DUXPLIMA Documentation

Conditions and actions

The three condition shapes, every action, and making an enchantment cost money to fire.

conditions and actions sit on an effect beside the chance. A condition decides whether the effect fires at all; an action is what happens when it does. Both are asked on every firing, never at a level.

{
  effect     = damage
  target     = victim
  amount     = 4.0
  conditions = ["money >= 250"]
  actions    = ["[take-money] 250", "[message] <body>The blade drinks."]
}

Conditions

ShapeExampleReads
A comparison"%player_level% >= 10"Both sides through PlaceholderAPI when installed; a literal is itself. Operators ==, !=, >=, <=, >, <
A balance"money >= 250"Whatever economy the server already has
An item count"item DIAMOND >= 2"That item in the player's inventory

%mcmmo_level_<skill>% is read from mcMMO directly, without PlaceholderAPI. A server with no economy answers every balance as zero, so a condition that asks for money refuses rather than passing.

Actions

ActionExample
[message]"[message] <body>The blade drinks."
[actionbar]"[actionbar] <good>Struck"
[title]"[title] <accent>Thunder"
[sound]"[sound] ENTITY_PLAYER_LEVELUP 1 1"
[broadcast]"[broadcast] <value><player><body> called the sky down"
[close]"[close]"
[console]"[console] say <player> struck"
[player]"[player] spawn"
[take-money]"[take-money] 250"
[take-item]"[take-item] DIAMOND 2"

An enchantment that costs money to fire

Write a condition that demands the balance and a [take-money] action that spends it. The plugin adds no currency of its own and no key for one.

Not drawn on the item

A condition can be true one second and false the next, so the display does not strike an enchantment through for an unmet condition; only a missing node is drawn that way.

A line neither half can read refuses the whole reload and names the file and the key.

Related: Effects, Integrations