skDragon_Legacy by Sashie

it has particle effects!

Events

4

Expressions

11

Effects

63

Conditions

0

Types

0

Sections

0

Structures

0

Total

78

1.15 update 1596 days, 15 hours and 15 minutes ago

merry xmas

View Update

1.14+ 1796 days, 16 hours and 24 minutes ago

- Updated to 1.14, the new particle names are:
- sneeze, campfirecozy, campfiresignal, composter, flash, fallinglava, landinglava, fallingwater

- Also fixed some bugs

View Update

cape fix 1915 days, 16 hours and 3 minutes ago

- fixed capes, hopefully they run a little better for people
- also fixed an issue with redstone color being the wrong values in versions below 1.13(sorry about that)

(these dumb version numbers im giving it will stop when i finally release skDragon 2(possible different name) soon™)

View Update

last update didnt upload correctly ._. 1967 days and 34 minutes ago

this one should work now...
this is what that last update was supposed to be but for some reason uploading it that time didnt actually upload??

View Update

Fixed emotes 1967 days, 2 hours and 1 minute ago

Forgot about emotes;);) now they work in 1.13+ as well!

View Update

There you go finally 1969 days, 16 hours and 13 minutes ago

Updated to 1.13.2

View Update

Oh snap an update happened 2466 days, 2 hours and 55 minutes ago

#Update
v0.14.0-BETA

  • - Updated metrics to bstats (https://bstats.org/plugin/bukkit/SkDragon)
  • - Updated DragonTravel support to version '01.006.05' (a few API changes were made in that plugin, please update it)
  • - Added more expressions for DragonTravel
  • - Added 5 new draw particle syntax(these effects simplify the use of drawDot and add some new features)

- Colors specifically (redstone/mobspell/ambientmobspell)
- Blocks/Items specifically (blockcrack/blockdust/itemcrack)
- Directional specifically (if it doesn't work it's because that particle isn't directional!) <-- yay directionals
- Material(blockdust/itemcrack) particles
- Colored block particles (Using a new derpy color spectrum)

  • - Updated 'stopEffect id "string"' now accepts a list variable so you can now stop multiple effects at a time
  • - Updated red tint effect to work in 1.12
  • - Fixed drawRings not completely stopping and possibly a few others
  • - Fixed item fountain nulls with air or null items and other things
  • - Updated emote effects, they all run under one syntax now using an `emotetype` enum
  • - Added repeat option to emote effect, now you can set how many times it should play
  • - Added (a bit late but meh) new xmas emotes <3 thanks joey for making these

  • - Added blinking orc emote (this was going to be part of a more RPG set of emotes)
  • - Added 'Custom Emotes' now you can make your own(check CustomEmotes.yml for examples). To use them use `emote "customname" on %player%` where 'customname' is the name you used in the CustomEmotes file
  • - Added the trial packet again(tim didn't want it) and no you can't change the message that it sends!

  • - Added @Blitz's AnnotationParser to skDragon thx bae <3
  • - Added a Documentation.htm <3 thx @Gatt for the template (The generation of this file can be disabled in the config file in the skDragon folder)
  • - Slowly adding new particle effect system (I'll document this later for now check the generated .htm file)



#New Syntax

Colored particles:
draw %number% colored (redstone|mobspell|mobspellambient) particle at %entities/locations% with RGB %number%, %number%, %number%[, offset %-number%, %-number%, %-number%][, id %-string%][, r[ainbow]M[ode] %-boolean%][, randomColor %-boolean%][, visibleTo %-players%][, visibleRange %-number%][, pulseDelay %-number%][, keepFor %-timespan%]

Directional particles:
draw %number% %particlename% particle at %entities/locations% with direction %vector% and speed %number%[, offset %-number%, %-number%, %-number%][, id %-string%][, visibleTo %-players%][, visibleRange %-number%][, pulseDelay %-number%][, keepFor %-timespan%]

Colored directional particles:
draw %number% (shade|red|green|blue|rainbow|full)[ scale %-number%] colored directional (blockdust|itemcrack) particle at %entities/locations% with direction %vector% and speed %number%[, offset %-number%, %-number%, %-number%][, id %-string%][, visibleTo %-players%][, visibleRange %-number%][, pulseDelay %-number%][, keepFor %-timespan%]

Material particles:
draw %number% (blockcrack|blockdust|itemcrack|fallingdust)[ material] particle made of %itemstack% at %entities/locations%[, speed %-number%][, offset %-number%, %-number%, %-number%][, id %-string%][, visibleTo %-players%][, visibleRange %-number%][, pulseDelay %-number%][, keepFor %-timespan%]

Material based directional particles:
draw %number% directional (blockdust|itemcrack) particle made of %itemstack% at %entities/locations% with direction %vector% and speed %number%[, offset %-number%, %-number%, %-number%][, id %-string%][, visibleTo %-players%][, visibleRange %-number%][, pulseDelay %-number%][, keepFor %-timespan%]

Packet stuff:
send[ fake] trial packet to %player%

Custom emotes:
custom emote %string% on %entity%[with [frame] delay %-number%][ [and] repeat[ing] %-number% [time]]
reload custom emotes

Built in emotes:
emote %emotetype% on %entity% [with [frame] delay %-number%][ [and] repeat[ing] %-number% [time]]

Emote types:
New:
santa wink
santa blink
santa look
xmas tree
orc blink
Old:
blush
cheeky
cool
cry
dizzy
frown
goofy
grin
love struck
lovey
rage
relax
rip
sleepy
smile
spicy
surprised
tan
too cool
wink

View Update

skDragon [EMOTES] [PARTICLES] 2663 days, 9 hours and 46 minutes ago

ៜкƊʀᴀɢᴏɴܟ
(1.8 - 1.15)
▸Particle effects album - http://imgur.com/a/NmmD4
▸ Emote gif album - http://imgur.com/a/o4vsv

The biggest particle addon for skript with other weird stuff?

Features:
▸ Player/location particle effects/trails
▸ Colored particle images!
Color-able particles
▸ Rainbow effects when using colorable particles
▸ Probably the longest syntax ever
▸ Lots of options available to customize the different effects
▸ Hooks into DragonTravel
▸ Emotes (custom player skull animations like Hypixel)

- You can find color codes at these sites http://www.colorschemer.com/online.html or http://www.colorpicker.com/

Requirements:
▪ Skript 2.2
▪ Spigot 1.8.8 to latest (maybe some lower ones xD )
Optional requirements:
▪ DragonTravel - http://dev.bukkit.org/bukkit-plugins/dragontravel/ (needs compatible version to work with what you have)
Built using Java 8


Syntax:

Emote Effects


stop emote %player%
emote %emotetype% on %entity% [with [frame] delay %-number%][ [and] repeat[ing] %-number% [time[s]]]
custom emote %string% on %entity%[with [frame] delay %-number%][ [and] repeat[ing] %-number% [time[s]]]
reload custom emotes


Emote types

New:
santa wink
santa blink
santa look
xmas tree
orc blink
Old:
blush
cheeky
cool
cry
dizzy
frown
goofy
grin
love struck
lovey
rage
relax
rip
sleepy
smile
spicy
surprised
tan
too cool
wink


Particle Effects

#Effects
stopEffect[ id] %string%

drawAtom particle1 %string%[[, material] %itemstack%][, speed %number%][, ([offset]XYZ|RGB) %number%, %number%, %number%], particle2 %string%[[, material] %itemstack%][, speed2 %number%][, ([offset]XYZ2|RGB2) %number%, %number%, %number%], center %entity/location%, id %string%[, isSingle %boolean%, %player%][, r[ainbow]M[ode] %boolean%], innerPCount %number%, innerRadius %number%, outerPCount %number%, orbitCount %number%, start %number%, visibleRange %number%, rot[ation] %number%[, dis[placement]X %number%, dis[placement]Y %number%, dis[placement]Z %number%][, tps %number%, second %number%]

drawBand particle %string%[, material %itemstack%][, speed %number%][, ([offset]XYZ|RGB) %number%, %number%, %number%], center %entity/location%, id %string%[, isSingle %boolean%, %player%][, r[ainbow]M[ode] %boolean%], visibleRange %number%[, dis[placement]X %number%, dis[placement]Y %number%, dis[placement]Z %number%][, tps %number%, second %number%]

drawComplexCircle particle %string%[, material %itemstack%][, speed %number%][, ([offset]XYZ|RGB) %number%, %number%, %number%], center %entity/location%, id %string%[, isSingle %boolean%, %player%][, r[ainbow]M[ode] %boolean%], randomRotation %boolean%, radius %number%, density %number%, start %number%, visibleRange %number%[, xR[otation] %number%, yR[otation] %number%, zR[otation] %number%][, dis[placement]X %number%, dis[placement]Y %number%, dis[placement]Z %number%][, tps %number%, second %number%]

drawNyanCat center %entity/location%, id %string%[, isSingle %boolean%, %player%], visibleRange %number%[, tps %number%, second %number%]

draw[Simple]Halo particle %string%[[, material] %-itemstack%][, speed %-number%][, ([offset]XYZ|RGB) %-number%, %-number%, %-number%], center %object%, id %string%[, isSingle %-boolean%, %-player%][, r[ainbow]M[ode] %-boolean%][, solid %-boolean%][, density %-number%], visibleRange %number%[, tps %-number%, second %-number%]

drawComplexSpiral particle %string%[, material %itemstack%][, speed %number%][, ([offset]XYZ|RGB) %number%, %number%, %number%], center %entity/location%, id %string%[, isSingle %boolean%, %player%][, r[ainbow]M[ode] %boolean%], clockwise %boolean%, scan %boolean%, radius %number%, density %number%, height %number%, effectMod %number%, start %number%, visibleRange %number%[, xR[otation] %number%, yR[otation] %number%, zR[otation] %number%][, dis[placement]X %number%, dis[placement]Y %number%, dis[placement]Z %number%][, tps %number%, second %number%]

drawWings[ style] %number%, particle1 %string%[[, material] %-itemstack%][, speed %-number%][, ([offset]XYZ|RGB) %-number%, %-number%, %-number%], particle2 %string%[[, material] %-itemstack%][, speed2 %-number%][, ([offset]XYZ2|RGB2) %-number%, %-number%, %-number%], particle3 %string%[[, material] %-itemstack%][, speed3 %-number%][, ([offset]XYZ3|RGB3) %-number%, %-number%, %-number%], center %object%, id %string%[, isSingle %-boolean%, %-player%][, r[ainbow]M[ode] %-boolean%][, flapSpeed %-number%, flapRange %-number%], angle %number%, height %number%, space %number%, visibleRange %number%[, tps %-number%, second %-number%]

drawImage file %string%, center %entity/location%, id %string%[, isSingle %boolean%, %player%][, randomRotation %boolean%,[ plane] %string%], pixelStepX %number%, pixelStepY %number%, scale %number%, visibleRange %number%[, xR[otation] %number%, yR[otation] %number%, zR[otation] %number%][, dis[placement]X %number%, dis[placement]Y %number%, dis[placement]Z %number%][, tps %number%, second %number%]

drawArc particle %string%[, material %-itemstack%][, speed %-number%][, ([offset]XYZ|RGB) %-number%, %-number%, %-number%], center %entity/location%, target %entity/location%, id %string%[, isSingle %-boolean%, %-player%][, r[ainbow]M[ode] %-boolean%], density %number%, height %number%, p[itch]M[ultiplier] %number%, visibleRange %number%[, dis[placement]X %-number%, dis[placement]Y %-number%, dis[placement]Z %-number%][, dis[placement]X2 %-number%, dis[placement]Y2 %-number%, dis[placement]Z2 %-number%][, tps %-number%, second %-number%]

drawDragonBreath particle %string%[, material %-itemstack%][, speed %-number%][, ([offset]XYZ|RGB) %-number%, %-number%, %-number%], center %entity/location%, id %string%[, isSingle %-boolean%, %-player%][, r[ainbow]M[ode] %-boolean%], arcPitch %number%, arcCount %number%, arcDensity %number%, arcSteps %number%, arcLength %number%, visibleRange %number%[, dis[placement]X %-number%, dis[placement]Y %-number%, dis[placement]Z %-number%][, tps %-number%, second %-number%]

drawCylinder particle %string%[, material %-itemstack%][, speed %-number%][, ([offset]XYZ|RGB) %-number%, %-number%, %-number%], center %entity/location%, id %string%[, isSingle %-boolean%, %-player%][, r[ainbow]M[ode] %-boolean%], randomRotation %boolean%, isSolid %boolean%, radius %number%, density %number%, height %number%, sideRatio %number%, visibleRange %number%[, xR[otation] %-number%, yR[otation] %-number%, zR[otation] %-number%][, dis[placement]X %-number%, dis[placement]Y %-number%, dis[placement]Z %-number%][, tps %-number%, second %-number%]

drawPlanet particle1 %string%[[, material] %-itemstack%][, speed %-number%][, ([offset]XYZ|RGB) %-number%, %-number%, %-number%], particle2 %string%[[, material] %-itemstack%][, speed2 %-number%][, ([offset]XYZ2|RGB2) %-number%, %-number%, %-number%], center %entity/location%, id %string%[, isSingle %-boolean%, %-player%][, r[ainbow]M[ode] %-boolean%][, rotation %-boolean%,[ plane] %-string%, rot[ation]Speed %-number%][, orbit %-boolean%,[ plane] %-string%, orbit[al]Radius %-number%, orbit[al]Step %-number%], radius %number%, density %number%, precision %number%, bumpHeight %number%, visibleRange %number%[, dis[placement]X %-number%, dis[placement]Y %-number%, dis[placement]Z %-number%][, tps %-number%, second %-number%]

drawDot[ count %-number%,] particle %string%[, material %-itemstack%][, speed %-number%][, ([offset]XYZ|RGB) %-number%, %-number%, %-number%], center %objects%[, isSingle %-boolean%, %-player%][, r[ainbow]M[ode] %-boolean%], visibleRange %number%[, pulseDelay %-number%][, keepFor %-timespan%]

drawItemFountain %itemstack%, style %number%, center %object%, id %string%, itemTime %timespan%, yVelocity %number%, radius %number%, density %number%[, dis[placement]XYZ %-number%, %-number%, %-number%][, pulseDelay %-number%]

drawRings particle %string%[, material %-itemstack%][, speed %-number%][, ([offset]XYZ|RGB) %-number%, %-number%, %-number%], center %object%, id %string%[, isSingle %-boolean%, %-player%][, r[ainbow]M[ode] %-boolean%], randomRotation %boolean%, animated %boolean%, radius %number%, ringCount %number%, ringDensity %number%, visibleRange %number%[, rot[ation]XYZ %-number%, %-number%, %-number%][, dis[placement]XYZ %-number%, %-number%, %-number%][, pulseDelay %-number%]

drawWarpRings style %number%, particle %string%[, material %-itemstack%][, speed %-number%][, ([offset]XYZ|RGB) %-number%, %-number%, %-number%], center %object%, id %string%[, isSingle %-boolean%, %-player%][, r[ainbow]M[ode] %-boolean%], scan %boolean%, height %number%, radius %number%, ringCount %number%, ringDensity %number%, visibleRange %number%[, rot[ation]XYZ %-number%, %-number%, %-number%][, dis[placement]XYZ %-number%, %-number%, %-number%][, pulseDelay %-number%]

drawSphere[ style] %number%, particle %string%[, material %-itemstack%][, speed %-number%][, ([offset]XYZ|RGB) %-number%, %-number%, %-number%], center %object%, id %string%[, isSingle %-boolean%, %-player%][, r[ainbow]M[ode] %-boolean%], radius %number%, density %number%, visibleRange %number%[, dis[placement]XYZ %-number%, %-number%, %-number%][, pulseDelay %-number%]


Particle names to use

explosion
explosionlarge
explosionhuge
fireworkspark
waterbubble
watersplash
waterwake
suspended
suspenddepth
crit
critmagic
smoke
smokelarge
spell
spellinstant
mobspell
mobspellambient
witchspell
waterdrip
lavadrip
angryvillager
happyvillager
townaura
note
portal
enchantmenttable
flame
lava
footstep
cloud
redstone
snowball
snowshovel
slime
heart
barrier
itemcrack
blockcrack
blockdust
waterdrop
itemtake
mobappearance
dragonbreath - 1.9 only
endrod - 1.9 only
damage - 1.9 only
sweep - 1.9 only


Particle example uses

#Blue
drawWings style 12, particle1 "redstone", RGB 0, 184, 245, particle2 "redstone", RGB2 51, 102, 255, particle3 "redstone", RGB3 0, 0, 204, center player, id "%player%", angle 110, height 0, space 0.2, visibleRange 30, tps 0, second 3
#Green
drawWings style 6, particle1 "redstone", RGB 0, 204, 102, particle2 "redstone", RGB2 2, 204, 0, particle3 "redstone", RGB3 51, 255, 0, center player, id "%player%", angle 110, height 0, space 0.2, visibleRange 30, tps 0, second 3
#Orange
drawWings style 4, particle1 "redstone", RGB 255, 77, 0, particle2 "redstone", RGB2 255, 119, 61, particle3 "redstone", RGB3 255, 51, 0, center player, id "%player%", angle 110, height 0, space 0.2, visibleRange 30, tps 0, second 3
#Magenta
drawWings style 7, particle1 "redstone", RGB 255, 0, 204, particle2 "redstone", RGB2 179, 0, 255, particle3 "redstone", RGB3 204, 102, 255, center player, id "%player%", angle 110, height 0, space 0.2, visibleRange 30, tps 0, second 3
#Images MUST be in \plugins\skDragon make sure you create it if it isn't already there :3
drawImage file "batman.png", center location of player, id "%player%", randomRotation true, "xyz", pixelStepX 5, pixelStepY 5, scale 20, visibleRange 300, tps 1, second 3
drawImage file "\dancing mario.gif", center location of player, id "%player%", randomRotation false, "x", pixelStepX 1, pixelStepY 1, scale 10, visibleRange 300, tps 0, second 2
#You can omit the [square bracket stuff if you want] to make the syntax seem shorter :3
drawComplexSpiral particle "redstone", center player, id "%player%", rainbowMode true, clockwise true, scan true, radius 1, density 50, height 6, effectMod .05, start 0, visibleRange 30
#Or you can use the full syntax

drawArc particle "redstone", center player, target target block, id "%player%", rainbowMode true, density 50, height 2, pitchMultiplier 1, visibleRange 30
drawArc particle "redstone", center player, target target block, id "%player%", rainbowMode true, density 50, height 2, pitchMultiplier 8, visibleRange 30, displacementX 0, displacementY 4, displacementZ 0

#Earth-like planet
drawPlanet particle1 "redstone", RGB 0, 255, 10, particle2 "redstone", RGB2 0, 10, 255, center location of player, id "%player%", radius .25, density 150, precision 100, bumpHeight .25, visibleRange 30, tps 1, second 2

drawDot count 1, particle "redstone", RGB 0, 0, 0, center player, rainbowMode true, visibleRange 32, pulseDelay 0, keepFor 20 ticks

#More drawDot examples: http://pastebin.com/raw/z2H8aiqk

command /warp [<number>]:
trigger:
stopEffect "%player%"

drawWarpRings style arg-1, particle "redstone", RGB 80, 255, 255, center location of block at player, id "%player%", rainbowMode true, scan true, height 2, radius 2, ringCount 40, ringDensity 20, visibleRange 32, pulseDelay 2


# item y-Push radius style <-- example of what it does
command /drawitem [<item>] [<number>] [<number>] [<number>]:
trigger:
drawItemFountain arg-1, style arg-4, center location of player, id "%player%", itemTime 1 tick, yVelocity arg-2, radius arg-3, density 40, displacementXYZ 0, 0, 0, pulseDelay 3

command /rings [<boolean>] [<boolean>]:
trigger:
drawRings particle "redstone", RGB 80, 255, 255, center player, id "%player%", rainbowMode true, randomRotation arg-1, animated arg-2, radius 1, ringCount 4, ringDensity 10, visibleRange 32, pulseDelay 2

#Halo
drawHalo particle "flame", RGB 0, 0, 0, center player, id "%player%", rainbowMode true, solid true, density 10, visibleRange 32

drawSphere style 1, particle "redstone", center {_loc}, id "%player%", rainbowMode true, radius 1, density 100, visibleRange 32, pulseDelay 1

#Flapping wings:
drawWings style 17, particle1 "flame", speed 0, XYZ 0, 0, 0, particle2 "redstone", particle3 "redstone", center player, id "%player%", rainbowMode true, flapSpeed 2, flapRange 30, angle 120, height 0, space 0.2, visibleRange 30, tps 0, second 3



I'm slowly adding more over the course of the year :p


Forcefield Example Thanks to @Quisty for making that <3

command /forcefield:
trigger:
if player has permission "forcefield.use":
if difference between {command.%player%} and now is less than 125 seconds:
if {timer.now.%player%} > 1:
send "&8&m---------------------" to player
send "&f&l ForceField &ais running!" to player
send "&8&m---------------------" to player
else:
send "&8&m-------------------------" to player
send "&f&l ForceField &cis on cooldown!" to player
send "&8&m-------------------------" to player
else:
drawComplexCircle particle "redstone", RGB 5, 255, 193, center player, id "%player%-forcefield1", randomRotation true, radius .8, density 20, start 0, visibleRange 100, xRotation 23, yRotation 120, zRotation 0
drawComplexCircle particle "redstone", RGB 0, 255, 0, center player, id "%player%-forcefield2", randomRotation false, radius .8, density 20, start 0, visibleRange 100, xRotation 70, yRotation 10, zRotation 0
drawComplexCircle particle "redstone", RGB 255, 0, 0, center player, id "%player%-forcefield3", randomRotation false, radius .8, density 20, start 0, visibleRange 100, xRotation 0, yRotation 60, zRotation 0
drawComplexCircle particle "redstone", RGB 0, 0, 255, center player, id "%player%-forcefield4", randomRotation true, radius .8, density 20, start 0, visibleRange 100, xRotation 25, yRotation 54, zRotation 0
set {forcefield.%player%} to true
send player title "&f&lForceField" with subtitle "&aEnabled &8<> &c2 minutes"
send action bar from "&f&lForceField &atime left: &72 minutes" to player
set {command.%player%} to now
wait 1 second
set {timer.now.%player%} to 2 * 60
send action bar from "&f&lForceField &7<> &f%{timer.now.%player%}% &cseconds" to player
loop 120 times:
if {timer.now.%player%} > 1:
wait 1 second
remove 1 from {timer.now.%player%}
send action bar from "&f&lForceField &7<> &f%{timer.now.%player%}% &cseconds" to player
if {timer.now.%player%} = 1:
send action bar from "&f&lForceField &7<> &c&lEnded!" to player
set {forcefield.%player%} to false
stopEffect id "%player%-forcefield1"
stopEffect id "%player%-forcefield2"
stopEffect id "%player%-forcefield3"
stopEffect id "%player%-forcefield4"
stop


DragonTravel Stuff

#Effects
take %player% to station[ named] %string%
take %player% on flight[ named] %string%
take %player% to player[ named] %player%
take %player% on random flight
take %player% to[ their] dragon home
take %player% to[ their] dragon faction home
take %player% to[ coords] %number% %number% %number% in[ world] %string%
take %player% to %location% in[ world] %string%
set %player%[(s|'s)] dragon home at %location%
make %player% (stop|dismount from) dragon travel
delete %player%[(s|'s)] dragon home
set %player%[(s|'s)] [dragon ]station[ named] %string% with display[name] %string% at %location%
delete [dragon ]station[ named] %string%
set %player%[(s|'s)] stat[ionary] dragon[ named] %string% with display[name] %string% at %location%
delete stat[ionary] dragon[ named] %string%
remove riderless dragons in[ world] %string%
make %player% (stop|dismount from) dragon travel at %location%

#Events
DragonTravel dismount
DragonTravel post mount
DragonTravel pre mount


DragonTravel syntax examples

command /dtloc:
trigger:
take player to target block in world "Modded"
command /dtloc2:
trigger:
take player to coords 0 72 0 in world "worldName"
command /dtstationtake:
trigger:
take player to station named "stationName"
command /dtflight:
trigger:
take player on flight named "flightName"
command /dtplayer:
trigger:
set {_p} to "_Sashie_" parsed as offline player
take player to player named {_p}
command /dtrandom:
trigger:
take player on random flight
command /dthome:
trigger:
take player to their dragon home
command /dtfaction:
trigger:
take player to their dragon faction home
command /dtsethome:
trigger:
set players dragon home at location of player
command /dtdismount:
trigger:
make player dismount from dragon travel
command /dtdeletehome:
trigger:
delete players dragon home
command /dtsetstation:
trigger:
set players dragon station named "stationName" with displayname "Boop" at location of player
command /dtdeletestation:
trigger:
delete dragon station named "stationName"
command /dtsetstat:
trigger:
set players stationary dragon named "stationaryName" with displayname "Beep" at location of player
command /dtdeletestat:
trigger:
delete stationary dragon named "stationaryName"
command /dtremoveriderless:
trigger:
remove riderless dragons in world "worldName"
command /dtdismountloc:
trigger:
make player dismount from dragon travel at location of player


Config file example

# / \
# _ ) (( )) (
# (@) /|\ ))_(( /|\ _
# |-| / | \ (/\|/\) / | \ (@)
# | | -------------------/--|-voV---\`|'/--Vov-|--\---------------------|-|
# |-| '^` (o o) '^` | |
# | | '\Y/' |-|
# |-| | |
# | | skDragon |-|
# |-| by Sashie | |
# | | |-|
# |_|___________________________________________________________________| |
# (@) l /\ / ( ( \ /\ l `\|-|
# l / V \ \ V \ l (@)
# l/ _) )_ \I
# '\ /'
# v
#
#(Will only send a message to ops or anyone with the permission node 'skdragon.updates')
CheckForUpdates:
#Should we check if updates exist?
Enabled: true
#How many ticks between checks? (default = 12 hours = 864000(ticks))
UpdateTimer: 864000
#Should we bug ops when they join instead? (Disables the UpdateTimer)
JoinMessageOps: false




View Update

© Copyright 2014-2024 skUnity

All rights reserved.