EasySign: Difference between revisions
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* All players can activate the sign | * All players can activate the sign | ||
* To configure a sign, look at it, and run <code>/easy-sign <type> [<args>]</code> (the options are listed below) | * To configure a sign, look at it, and run <code>/easy-sign <type> [<args>]</code> (the options are listed below) | ||
* Multiple actions can be added. They are run in the order they are added to the sign during configuration. | |||
* To activate a sign, left or right click it | * To activate a sign, left or right click it | ||
* To remove a sign, simply break it, or look at it and run <code>/easy-sign-delete</code> | * To remove a sign, simply break it, or look at it and run <code>/easy-sign-delete</code> | ||
* To list all the actions on the sign, use <code>/easy-sign-info</code>. Each action will have a number in this list. | * To list all the actions on the sign, use <code>/easy-sign-info</code>. Each action will have a number in this list. | ||
* To remove an action from a sign, use <code>/easy-sign-remove <number></code> | * To remove an action from a sign, use <code>/easy-sign-remove <number></code> |
Revision as of 00:32, 20 January 2016
Easy Signs is a sign configuration plugin. All sign types follow the same rules:
- Signs are "special" based on their location, not the text on the sign
- If a sign is broken, it will be removed as an easy sign within a few minutes
- Only admins can configure a sign
- All players can activate the sign
- To configure a sign, look at it, and run
/easy-sign <type> [<args>]
(the options are listed below) - Multiple actions can be added. They are run in the order they are added to the sign during configuration.
- To activate a sign, left or right click it
- To remove a sign, simply break it, or look at it and run
/easy-sign-delete
- To list all the actions on the sign, use
/easy-sign-info
. Each action will have a number in this list. - To remove an action from a sign, use
/easy-sign-remove <number>
- To move an action from one position to another in the order, use
/easy-sign-reorder <from> <to>
Each "module" or sign type is configured differently, and the documentation is listed below. For the quick version of this guide, just run /easy-sign
in game.
An example would be: /easy-sign warp 1 2 3
sleep
Args: None
A sleep sign sets the players bed at their current location.
warp
Args: [world] x y z
A warp sign warps the user to the given x y z location in the current world, or another world if specified. Default world names are world, world_nether and world_the_end. Coordinates can include decimal points.
ci
Args: None
Clears the player's inventory
give
Args: item qty [slot]
Gives the player a certain qty of an item. If slot is present, it is given directly to that slot number, which is useful for armor. Other items are simply added to the user's inventory directly. 100 is feet, 101 is legs, 102 is chest, and 103 is helmet. Item may use the item id, (like 1 for stone) or item id:value (like 35:11 for blue wool).
announce
Args: id message...
Sets up an announcement sign. The message is broadcast (only once) when a player clicks the sign. The message supports colors with the same notation as /signtext
and %s is replaced with the player's name. The id sets the "key" for the sign group, players can only announce once per group, but as many signs as you like can be in the group.
heal
Args: [gap]
Refills a player's health. If gap is provided (it defaults to 0) then the player gets a half a heart every gap seconds. 0 means it fills up instantly.
msg
Args: message...
Sends the player a message. Color codes with & are supported.
take
Args: item qty failmsg...
Takes the given item from the player (at the specified quantity) and continues through the rest of the actions on the sign. If the player doesn't have the specified quantity of the item, none of the remaining actions will happen, and the fail message will be displayed, which supports color codes.
lore
Args: <item> <qty> <lore>||<itemmsg>||<qtymsg>
Takes a specified quantity of an item from a player if it has the required lore. Colors in the lore are ignored and multiple lines are concatenated without spaces.
The item must be in the player's hand. If the wrong item is held, <itemmsg> is shown. If it is the right item but insufficient in quantity, <qtymsg> is shown. The <itemmsg> and <qtymsg> can be multiple words and color codes are allowed. The double-bar sequence, '||', is used to separate those arguments.
If the item is not taken for whatever reason, subsequent sign actions are not processed. Caution: multiple consecutive spaces in any of these strings will be replaced with single spaces.
potion
Args: <id> <strength> <seconds>
Applies a potion effect to the player. <id> must be in the range 1 - 23. <strength> has a minimum of level 1.
Minecraft potion effect IDs are documented on the Minecraft Wiki here.
clearpotions
Clears all potion effects.
leather
Args: <red> <green> <blue> <item1> .. <itemN>
Gives the player leather armor with the specified red, green and blue color components (0 - 255). <item1> to <itemN> are a list of items to give and can only be: helmet, chestplate, leggings or boots. There can be at most 4 of these item names.
inventory
Args: None
Clears the player's inventory and gives them an exact copy of your current inventory.
dropinventory
Args: [scatter] [<world>] <x> <y> <z>
Drops a copy of your current inventory at the specified coordinates. Specify 'scatter' as the first argument to give the dropped items random velocities.
cart
Args: [<world>] <x> <y> <z>
Spawns a minecart at the specified location.
launch
Args: <x> <y> <z>
Launches a player with the specified velocity vector. The magnitude of the vector cannot exceed 10 (that is, sqrt(@x ** 2 + @y ** 2 + @z ** 2) must be < 10)