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
| Shape | Example | Reads |
|---|---|---|
| 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
| Action | Example |
|---|---|
[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
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