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VPCommand.yml

Soreth edited this page Sep 9, 2020 · 10 revisions

Like almost all plugins, this one offers some commands, unlike most plugins, you can configure everything here.

COMMAND_SETTINGS

Let's start with a feature that is in high demand on the forums: deleting certain commands.

Nb : if you reload or restart the server the commands will be back. You should remove commands that won't be used on your server to prevent error and to improve the performances a little.

TO_KEEP

This first method is quite extreme because it will delete any command not listed or created with the API (since you can choose the commands you create with the API there is no point in deleting them).

Example
COMMAND_SETTINGS:
 TO_KEEP:
  - minecraft:fill
  - minecraft:gamerule
  - minecraft:give
  - minecraft:playsound
  - minecraft:scoreboard
  - minecraft:stop
  - bukkit:rl
  - bukkit:timings
  - spigot:restart
  - spigot:tps

TO_REMOVE

If you only want to delete a few commands and you didn't use the first method, then you can use this one, you can list here all the commands you want to delete from your server.

Example
COMMAND_SETTINGS:
 TO_REMOVE:
  - minecraft:achievement
  - achievement
  - minecraft:ban
  - ban
  - minecraft:ban-ip
  - ban-ip
  - minecraft:ban-ip
  - ban-ip
  - minecraft:banlist
  - banlist
  - minecraft:blockdata
  - blockdata
  - minecraft:clear
  - clear
  - minecraft:clone
  - clone
  - minecraft:debug
  - debug
  - minecraft:defaultgamemode
  - defaultgamemode
  - minecraft:deop
  #- deop
  - minecraft:difficulty
  #- difficulty
  - minecraft:effect
  #- effect
  - minecraft:enchant
  #- enchant
  - minecraft:entitydata
  #- entitydata
  #- minecraft:execute
  - execute
  - minecraft:fill
  #- fill
  - minecraft:gamemode
  - gamemode
  - minecraft:gamerule
  #- gamerule
  - minecraft:give
  #- give
  - minecraft:help
  - help
  - minecraft:kick
  - kick
  - minecraft:kill
  - kill
  - minecraft:list
  - list
  - minecraft:me
  - me
  - minecraft:msg
  - msg
  - minecraft:op
  - op
  - minecraft:pardon
  - pardon
  - minecraft:pardon-ip
  - pardon-ip
  #- minecraft:particle
  - particle
  - minecraft:playsound
  #- playsound
  - minecraft:replaceitem
  - replaceitem
  - minecraft:save-all
  - save-all
  - minecraft:save-off
  - save-off
  - minecraft:save-on
  - save-on
  - minecraft:say
  - say
  - minecraft:scoreboard
  #- scoreboard
  - minecraft:seed
  - seed
  - minecraft:setblock
  - setblock
  - minecraft:setidletimeout
  - setidletimeout
  #- minecraft:setworldspawn
  - setworldspawn
  - minecraft:spawnpoint
  - spawnpoint
  - minecraft:spreadplayers
  - spreadplayers
  - minecraft:stats
  - stats
  - minecraft:stop
  #- stop
  - minecraft:summon
  #- summon
  - minecraft:tell
  - tell
  - minecraft:tellraw
  - tellraw
  - minecraft:testfor
  - testfor
  - minecraft:testforblock
  - testforblock
  - minecraft:testforblocks
  - testforblocks
  #- minecraft:time
  - time
  - minecraft:title
  - title
  - minecraft:toggledownfall
  #- toggledownfall
  #- minecraft:tp
  - tp
  - minecraft:trigger
  - trigger
  - minecraft:w
  - w
  - minecraft:weather
  #- weather
  - minecraft:whitelist
  - whitelist
  - minecraft:worldborder
  #- worldborder
  - minecraft:xp
  - xp
  #BUKKIT :
  - bukkit:?
  - "?"
  - bukkit:about
  - about
  - bukkit:help
  - help
  - bukkit:pl
  - pl
  - bukkit:plugins
  - plugins
  - bukkit:reload
  - reload
  - bukkit:rl
  #- rl
  - bukkit:timings
  #- timings
  - bukkit:ver
  - ver
  - bukkit:version
  - version
  #SPIGOT
  - icanhasbukkit
  - spigot:restart
  - restart
  - spigot:tps
  #- tps

Nb : You can also remove one single command doing this :

COMMAND_SETTINGS:
 TO_REMOVE: give

You can also use all to remove all command.

ALIAS_LIST

Here you can create link commands, these can be executed with items having the nbt cmd with the value of the alias to use. ( give book 1 {nbt:menu}

COMMAND is the command to use.

CONSUME if true will consume the item on use, default is false.

CANCEL if true will cancel the clic with the item.

DAMAGE_AMOUNT is the amount the item will be damaged. If not set will not damage the item on use else will consume the durability of the item. Nb : if you stack damageable item ( like sword ) once the first one will break because of the command you'll lose only one instead of the stack.

Example
ALIAS_LIST:
 menu:
  #CONSUME: true
  #CANCEL: true
  DAMAGE_AMOUNT: 10
  COMMAND:
   TYPE: MENU_OPEN
   MENU: menu

COMMAND_LIST

Here we can create all the commands we'll use on the server.

NAME is the command name, if not set will be node name.

TYPE is the type of the command you want config. Default is REQUIREMENT.

ALIAS_LIST is a list of alias for this command.

DESCRIPTION_PATH is message component's description used for help, if not set will search COMMAND.'PATH'.DESCRIPTION ( PATH is the uppercase version of the command path, ex : /balance add => BALANCE.ADD ).

USAGE_PATH is message component's usage used for help, if not set will search COMMAND.'PATH'.USAGE ( PATH is the uppercase version of the command path, ex : /balance add => BALANCE.ADD ).

DEFAULT_PATH is optionnal, these is the default arguments, as message component, used with the command if none have been entered.

REQUIREMENT is the requirement to use this command.

TAKE_REQUIREMENT if true will take the requirement when command succed, else will only test if player match it.

NO_REQUIREMENT_MESSAGE is the message send to player if you don't have requirement to perform this command. Default is in VanillaPlus config.yml.

Example
COMMAND_LIST:
 message:
  TYPE: MESSAGE_PRIVATE
  #DESCRIPTION_PATH: COMMAND.message.DESCRIPTION
  #USAGE_PATH: COMMAND.message.USAGE
  #REQUIREMENT: null
  #TAKE_REQUIREMENT: false
  ALIAS_LIST:
   - msg
   - mp
   - pm
   - w
  TAKE_REQUIREMENT: false
  CHANNEL_SPY: SPY
  SPY_MESSAGE: COMMAND.message.SPY
  BYPASS_CHANNEL_MUTE: false
  FROM_MESSAGE: 
   BASE: COMMAND.message.MESSAGE_FROM
   SOUND: COMMAND.message.MESSAGE_FROM_SOUND
  TO_MESSAGE: COMMAND.message.MESSAGE_TO
  TO_LOCKED_MESSAGE: COMMAND.message.MESSAGE_TO_LOCKED
  MIN: 2
Type list

Simple

Many commands implement this functionality, so instead of describing it in each one, they will link to that description. This is the simple command format.

Details

This type of command looks like this : "<label> [-GNU] ...".

Arguments are ( see argument ) :

  • SILENT as boolean gnu --silent -s : will silent success from the command.
  • SUPER-SILENT as boolean gnu super-silent S : will silent all result from the command.

Fields are :

TAKE_ONCE if true will take requirement ( if TAKE_REQUIREMENT is also true ) only once even if VICTIM return multiples senders.

SUCCESS_MESSAGE is message sent to executor when command succed. Use sender as [tag] for sender's placeholder.

CANCELED_MESSAGE is message sent to executor when command cancel ( when nothing happens ). Use sender as [tag] for sender's placeholder.

ARGUMENT_LIST is a node to configure aboves arguments ( see arguments ).

Other

This type extends the Simple command and has same base. Many commands implement this functionality, so instead of describing it in each one, they will link to that description. With this type of command you can execute commands for another sender ( player, console, commandblock and any extension from other plugin ).

Details

This type of command looks like this : "<label> [-GNU] [victim] ...".

Arguments are ( see argument ) :

  • VICTIM as optional argument : is fake command executor list.

Fields are :

TAKE_ONCE if true will take requirement ( if TAKE_REQUIREMENT is also true ) only once even if VICTIM return multiples senders.

SUCCESS_OTHER_MESSAGE is message sent to executor when command succed as fake executor ( for each of them ). Use sender as [tag] for sender's placeholder and use receiver as [tag] for receiver placeholder.

SUCCESS_TO_MESSAGE is message sent to fake executor when command succed as fake executor ( for each of them ). Use sender as [tag] for sender's placeholder and use receiver as [tag] for receiver placeholder.

CANCELED_OTHER_MESSAGE is message sent to executor when command cancel as fake executor ( for each of them ). Use sender as [tag] for sender's placeholder and use receiver as [tag] for receiver placeholder.

CANCELED_TO_MESSAGE is message sent to fake executor when command cancel as fake executor ( for each of them ). Use sender as [tag] for sender's placeholder and use receiver as [tag] for receiver placeholder.

VICTIM_REQUIREMENT is an alias for ARGUEMENT_LIST.VICTIM.REQUIREMENT ( see arguments ).

Player

Many commands implement this functionality, so instead of describing it in each one, they will link to that description. This command type is the same as "other" but victim must be a player ( non-player executor must provide VICTIM argument ).



CHANNEL_SET

This command allow you to edit your channel's settings. This is a Player command.

CHANNEL the alias of channel, log if invalid.

SWITCH default false, if true LEAVE, JOIN and SET are useless, you'll switch your channel status ( join if not in otherwise leave )

LEAVE default false, if true JOIN and SET are useless, you'll leave the channel.

JOIN default false, if true, you'll join the channel.

SET default false, if true you'll talk in this channel.

If leave or switch is true will throw cancel if player isn't in the channel or if try to leave and is the main channel of the player. Else, will throw it if nothing happens ( already in / out / main ).

Note, if you join a channel that only mean you can hear in this channel. If SWITCH, LEAVE, JOIN and SET are false will log an error.

Example
...
 channelstaff:
  TYPE: CHANNEL_SET
  DESCRIPTION_PATH: COMMAND.CHANNELSTAFF.DESCRIPTION
  USAGE_PATH: COMMAND.CHANNELSTAFF.USAGE
  REQUIREMENT: STAFF
  TAKE_REQUIREMENT: false
  ALIAS_LIST:
   - staffchannel
  SUCCESS_MESSAGE: COMMAND.CHANNELSTAFF.SUCCESS
  SUCCESS_OTHER_MESSAGE: COMMAND.CHANNELSTAFF.SUCCESS_OTHER
  SUCCESS_TO_MESSAGE: COMMAND.CHANNELSTAFF.SUCCESS_TO
  CANCELED_MESSAGE: COMMAND.CHANNELSTAFF.CANCELED
  CANCELED_OTHER_MESSAGE: COMMAND.CHANNELSTAFF.CANCELED_OTHER
  CANCELED_TO_MESSAGE: COMMAND.CHANNELSTAFF.CANCELED_TO
  CHANNEL: STAFF
  SWITCH: false
  LEAVE: false
  JOIN: true
  SET: true
  ARGUMENT_LIST:
   VICTIM:
    REQUIREMENT: ADMIN

CHANNEL_STATE

This command allow you to edit your channel's settings. This is a Simple command.

CANCELED_MESSAGE is sent if command interrupted because settings don't changed.

CHANNEL the id of channel, log if invalid.

SWITCH_IN default false, if true will switch if can talk in or not.

SWITCH_OUT default false, if true will switch if can talk out or not.

MUTE_IN default false, if true will mute the channel in. If SWITCH_IN is true this node is useless.

UNMUTE_IN default false, if true will unmute the channel in. If SWITCH_IN or MUTE_IN is true this node is useless.

MUTE_OUT default false, if true will mute the channel out. If SWITCH_OUT is true this node is useless.

UNMUTE_OUT default false, if true will unmute the channel out. If SWITCH_OUT or MUTE_OUT is true this node is useless.

Example
...
 mute:
  TYPE: CHANNEL_STATE
  CHANNEL: GOLBAL
  DESCRIPTION_PATH: COMMAND.MUTE.DESCRIPTION
  USAGE_PATH: COMMAND.MUTE.USAGE
  REQUIREMENT: STAFF
  TAKE_REQUIREMENT: false
  SUCCESS_MESSAGE: COMMAND.MUTE.SUCCESS
  CANCELED_MESSAGE: COMMAND.MUTE.ALREADY
  MUTE_IN: true

CHANNEL_TALK

This command allow you to send message inside a channel ( like in /helpop ). This is a Simple command.

Usage : <label> <message>

Arguments are ( see argument ) :

  • MESSAGE as optional argument : is the string sent in the channel as if the player was talkin in.

SUCCESS_MESSAGE is the message sent to the player. Use %message% for sender's message.

CHANNEL the id of channel, log if invalid.

Example
...
 helpop:
  TYPE: CHANNEL_TALK
  DESCRIPTION_PATH: COMMAND.HELPOP.DESCRIPTION
  USAGE_PATH: COMMAND.HELPOP.USAGE
  TAKE_REQUIREMENT: false
  SUCCESS_MESSAGE: COMMAND.HELPOP.SUCCESS
  MUTE_IN: true
  CHANNEL: STAFF

CURRENCY

This command allow you to manage currency. This is a Simple command.

Usage : <label> <receiver> <amount> <currency>

Arguments are ( see argument ) :

  • RECEIVER as required argument : is list if receiver. ( for now only players )
  • AMOUNT as required argument : is the amount.
  • CURRENCY as required argument : is a currency id.

SUCCESS_MESSAGE use %currency% for currency name, %amount% for the final amount and receiver as [tag] for receiver's placeholders.

CANCELED_MESSAGE use %currency% for currency name, %amount% for the final amount and receiver as [tag] for receiver's placeholders. Nb : used only if SUBTYPE is SET and try to set amount to receiver amount.

CURRENCY is an alias for ARGUEMENT_LIST.CURRENCY.DEFAULT ( see arguments ).

SUBTYPE is the sub type of the command and can be :

  • ADD will add / give the amount to the receiver.
  • PAY will transfert currency from your account to receiver account.
  • REMOVE will remove currency from the receiver account.
  • SET will set the amount on the receiver account.

See here for currency messages.

Example
...
 pay:
  TYPE: CURRENCY
  DESCRIPTION_PATH: COMMAND.pay.DESCRIPTION
  USAGE_PATH: COMMAND.pay.USAGE
  TAKE_REQUIREMENT: false
  SUCCESS_MESSAGE: COMMAND.pay.SUCCESS
  SUBTYPE: PAY

GAMEMODE

This command allow you to change gamemode. It's a Player command.

Usage : <label> [player] [gamemode]

GAMEMODE the gamemode, log if invalid.

Arguments are ( see argument ) :

  • GAMEMODE as required argument if GAMEMODE option isn't set : it's a bukkit gamemode name.
Example
...
 creative:
  TYPE: GAMEMODE
  DESCRIPTION_PATH: COMMAND.GAMEMODE.DESCRIPTION
  USAGE_PATH: COMMAND.GAMEMODE.USAGE
  REQUIREMENT: ADMIN
  ALIAS_LIST:
   - 1
   - c
   - cr
  TAKE_REQUIREMENT: false
  SUCCESS: COMMAND.GAMEMODE.SUCCESS
  CANCELED: COMMAND.GAMEMODE.ALREADY
  SUCCESS_OTHER: COMMAND.GAMEMODE.SUCCESS_OTHER
  SUCCESS_TO: COMMAND.GAMEMODE.SUCCESS_TO
  CANCELED_OTHER: COMMAND.GAMEMODE.ALREADY_OTHER
  CANCELED_TO: COMMAND.GAMEMODE.ALREADY_TO
  GAMEMODE: CREATIVE

LANG

This command allow you to change your language ( if translation is enabled on the server ). It's a Simple command

Usage : <label> <lang>

Arguments are ( see argument ) :

  • LANG as required argument : is the required lang, for now can only be lang used by the server.

CANCELED_MESSAGE sent if command interrupted because lang don't changed.

Example
...
 fr:
  TYPE: LANG
  DESCRIPTION_PATH: COMMAND.FR.DESCRIPTION
  USAGE_PATH: COMMAND.FR.USAGE
  TAKE_REQUIREMENT: false
  SUCCESS_MESSAGE: COMMAND.FR.SUCCESS
  CANCELED_MESSAGE: COMMAND.FR.CANCELED
  # Set fr_FR as default value.
  ARGUMENT_LIST:
   LANG: fr_FR
  # Set fr_FR as default value and prevent the use of the argument.
  #ARGUMENT_LIST:
  # LANG:
  #  DEFAULT: fr_FR
  #  USE_REQUIREMENT: FALSE

MENU_CLOSE

This command allow you to close a player inventory menu. It's a Player command.

CANCELED_MESSAGE sent if player don't have inventory menu.

Example
...
 close:
  TYPE: MENU_CLOSE
  DESCRIPTION_PATH: COMMAND.CLOSE.DESCRIPTION
  USAGE_PATH: COMMAND.CLOSE.USAGE
  TAKE_REQUIREMENT: false
  SUCCESS_MESSAGE: COMMAND.CLOSE.SUCCESS
  CANCELED_MESSAGE: COMMAND.CLOSE.CANCELED
  VICTIM_REQUIREMENT: ADMIN

MENU_OPEN

This command allow you to open a menu. It's a Player command.

Usage :

  • view is false : <label> [player]

  • view is true: <label> [player] <view>

Arguments are ( see argument ) :

  • VIEW as required argument : a single player.

MENU is the menu name to open, log if invalid.

VIEW if true will open player menu as the view player. Default is false.

Example
...
 menu:
  TYPE: MENU_OPEN
  DESCRIPTION_PATH: COMMAND.MENU.DESCRIPTION
  USAGE_PATH: COMMAND.MENU.USAGE
  REQUIREMENT_OTHER: AMDIN
  TAKE_REQUIREMENT: false
  SUCCESS_MESSAGE: COMMAND.MENU.SUCCESS
  SUCCESS_OTHER_MESSAGE: COMMAND.MENU.SUCCESS_OTHER
  SUCCESS_TO_MESSAGE: COMMAND.MENU.SUCCESS_TO
  MENU: menu
  VIEW: false

MESSAGE_PRIVATE

This command allow you to send private message to other player or to console. It's a Simple command.

Note, you can ans a player even if he have this mp disabled. You can send back two message and have a limit of 30 second.

Usage : <label> <player> <message>

Arguments are ( see argument ) :

  • RECEIVER as required argument : a single online player.
  • MESSAGE as required argument : a string.

CHANNEL_SPY if set, is a channel id for spy.

SPY_MESSAGE is message path for spy message ( only if CHANNEL_SPY is set ). Use sender as [tag] for sender placeholder, receiver as [tag] for receiver placeholder and %message% for message.

BYPASS_CHANNEL_MUTE if true player will be able to send message even if they are in muted channel and don't have bypass requirement.

FROM_MESSAGE is message path, this message is message received by receiver. Use sender as [tag] for sender placeholder, receiver as [tag] for receiver placeholder and %message% for message.

TO_MESSAGE is message path, this message is message received by sender. Use sender as [tag] for sender placeholder, receiver as [tag] for receiver placeholder and %message% for message.

TO_LOCKED_MESSAGE is message path, this message is message received by sender if receiver have disabled mp. Use sender as [tag] for sender placeholder, receiver as [tag] for receiver placeholder and %message% for message.

MIN is minimum message length.

Example
...
 message:
  TYPE: MESSAGE_PRIVATE
  DESCRIPTION_PATH: COMMAND.MESSAGE.DESCRIPTION
  USAGE_PATH: COMMAND.MESSAGE.USAGE
  ALIAS_LIST:
   - msg
  TAKE_REQUIREMENT: false
  CHANNEL_SPY: SPY
  SPY_MESSAGE: COMMAND.MESSAGE.SPY
  BYPASS_CHANNEL_MUTE: false
  FROM_MESSAGE: COMMAND.MESSAGE.FROM
  TO_MESSAGE: COMMAND.MESSAGE.TO
  TO_LOCKED_MESSAGE: COMMAND.MESSAGE.TO_LOCKED
  MIN: 2

MESSAGE_SEND

This command allow you to send configured message. It's an Other command.

SUBTYPE is the sub type of the command and can be :

  • ALL will send the success message to all player.
  • SINGLE will send the message as the sender.
  • PRIVATE will send the message to the sender.

If you specify victim, victim will receive SUCCESS_MESSAGE only and only if SUBTYPE isn't private.

Example
...
 rules:
  TYPE: MESSAGE_SEND
  DESCRIPTION_PATH: COMMAND.RULES.DESCRIPTION
  USAGE_PATH: COMMAND.RULES.USAGE
  REQUIREMENT_OTHER: AMDIN
  TAKE_REQUIREMENT: false
  SUCCESS_OTHER_MESSAGE: COMMAND.RULES.SUCCESS_OTHER
  SUBTYPE: PRIVATE
  SUCCESS_MESSAGE: COMMAND.RULES.SUCCESS

MULTI

This command allow you to run multiple commands at once.

Note, you can add args to this command but they'll be used in all sub commands.

Usage : <label> [args]

SUB_LIST here you can create all sub command you want.

Example
...
 spectate:
  SUB_LIST:
   gamemode:
    TYPE: GAMEMODE
    GAMEMODE: spectator
   channel:
    TYPE: CHANNEL_SET
    CHANNEL: SPEC
  DESCRIPTION_PATH: COMMAND.SPECTATE.DESCRIPTION
  USAGE_PATH: COMMAND.SPECTATE.USAGE
  TAKE_REQUIREMENT: false
  REQUIREMENT: PREMIUM

NICK

This command allow you to change your name. It's an Other command.

Usage : <label> [player] [new name]

Arguments are ( see argument ) :

  • RESET as boolean gnu --reset -r : will reveal the player.
  • NICK as string : the new nick.

RESET_MESSAGE is message's path of message sent if you reveal. Use sender as [tag] for sender's placeholder.

RESET_OTHER_MESSAGE is message's path of message sent to sender if you reveal. Use receiver as [tag] for receiver placeholder.

RESET_TO_MESSAGE is message's path of message sent to receiver if you reveal, use sender as [tag] for sender's placeholder.

COLOR_REQUIREMENT the requirement to use color in nickname.

CUSTOM_CHAR_REQUIREMENT the requirement to use custom char in nickname, if you don't have requirement you'll only can use basic name char.

PREFIX if you want impose a prefix to all nickname.

Example
...
 nick:
  TYPE: NICK
  DESCRIPTION_PATH: COMMAND.NICK.DESCRIPTION
  USAGE_PATH: COMMAND.NICK.USAGE
  REQUIREMENT: PREMIUM
  REQUIREMENT_OTHER: AMDIN
  TAKE_REQUIREMENT: false
  SUCCESS_MESSAGE: COMMAND.NICK.SUCCESS
  CANCELED_MESSAGE: COMMAND.NICK.ALREADY
  SUCCESS_OTHER_MESSAGE: COMMAND.NICK.SUCCESS_OTHER
  SUCCESS_TO_MESSAGE: COMMAND.NICK.SUCCESS_TO
  CANCELED_OTHER_MESSAGE: COMMAND.NICK.ALREADY_OTHER
  CANCELED_TO_MESSAGE: COMMAND.NICK.ALREADY_TO
  RESET_MESSAGE: COMMAND.NICK.RESET
  RESET_OTHER_MESSAGE: COMMAND.NICK.RESET_OTHER
  RESET_TO_MESSAGE: COMMAND.NICK.RESET_TO
  COLOR_REQUIREMENT: ADMIN
  CUSTOM_CHAR_REQUIREMENT: ADMIN
  PREFIX: "Nick_"

NODE

This command allow you to create sub-commands.

Usage : <label> [arguments] or <label> <sub-command> [arguments]

NODE_LIST here you can create all sub command you want.

DEFAULT the default command if sub-command isn't found. Can be removed if don't want default command.

Example
...
 gamemode:
  TYPE: NODE
  NODE_LIST:
   creative:
    TYPE: GAMEMODE
    DESCRIPTION_PATH: COMMAND.GAMEMODE.CREATIVE.DESCRIPTION
    USAGE_PATH: COMMAND.GAMEMODE.CREATIVE.USAGE
    ALIAS_LIST:
     - 1
     - c
     - cr
    TAKE_REQUIREMENT: false
    SUCCESS_MESSAGE: COMMAND.GAMEMODE.CREATIVE.SUCCESS
    CANCELED_MESSAGE: COMMAND.GAMEMODE.CREATIVE.ALREADY
    SUCCESS_OTHER_MESSAGE: COMMAND.GAMEMODE.CREATIVE.SUCCESS_OTHER
    SUCCESS_TO_MESSAGE: COMMAND.GAMEMODE.CREATIVE.SUCCESS_TO
    CANCELED_OTHER_MESSAGE: COMMAND.GAMEMODE.CREATIVE.ALREADY_OTHER
    CANCELED_TO_MESSAGE: COMMAND.GAMEMODE.CREATIVE.ALREADY_TO
    GAMEMODE: CREATIVE
   survival:
    TYPE: GAMEMODE
    DESCRIPTION_PATH: COMMAND.GAMEMODE.SURVIVAL.DESCRIPTION
    USAGE_PATH: COMMAND.GAMEMODE.SURVIVAL.USAGE
    ALIAS_LIST:
     - 0
     - s
     - sr
    TAKE_REQUIREMENT: false
    SUCCESS_MESSAGE: COMMAND.GAMEMODE.SURVIVAL.SUCCESS
    CANCELED_MESSAGE: COMMAND.GAMEMODE.SURVIVAL.ALREADY
    SUCCESS_OTHER_MESSAGE: COMMAND.GAMEMODE.SURVIVAL.SUCCESS_OTHER
    SUCCESS_TO_MESSAGE: COMMAND.GAMEMODE.SURVIVAL.SUCCESS_TO
    CANCELED_OTHER_MESSAGE: COMMAND.GAMEMODE.SURVIVAL.ALREADY_OTHER
    CANCELED_TO_MESSAGE: COMMAND.GAMEMODE.SURVIVAL.ALREADY_TO
    GAMEMODE: SURVIVAL
   spectator:
    TYPE: GAMEMODE
    DESCRIPTION: COMMAND.GAMEMODE.SURVIVAL.DESCRIPTION
    USAGE: COMMAND.GAMEMODE.SURVIVAL.USAGE
    ALIASES:
     - 3
     - sp
    TAKE_REQUIREMENT: false
    SUCCESS_MESSAGE: COMMAND.GAMEMODE.SPECTATOR.SUCCESS
    CANCELED_MESSAGE: COMMAND.GAMEMODE.SPECTATOR.ALREADY
    SUCCESS_OTHER_MESSAGE: COMMAND.GAMEMODE.SPECTATOR.SUCCESS_OTHER
    SUCCESS_TO_MESSAGE: COMMAND.GAMEMODE.SPECTATOR.SUCCESS_TO
    CANCELED_OTHER_MESSAGE: COMMAND.GAMEMODE.SPECTATOR.ALREADY_OTHER
    CANCELED_TO_MESSAGE: COMMAND.GAMEMODE.SPECTATOR.ALREADY_TO
    GAMEMODE: SPECTATOR
  DESCRIPTION_PATH: COMMAND.GAMEMODE.DESCRIPTION
  USAGE_PATH: COMMAND.GAMEMODE.USAGE
  TAKE_REQUIREMENT: false
  REQUIREMENT: ADMIN

PROFIL

This command allow you to edit player settings. It's a Player command.

PLAYER_SETTING is the player settings, log if invalid.

SUBTYPE is the sub type of the command and can be :

  • NEXT will change the player setting to his next value.
  • PREVIOUS will change the player setting to his previous value.
  • SET will set the player setting to the VALUE's value.

VALUE the value to use with the SET SUBTYPE.

Nb : canceled can only append with the SET SUBTYPE.

Example
...
 disableMp:
  TYPE: PROFIL
  DESCRIPTION_PATH: COMMAND.DISABLE_MP.DESCRIPTION
  USAGE_PATH: COMMAND.DISABLE_MP.USAGE
  TAKE_REQUIREMENT: false
  SUCCESS_MESSAGE: COMMAND.DISABLE_MP.SUCCESS
  REQUIREMENT_OTHER: ADMIN
  SUCCESS_OTHER_MESSAGE: COMMAND.DISABLE_MP.SUCCESS_OTHER
  SUCCESS_TO_MESSAGE: COMMAND.DISABLE_MP.SUCCESS_TO
  CANCELED_MESSAGE: COMMAND.DISABLE_MP.ALREADY
  CANCELED_OTHER_MESSAGE: COMMAND.DISABLE_MP.ALREADY_OTHER
  CANCELED_TO_MESSAGE: COMMAND.DISABLE_MP.ALREADY_TO
  PLAYER_SETTING: MP
  SUBTYPE: SET
  VALUE: DISABLE

REQUIREMENT

This command allow you to perform a command to take or test requirement. It's a Player command.

Usage : <label> [victim] [amount]

Arguments are ( see argument ) :

  • AMOUNT as optionnal positive integer : the amount of time the requirement should be taked.

Nb : canceled never append. If TAKE_REQUIREMENT is true will take the requirement for the sender once and amount type for the receiver.

Example
...
 testRequirement:
  TYPE: REQUIREMENT
  DESCRIPTION_PATH: COMMAND.TEST_REQUIREMENT.DESCRIPTION
  USAGE_PATH: COMMAND.TEST_REQUIREMENT.USAGE
  TAKE_REQUIREMENT: false
  SUCCESS_MESSAGE: COMMAND.DISABLE_MP.SUCCESS
  REQUIREMENT_OTHER: ADMIN
  SUCCESS_OTHER_MESSAGE: COMMAND.DISABLE_MP.SUCCESS_OTHER
  SUCCESS_TO_MESSAGE: COMMAND.DISABLE_MP.SUCCESS_TO

REWARD

This command allow you to give rewards. This is a Player command.

Usage : <label> [victim] [amount]

Arguments are ( see argument ) :

  • AMOUNT as optionnal positive integer : the amount of time the reward will be gived.

REWARD is the reward node.

Example
...
 heal:
  TYPE: REWARD
  DESCRIPTION_PATH: COMMAND.REWARD.DESCRIPTION
  USAGE_PATH: COMMAND.REWARD.USAGE
  TAKE_REQUIREMENT: false
  SUCCESS_MESSAGE: COMMAND.REWARD.SUCCESS
  REQUIREMENT: ADMIN
  SUCCESS_OTHER_PATH: COMMAND.REWARD.SUCCESS_OTHER
  SUCCESS_TO_PATH: COMMAND.REWARD.SUCCESS_TO
  REWARD:
   heal:
    TYPE: HEAL
    HEAL:
     TYPE: BASE
     AMOUNT: 2

SKIN

This command allow you to change your skin. It's an Other command.

Usage : <label> [player] [new skin]

Arguments are ( see argument ) :

  • RESET as boolean gnu --reset -r : will reveal the player.
  • SKIN as string : the new skin.

RESET_MESSAGE is message's path of message sent if you reveal. Use sender as [tag] for sender's placeholder.

RESET_OTHER_MESSAGE is message's path of message sent to sender if you reveal. Use receiver as [tag] for receiver placeholder.

RESET_TO_MESSAGE is message's path of message sent to receiver if you reveal, use sender as [tag] for sender's placeholder.

Example
...
 skin:
  TYPE: SKIN
  DESCRIPTION_PATH: COMMAND.SKIN.DESCRIPTION
  USAGE_PATH: COMMAND.SKIN.USAGE
  REQUIREMENT: PREMIUM
  REQUIREMENT_OTHER: AMDIN
  TAKE_REQUIREMENT: false
  SUCCESS_MESSAGE: COMMAND.SKIN.SUCCESS
  CANCELED_MESSAGE: COMMAND.SKIN.ALREADY
  SUCCESS_OTHER_MESSAGE: COMMAND.SKIN.SUCCESS_OTHER
  SUCCESS_TO_MESSAGE: COMMAND.SKIN.SUCCESS_TO
  CANCELED_OTHER_MESSAGE: COMMAND.SKIN.ALREADY_OTHER
  CANCELED_TO_MESSAGE: COMMAND.SKIN.ALREADY_TO
  RESET_MESSAGE: COMMAND.SKIN.RESET
  RESET_OTHER_MESSAGE: COMMAND.SKIN.RESET_OTHER
  RESET_TO_MESSAGE: COMMAND.SKIN.RESET_TO

TELEPORT_LOCATION

This command allow you to teleport player to specific location. It's a Player command

ONLINE if true you'll can only teleport online player otherwise you can teleport loaded player. Note, if player don't reconnect while loaded the teleport will not be applied.

WORLD is the world's where teleported.

or

LOCATION is the location where teleported.

If LOCATION and WORLD not set will send to spawn.

Example
...
 spawn:
  TYPE: TELEPORT_LOCATION
  DESCRIPTION_PATH: COMMAND.SPAWN.DESCRIPTION
  USAGE_PATH: COMMAND.SPAWN.USAGE
  TAKE_REQUIREMENT: false
  SUCCESS_MESSAGE: COMMAND.SPAWN.SUCCESS
  REQUIREMENT_OTHER: ADMIN
  SUCCESS_OTHER_MESSAGE: COMMAND.SPAWN.SUCCESS_OTHER
  SUCCESS_TO_MESSAGE: COMMAND.SPAWN.SUCCESS_TO

TELEPORT_PLAYER

This command allow you to teleport to specific player. It's a Player command

Usage : if random <label> [player] else <label> [player] <destination>

Arguments are ( see argument ) :

  • DESTINATION as a single player : the destination of the teleportation.

ONLINE if true you'll can only teleport online player / to online player otherwise you can teleport loaded player. Note, if player don't reconnect while loaded the teleport will not be applied.

RANDOM if true will teleport to random player.

Example
...
 teleport:
  TYPE: TELEPORT_PLAYER
  DESCRIPTION_PATH: COMMAND.TELEPORT.DESCRIPTION
  USAGE_PATH: COMMAND.TELEPORT.USAGE
  REQUIREMENT: ADMIN
  TAKE_REQUIREMENT: false
  SUCCESS_MESSAGE: COMMAND.TELEPORT.SUCCESS
  SUCCESS_OTHER_MESSAGE: COMMAND.TELEPORT.SUCCESS_OTHER
  SUCCESS_TO_MESSAGE: COMMAND.TELEPORT.SUCCESS_TO
  ONLINE: true
  RANDOM: false

TOD

This command allow you to edit player time of day. This is a Player command.

Usage : <label> [player] <time> [relative]

Arguments are ( see argument ) :

  • VALUE as an integer : the time to set if relative and 0 will reset to real time same if lower than 0 and not relative.
  • RELATIVE as a boolean : should the time be relative or absolute.
Example
...
 day:
  TYPE: TOD
  DESCRIPTION: COMMAND.DAY.DESCRIPTION
  USAGE: COMMAND.DAY.USAGE
  TAKE_REQUIREMENT: false
  SUCCESS_MESSAGE: COMMAND.DAY.SUCCESS
  REQUIREMENT_OTHER: ADMIN
  SUCCESS_OTHER_MESSAGE: COMMAND.DAY.SUCCESS_OTHER
  SUCCESS_TO_MESSAGE: COMMAND.DAY.SUCCESS_TO
  CANCELED_MESSAGE: COMMAND.DAY.ALREADY
  CANCELED_OTHER_MESSAGE: COMMAND.DAY.ALREADY_OTHER
  CANCELED_TO_MESSAGE: COMMAND.DAY.ALREADY_TO