Oraxen
  • Getting started
  • Frequently Asked Questions
  • Usage
    • Commands
    • Default items
    • Recipes
  • Configuration
    • Understanding the basics
    • Plugin settings
    • Items (beginners)
    • Items (advanced)
      • Dyeable Items
    • Custom Armors
      • Component Based (1.21.2+)
      • Trims Based (1.20-1.21.1)
      • Shader Based (1.18-1.19.4)
    • Custom HUD
    • Item Appearance
    • Glyphs
      • Custom Gui
  • Mechanics
    • Introduction
    • All mechanics
      • Custom mechanic
      • clickAction Mechanic
    • Furniture Mechanic
      • Furniture Position
      • Display-Entity Furniture
      • Farming Mechanic
    • NoteBlock mechanic
      • Stripped log Mechanic
      • Directional mechanic
      • Farmblock Mechanic
    • StringBlock Mechanic
      • Sapling Mechanic
  • Compatibility
    • BossShopPro - shop
    • CrateReloaded - crates
    • ModelEngine - custom mobs
    • MythicMobs - custom mobs
    • TrMenu - custom inventories
    • MMoItems
    • MythicCrucible
    • HappyHUD
    • World Generators
      • Iris World Generator
      • EpicWorldGenerator
      • Custom Ore Generator
      • RealisticWorldGenerator
  • Vendors
    • Vendor Guidelines
  • Developers
    • Create your own Mechanic
    • Add Compatibility with a plugin
    • Custom hosting service
    • API
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On this page
  • How does it work?
  • A comprehensive example
  • Available events
  • CLICK:mouse_click_type:target_type
  • DROP
  • PICKUP
  • BREAK
  • EQUIP
  • UNEQUIP
  • INV_CLICK
  • DEATH
  • Available conditions
  • HAS_PERMISSION:the.permission
  • Available actions
  • COMMAND:sender:command
  • MESSAGE:content
  • ACTIONBAR:content

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  1. Mechanics
  2. All mechanics

Custom mechanic

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

How does it work?

This mechanic is for items only and does not work with blocks/furniture. For that check the clickAction mechanic. The mechanics let you create subsections 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.

DEATH

Called when a player dies and would normally drop the given item.

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)

PreviousAll mechanicsNextclickAction Mechanic

Last updated 6 months ago

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