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ActSensors

Custom tags/objectives interfaces.

Interfaces supported

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.

Indicator tags

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

Player Indicator Objectives

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).

Separate Indicator Objectives

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

Player Value Modifiers

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

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