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

PreviousAll mechanicsNextclickAction Mechanic

Last updated 5 months ago

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How does it work?

This mechanic is for items only and does not work with blocks/furniture. For that check the . 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)

clickAction mechanic
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