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 editor

Available 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:

items:
  chain_events:
    display_name: "%#FE5A00%chain_events"
    permission: test.chain_events
    resource:
      material: COAL
      generate: true
      textures:
      - "minecraft:item/diamond.png"
    events:
      interact:
        right:
          execute_commands:
            cmd1:
              command: 'tellraw {player} {"text":"Action 1","color":"gold"}'
              as_console: true
              delay: 0
            cmd2:
              command: 'tellraw {player} {"text":"Action 2","color":"gold"}'
              as_console: true
              delay: 20
            cmd3:
              command: 'tellraw {player} {"text":"Action 3","color":"gold"}'
              as_console: true
              delay: 40
          play_sound_1:
            name: minecraft:block.note_block.banjo
            delay: 0
          play_sound_2:
            name: minecraft:block.note_block.banjo
            pitch: 1.2
            delay: 20
          play_sound_3:
            name: minecraft:block.note_block.banjo
            pitch: 1.5
            delay: 40

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.

Magic wand example code (click to expand)

Flow rules

stop_if_last_success

Doesn't execute this and the next actions if the previous action succeeded.

stop_if_last_fail

Doesn't execute this and the next actions if the previous action failed.

skip_if_last_success

Doesn't execute this action if the previous action succeeded.

skip_if_last_fail

Doesn't execute this action if the previous action failed.

stop_if_any_success

Doesn't execute this and the next actions if ANY of the previous actions succeeded.

stop_if_any_fail

Doesn't execute this and the next actions if ANY of the previous actions failed.

skip_if_any_success

Doesn't execute this action if ANY of the previous actions succeeded.

skip_if_any_fail

Doesn't execute this action if ANY of the previous actions failed.

stop_if_success

Doesn't execute this and the next actions if a specific previous action succeeded.

stop_if_fail

Doesn't execute this and the next actions if a specific previous action failed.

skip_if_success

Doesn't execute this action if a specific previous action succeeded.

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. and it works only if you have as_console: true.

It 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 can automatically identify success/fail of vanilla commands but not of plugins commands because they have dynamic messages, so you might use this setting to identify if a plugin command failed or not. For example you can set it to "failed to teleport" to identify if plugin teleport command failed (this is just an example).

Using vanilla 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 checks if the player is in the nether or not.

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.