Custom tags/objectives interfaces.
For easier identification, all names generated by plugin has a +
prefix(e.g. tag or obj name +flying
/light_block
in game). It will not be specifically noted below.
Indicators below are read only, and automatically update every tick.
Tag | Description |
---|---|
sprinting | exist if a player is sprinting |
flying | exist if a player is flying |
grounded | exist if a player is g:rounded (client side status) |
swimming | exist if a player is swimming |
sleeping | exist if a player is sleeping |
sneaking | exist if a player is sneaking |
gliding | exist if a player is gliding with elytra |
glowing | exist if a player is glowing |
exposing | exist if there is no solid blocks above a player |
Objective | Value |
---|---|
flying_speed | flying speed of a player Values here expected are 1000 times scaled For example, 1000 stands for 1.0 in float |
walking_speed | flying speed of a player Values here expected are 1000 times scaled For example, 1000 stands for 1.0 in float |
flying | if a player is flying(0 for no and 1 for yes) |
light_block | block light value of player's locations |
sky_light | sky light value of player's locations |
health | health of players Values here are 1000 times scaled For example, 20000 stands for 20.0 in double |
food_level | food level of players |
air | air remaining of players |
biome | biome id of the player's locations hashed id: org.bukkit.block.Biome |
item_hand0 | the id of the item in the player's main hand hashed id: org.bukkit.Material |
item_hand1 | same as previous, but indicates player's offhand |
meta_hand0 | a hash number generated by lore and customModelData of the item hold in player's main hand, which may be used as a identifier of a item with custom meta. Collision is theoretically possible, but the probability is very low. |
meta_hand1 | same as previous, but indicates player's offhand |
hashed id
is a kind of numerical representation of alphabetical name or id. It will be generated at runtime. It might be slightly different between mc versions, which is unpredictable but tried to avoid. They will be generated as text file to plugins/ActSensors/enumIDTables
folder while plugin initializing.
You could also check hashed id here. The number after letter c
in the middle of the filename indicates times of hash collision when generating the id table. Some (but very few) item id might change between table with different collision numbers(between mc versions).
Objective | Entries | Value |
---|---|---|
weather | #<world_name> |
indicates the weather of each world 0 for sunny, 1 for rainy/snowy and 2 for thunderstorm |
random | #pos_<channel>(0-7) #neg_<channel>(0-3) #gen_<channel>(0-3) |
random value #pos... and #neg... are positive and negative values from 0 to 65535 (absolute value)#gen... is a random value from -32768 to 32767 |
Modifiers are interface to modify internal value of the server, which is hard to modify by native commands.
You could write a value in valid range to corresponding objectives, and the internal game value will be updated at next
tick.
Objective | Value | Valid Range | Description |
---|---|---|---|
alt_flying_speed | new flying speed | >= 0 |
Change the flying speed of a player Values here expected are 1000 times scaled For example, 1000 stands for 1.0 in float |
alt_walking_speed | new walking speed | >= 0 |
Change the walking speed of a player Values here expected are 1000 times scaled For example, 1000 stands for 1.0 in float |
alt_flying | player ability to fly | >= 0 |
0 for false and non-zero positive number for true |
alt_freeze_tick | frozen tick to set | >= 0 |
Change the frozen tick of a player |
alt_fire_tick | fire tick to set | >= 0 |
Change the fire tick of a player |
alt_health | health to set | 0 <= value <= max_health |
Change the health of a player Values here expected are 1000 times scaled For example, 20000 stands for 20.0 in double |
alt_food_level | food level to set | 0 <= value <= 20 |
Change the food level of a player |
alt_air | remaining air to set | >= 0 |
Change the air remaining in tick of a player. The default maximum is 300. |
alt_vector_bypct | factor multiply velocity | !=0 |
Multiply player velocity by a float number. Values here expected are 1000 times scaled For example, 1000 stands for 1.0 in double |
alt_vector_look | velocity at looking direction to add | !=0 |
Change player speed on looking direction (3d) |
alt_vector_face | velocity at facing direction to add | !=0 |
Change the player speed on facing direction (2d) |
alt_vector_cros | velocity at cross direction to add | !=0 |
Change player speed in sideways (2d) |
alt_vector_up | velocity at upward direction to add | !=0 |
Change player speed upward |
alt_vector_x | velocity at x-axis | !=0 |
Change player speed at x-axis |
alt_vector_y | velocity at y-axis | !=0 |
Change player speed at y-axis |
alt_vector_z | velocity at z-axis | !=0 |
Change player speed at z-axis |
alt_no_dmg_tick | no damage tick to set | >=0 |
Change no damage time of a player After suffered damage, player will gain no damage ticks, which reducing 1 per tick If a player has positive no damage ticks, all the damage will be ignored you could set/reset this value via this interface |