2I5NGM0ZTU4MWI2OTkxNTlkNDg4NDZlYzA5MTM5MjUwNjIzN2M4OWE5N2M5MzI0OGEwZDhhYmM5MTZkNSJ9fX0= # The GUI item: https://plugins.auxilor.io/all-plugins/the-item-lookup-system
name: "&d2x Sell Multiplier" # The name of the Booster in the GUI.
lore: # The lore of the Booster in the GUI.
- ""
- "&fGives everyone online a"
- "&a2x Sell Multiplier"
Expand All @@ -52,28 +64,38 @@ gui:
- "&e&oClick to activate!"
- ""
position:
row: 2
column: 5
row: 2 # 1-6
column: 5 # 1-9
```
## Understanding all the sections
**id:** The ID of the booster. This is what you use in commands - ID's must be lowercase letters, numbers, and underscores only.
**name:** The name of the booster.
**duration:** The duration of the Booster (in ticks).
**commands:** Commands to be run when the Booster is activated or expires.
**messages:** Broadcast messages to be sent when the Booster is activated or expires.
### GUI:
**item:** The item shown in the `/boosters` GUI, read here for more: [Item Lookup System](https://plugins.auxilor.io/all-plugins/the-item-lookup-system).

**name:** The name of the booster, shown to the player.
**name:** The name shown in the `/boosters` GUI.

**duration:** How long the booster lasts for, in ticks: 72000 ticks is 1 hour
**lore:** The lore shown in the `/boosters` GUI.

**commands:** The commands that will be dispatched when a booster activates/deactivates. You can use %player% as a placeholder.
**position:** The position in the `/boosters` GUI.

**messages:** The messages that are broadcast when a booster activates/deactivates. You can use %player% as a placeholder.
### Effects

**gui:** Config for how the booster looks in gui: the item, the lore, the name, etc..
The effects section is the core functionality of the Booster. You can configure effects, conditions, filters, mutators and triggers in this section to run whilst the enchantment is active.

### Effects + Conditions
Check out [Configuring an Effect](https://plugins.auxilor.io/effects/configuring-an-effect) to understand how to configure this section correctly.

Effects are the actual functionality of the booster, and conditions are requirements that a player must meet for the booster to activate for them - so you can make it so a booster only works for a certain type of player, ie only players that have above a certain amount of playtime, or those that only have below a certain balance.
For more advanced users or setups, you can configure chains in this section to string together different effects under one trigger. Check out [Configuring an Effect Chain](https://plugins.auxilor.io/effects/configuring-a-chain) for more info.

See this page for how to configure effects:
### Internal Placeholders

[Configuring an Effect](https://plugins.auxilor.io/effects/configuring-an-effect)
`%amount%` Internal placeholder that returns the amount of the booster the player has.
19 changes: 10 additions & 9 deletions docs/boosters/placeholderapi.md
Original file line number Diff line number Diff line change
Expand Up @@ -3,12 +3,13 @@ title: "PlaceholderAPI"
sidebar_position: 3
---

| Placeholder | Description |
|--------------------------------|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| `%boosters_<booster>_info%` | If the booster is active, it will display the name of the booster and the player who activated it. If not, it will show a message showing that the booster is not active. The exact messages shown are configurable in lang.yml |
| `%boosters_<booster>_active_name%` | Shows the name of the active booster, or an empty string if the booster is not active |
| `%boosters_<booster>_name%` | Shows the name of the booster |
| `%boosters_<booster>_player%` | Shows the display name of the player who activated the current booster, or an empty string if the booster is not active |
| `%boosters_<booster>_seconds_remaining%` | Shows the amount of seconds left on a booster, or zero if the booster is not active |
| `%boosters_<booster>_time_remaining%` | Shows the amount of time left on a booster, formatted as hh:mm:ss (ie 01:05:12). Shows 00:00:00 if the booster is not active |
| `%boosters_active_list%` | Shows the list of active boosters separated by comma, or message showing that there isn't any active booster. Message is configurable in lang.yml |
| Placeholder | Description |
|------------------------------------------|---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| `%boosters_<booster>_info%` | If the booster is active, it will display the name of the booster and the player who activated it. If not, it will show a message showing that the booster is not active. The exact messages shown are configurable in lang.yml |
| `%boosters_<booster>_active_name%` | Shows the name of the active booster, or an empty string if the booster is not active |
| `%boosters_<booster>_name%` | Shows the name of the booster |
| `%boosters_<booster>_player%` | Shows the display name of the player who activated the current booster, or an empty string if the booster is not active |
| `%boosters_<booster>_seconds_remaining%` | Shows the amount of seconds left on a booster, or zero if the booster is not active |
| `%boosters_<booster>_time_remaining%` | Shows the amount of time left on a booster, formatted as hh:mm:ss (ie 01:05:12). Shows 00:00:00 if the booster is not active |
| `%boosters_active_list%` | Shows a list of names of active boosters separated by comma, or message showing that there isn't any active booster. Message is configurable in lang.yml |
| `%boosters_active_ids_list%` | Shows a list of IDs of active boosters separated by comma, or message showing that there isn't any active booster. Message is configurable in lang.yml |
8 changes: 4 additions & 4 deletions docs/ecoarmor/gameplay.md
Original file line number Diff line number Diff line change
Expand Up @@ -9,7 +9,7 @@ At the core of EcoArmor are the sets. A player must be wearing a full set of any

Armor pieces themselves have 2 distinct upgrades / properties:

### Tiers
## Tiers

Tiers are attribute modifiers given to each individual piece in the set. These can be different for all armor pieces and will apply to the player even if they're not wearing the full set. This modifies things like the armor value (shown in the hotbar), the armor protection, movement speed, etc.

Expand All @@ -18,9 +18,9 @@ Tiers are modified using **Upgrade Crystals**. Of course, you can rename this ho
The default tier tree looks like this:

```yaml
/-> exotic
/-> exotic
default --> iron --> diamond --> netherite --> manyullyn
\-> cobalt --> osmium
\-> cobalt --> osmium

ancient --> mythic
```
Expand All @@ -31,7 +31,7 @@ Ancient and Mythic aren't craftable by default and exist more as a special tier,

You can make your own progression in config, this exists purely as an example.

### Advancement
## Advancement

Advancement is an upgrade that must be applied to all items in the set before the bonus effects kick in. These can be more powerful versions of the base effects, or entirely new effects and potion effects altogether. For example, in the default config, **Reaper Armor** gives 1.25x attack damage, whereas **Advanced Reaper Armor** gives 1.5x attack damage and a 10% incoming damage reduction bonus.

Expand Down
Loading

0 comments on commit ab8dbcf

Please sign in to comment.