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Custom mechanic

This mechanism allows you to realize an extremely customizable mechanism without programming

How does it work?

The mechanics let you create sub-sections composed of 3 parts:
  • Event: when is this mechanic triggered? e.g. when you right click on a block
  • Conditions: a set of conditions that must be satisfied. e.g. having a permission
  • Actions: a set of actions to perform. e.g. send a command or a message
An optional settings called oneUsage allows you to imitate the use of an item at 1.

A comprehensive example

Mechanics:
custom:
test:
one_usage: false
event: "CLICK:right:all"
conditions:
- "HAS_PERMISSION:example.permission"
actions:
- "[console] give <player> cooked_beef 1"
In this example, the subsection test defines a custom mechanic triggered when someone right click (on a block or in the air). If this player has the permission example.permission, the console will perform the give command and replace <player> by the player name. The item won't be consumed (oneUsage: false).

Available events

CLICK:mouse_click_type:target_type

Called when you click with the item.
mouse_click_type: [ right, left, all ] target_type: [ block, air, all ]

DROP

Called when you drop the item.

PICKUP

Called when you pick up the item.

BREAK

Called when a player breaks an item.

EQUIP

Called when a player equips an item.

UNEQUIP

Called when a player unequips an item.

INV_CLICK

Called when a player clicks an item in an inventory.

Available conditions

HAS_PERMISSION:the.permission

the.permission: The permission required by the player using the item

Available actions

COMMAND:sender:command

sender: [ console, player ] command: The command to perform. The placeholder <player> can be used.

MESSAGE:content

content: Content of the message to send (it supports minimessage format)

ACTIONBAR:content

content: Content of the message to send (it supports minimessage format)