DUXPLIMA Documentation

Outcomes

The eight outcomes of a move, the action lines each runs, the verbs and the placeholders.

Every move ends in one of eight outcomes, and effects in config.conf holds a list of action lines for each, run in order.

OutcomeWhenShipped
connectingA move is under wayA chat line, an action bar line, an enderman teleport sound
already-thereThe player is on that lobby alreadyA chat line, a low note
unreachableThe lobby is not answeringA chat line, a low note
fullThe lobby is fullA chat line, a low note
not-permittedThe player may not join itA chat line, a low note
cooldownThe player moved too recentlyAn action bar line, a hat sound
no-such-lobbyNo lobby has that nameA chat line
nothing-available/quicklobby found no lobby with roomA chat line, a low note

Verbs

VerbPayload
[message]A chat line
[actionbar]A line over the hotbar
[subtitle]<title> | <subtitle> <fade-in> <stay> <fade-out>, the times in seconds
[sound]<key> <volume> <pitch>
[particle]<name> <count> <spread> [data], the data a colour #ff0000, a block or an item
[console]A command run by the server
[player]A command run by the player

Text that starts with @ names a line of the messages files, so it reads in the player's language: each outcome has chat, title, subtitle and action-bar lines ready, such as @full.chat and @connecting.title. An empty list silences the outcome.

Placeholders

PlaceholderIn
<lobby>Every outcome that names a lobby
<players>, <maximum>full
<seconds>cooldown
<name>no-such-lobby: what the player typed

A file that still carries the old feedback block keeps working: it is read as the list it is equivalent to. Write the lists to keep what you have, because the block goes away.

Example

A title and a firework sound when a player is on the way:

connecting = [
  "[subtitle] @connecting.title | @connecting.subtitle 0.2 1.5 0.3",
  "[sound] entity.firework_rocket.launch 0.6 1.0"
]

Related: Messages, Moving