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Periods with no formatter suffix default to seconds.","sidebar":"Reference"}}}}')}}]); \ No newline at end of file diff --git a/assets/js/02f3c860.3ecb3748.js b/assets/js/02f3c860.3ecb3748.js new file mode 100644 index 00000000..adab9c15 --- /dev/null +++ b/assets/js/02f3c860.3ecb3748.js @@ -0,0 +1 @@ +"use strict";(self.webpackChunkdocs=self.webpackChunkdocs||[]).push([[5433],{9699:(e,s,i)=>{i.r(s),i.d(s,{assets:()=>l,contentTitle:()=>d,default:()=>h,frontMatter:()=>r,metadata:()=>c,toc:()=>a});var t=i(5893),n=i(1151);const r={id:"scoring",title:"Scoring"},d=void 0,c={id:"modules/objectives/scoring",title:"Scoring",description:"The score module can be used to give matches a score limit and modify how many points are added to the score for each kill or 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Instead, it is located in the root ",(0,t.jsx)(s.code,{children:""})," element."]})}),"\n",(0,t.jsx)(s.pre,{children:(0,t.jsx)(s.code,{className:"language-xml",children:'\n'})}),"\n",(0,t.jsx)(s.h4,{id:"time-attributes",children:"Time Attributes"}),"\n",(0,t.jsx)("div",{className:"table-container",children:(0,t.jsxs)(s.table,{children:[(0,t.jsx)(s.thead,{children:(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.th,{children:"Attribute"}),(0,t.jsx)(s.th,{children:"Description"}),(0,t.jsx)(s.th,{children:"Value"}),(0,t.jsx)(s.th,{children:"Default"})]})}),(0,t.jsxs)(s.tbody,{children:[(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:"result"})}),(0,t.jsxs)(s.td,{children:["Change how the winning team or player is calculated.",(0,t.jsx)("br",{}),"Accepts ",(0,t.jsx)(s.code,{children:"default"}),", ",(0,t.jsx)(s.code,{children:"tie"}),", ",(0,t.jsx)(s.code,{children:"objectives"}),", ",(0,t.jsx)(s.code,{children:"score"}),", or a ",(0,t.jsx)(s.a,{href:"/docs/modules/format/teams",children:"Team ID"}),"."]}),(0,t.jsxs)(s.td,{children:[(0,t.jsx)("span",{className:"badge badge--primary",children:"Victory Condition"}),(0,t.jsx)("br",{}),(0,t.jsx)("span",{className:"badge badge--primary",children:"Team ID"})]}),(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:"default"})})]}),(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:"show"})}),(0,t.jsx)(s.td,{children:"Display the remaining time in the chat and boss bar."}),(0,t.jsx)(s.td,{children:(0,t.jsx)("span",{className:"badge badge--primary",children:"true/false"})}),(0,t.jsx)(s.td,{children:"true"})]}),(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:"overtime"})}),(0,t.jsx)(s.td,{children:"Specify the length of the overtime once the tie is broken."}),(0,t.jsx)(s.td,{children:(0,t.jsx)(s.a,{href:"/docs/reference/misc/time-periods",children:"Time Period"})}),(0,t.jsx)(s.td,{})]}),(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:"max-overtime"})}),(0,t.jsx)(s.td,{children:"Specify a maximum duration that the overtime should last."}),(0,t.jsx)(s.td,{children:(0,t.jsx)(s.a,{href:"/docs/reference/misc/time-periods",children:"Time Period"})}),(0,t.jsx)(s.td,{})]})]})]})}),"\n",(0,t.jsx)(s.h2,{id:"overtime",children:"Overtime"}),"\n",(0,t.jsxs)(s.p,{children:["Overtime can be used in order to force a single winner in a match. By using the optional ",(0,t.jsx)(s.code,{children:'overtime="..."'})," attribute in the time element, you can specify a ",(0,t.jsx)(s.a,{href:"/docs/reference/misc/time-periods",children:"time period"}),".\nIf the score is tied once regulation time ends, the match will extend into overtime.\nThe time will begin to tick down as soon as the tie is broken.\nIt will reset back to the specified time if a tie is reached again or a change in the lead occurs before the time expires."]}),"\n",(0,t.jsxs)(s.p,{children:["To limit how long overtime lasts, you can include the ",(0,t.jsx)(s.code,{children:'max-overtime="..."'})," attribute as well.\nIt, too, accepts a ",(0,t.jsx)(s.a,{href:"/docs/reference/misc/time-periods",children:"time period"})," as a value.\nThis will count down in the background and force the overtime to count down once surpassing the ",(0,t.jsx)(s.code,{children:'overtime="..."'})," attribute's value."]}),"\n",(0,t.jsx)(s.admonition,{type:"tip",children:(0,t.jsxs)(s.p,{children:["Set the ",(0,t.jsx)(s.code,{children:"overtime"})," attribute to ",(0,t.jsx)(s.code,{children:"1s"})," for sudden death overtime."]})}),"\n",(0,t.jsx)(s.h3,{id:"examples-3",children:"Examples"}),"\n",(0,t.jsx)(s.pre,{children:(0,t.jsx)(s.code,{className:"language-xml",children:'\x3c!-- Match will last 12 minutes.\n If score is tied when time reaches zero, a one-minute overtime starts. If the tie is broken\n and no team makes a comeback within one minute, the leading team will win.\n The overtime will last a maximum of 15 minutes --\x3e\n\n'})})]})}function h(e={}){const{wrapper:s}={...(0,n.a)(),...e.components};return s?(0,t.jsx)(s,{...e,children:(0,t.jsx)(o,{...e})}):o(e)}},1151:(e,s,i)=>{i.d(s,{Z:()=>c,a:()=>d});var t=i(7294);const n={},r=t.createContext(n);function d(e){const s=t.useContext(r);return t.useMemo((function(){return"function"==typeof e?e(s):{...s,...e}}),[s,e])}function c(e){let s;return s=e.disableParentContext?"function"==typeof e.components?e.components(n):e.components||n:d(e.components),t.createElement(r.Provider,{value:s},e.children)}}}]); \ No newline at end of file diff --git a/assets/js/02f3c860.83deebf8.js b/assets/js/02f3c860.83deebf8.js deleted file mode 100644 index 7357b68b..00000000 --- a/assets/js/02f3c860.83deebf8.js +++ /dev/null @@ -1 +0,0 @@ -"use 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for accidentally dying --\x3e\n\n"})}),"\n",(0,t.jsx)(s.pre,{children:(0,t.jsx)(s.code,{className:"language-xml",children:"\n \x3c!-- The winner is the first team to get a mercy lead of 5 or reach the limit of 10. \n Initially a score limit of 5 will be shown --\x3e\n 5\n 10\n\n"})}),"\n",(0,t.jsx)(s.h2,{id:"score-boxes",children:"Score Boxes"}),"\n",(0,t.jsxs)(s.p,{children:["A score box will give points to a players team when they enter or bring a redeemable item to the score box region.\n",(0,t.jsx)(s.a,{href:"/docs/modules/mechanics/portals",children:"Portals"})," should be used to remove the player from the immediate vicinity of the score box to prevent multiple 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Instead, it is located in the root ",(0,t.jsx)(s.code,{children:""})," element."]})}),"\n",(0,t.jsx)(s.pre,{children:(0,t.jsx)(s.code,{className:"language-xml",children:'\n'})}),"\n",(0,t.jsx)(s.h4,{id:"time-attributes",children:"Time Attributes"}),"\n",(0,t.jsx)("div",{className:"table-container",children:(0,t.jsxs)(s.table,{children:[(0,t.jsx)(s.thead,{children:(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.th,{children:"Attribute"}),(0,t.jsx)(s.th,{children:"Description"}),(0,t.jsx)(s.th,{children:"Value"}),(0,t.jsx)(s.th,{children:"Default"})]})}),(0,t.jsxs)(s.tbody,{children:[(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:"result"})}),(0,t.jsxs)(s.td,{children:["Change how the winning team or player is calculated.",(0,t.jsx)("br",{}),"Accepts ",(0,t.jsx)(s.code,{children:"default"}),", ",(0,t.jsx)(s.code,{children:"tie"}),", ",(0,t.jsx)(s.code,{children:"objectives"}),", ",(0,t.jsx)(s.code,{children:"score"}),", or a ",(0,t.jsx)(s.a,{href:"/docs/modules/format/teams",children:"Team ID"}),"."]}),(0,t.jsxs)(s.td,{children:[(0,t.jsx)("span",{className:"badge badge--primary",children:"Victory Condition"}),(0,t.jsx)("br",{}),(0,t.jsx)("span",{className:"badge badge--primary",children:"Team ID"})]}),(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:"default"})})]}),(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:"show"})}),(0,t.jsx)(s.td,{children:"Display the remaining time in the chat and boss bar."}),(0,t.jsx)(s.td,{children:(0,t.jsx)("span",{className:"badge badge--primary",children:"true/false"})}),(0,t.jsx)(s.td,{children:"true"})]}),(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:"overtime"})}),(0,t.jsx)(s.td,{children:"Specify the length of the overtime once the tie is broken."}),(0,t.jsx)(s.td,{children:(0,t.jsx)(s.a,{href:"/docs/reference/misc/time-periods",children:"Time Period"})}),(0,t.jsx)(s.td,{})]}),(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:"max-overtime"})}),(0,t.jsx)(s.td,{children:"Specify a maximum duration that the overtime should last."}),(0,t.jsx)(s.td,{children:(0,t.jsx)(s.a,{href:"/docs/reference/misc/time-periods",children:"Time Period"})}),(0,t.jsx)(s.td,{})]})]})]})}),"\n",(0,t.jsx)(s.h2,{id:"overtime",children:"Overtime"}),"\n",(0,t.jsxs)(s.p,{children:["Overtime can be used in order to force a single winner in a match. By using the optional ",(0,t.jsx)(s.code,{children:'overtime="..."'})," attribute in the time element, you can specify a ",(0,t.jsx)(s.a,{href:"/docs/reference/misc/time-periods",children:"time period"}),".\nIf the score is tied once regulation time ends, the match will extend into overtime.\nThe time will begin to tick down as soon as the tie is broken.\nIt will reset back to the specified time if a tie is reached again or a change in the lead occurs before the time expires."]}),"\n",(0,t.jsxs)(s.p,{children:["To limit how long overtime lasts, you can include the ",(0,t.jsx)(s.code,{children:'max-overtime="..."'})," attribute as well.\nIt, too, accepts a ",(0,t.jsx)(s.a,{href:"/docs/reference/misc/time-periods",children:"time period"})," as a value.\nThis will count down in the background and force the overtime to count down once surpassing the ",(0,t.jsx)(s.code,{children:'overtime="..."'})," attribute's value."]}),"\n",(0,t.jsx)(s.admonition,{type:"tip",children:(0,t.jsxs)(s.p,{children:["Set the ",(0,t.jsx)(s.code,{children:"overtime"})," attribute to ",(0,t.jsx)(s.code,{children:"1s"})," for sudden death overtime."]})}),"\n",(0,t.jsx)(s.h3,{id:"examples-3",children:"Examples"}),"\n",(0,t.jsx)(s.pre,{children:(0,t.jsx)(s.code,{className:"language-xml",children:'\x3c!-- Match will last 12 minutes.\n If score is tied when time reaches zero, a one-minute overtime starts. 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\ No newline at end of file diff --git a/assets/js/4a1e729f.2f394397.js b/assets/js/4a1e729f.2f394397.js deleted file mode 100644 index 8a039084..00000000 --- a/assets/js/4a1e729f.2f394397.js +++ /dev/null @@ -1 +0,0 @@ -"use strict";(self.webpackChunkdocs=self.webpackChunkdocs||[]).push([[5607],{4696:(e,d,s)=>{s.r(d),s.d(d,{assets:()=>c,contentTitle:()=>i,default:()=>o,frontMatter:()=>l,metadata:()=>t,toc:()=>r});var a=s(5893),n=s(1151);const l={id:"damage",title:"Damage"},i=void 0,t={id:"modules/mechanics/damage",title:"Damage",description:"Friendly Fire",source:"@site/docs/modules/mechanics/damage.mdx",sourceDirName:"modules/mechanics",slug:"/modules/mechanics/damage",permalink:"/docs/modules/mechanics/damage",draft:!1,unlisted:!1,editUrl:"https://github.com/PGMDev/Website/tree/master/docs/modules/mechanics/damage.mdx",tags:[],version:"current",lastUpdatedAt:1702944966e3,frontMatter:{id:"damage",title:"Damage"},sidebar:"docs",previous:{title:"Lanes",permalink:"/docs/modules/mechanics/lanes"},next:{title:"Gamerules",permalink:"/docs/modules/mechanics/gamerules"}},c={},r=[{value:"Friendly Fire",id:"friendly-fire",level:3},{value:"Difficulty",id:"difficulty",level:3},{value:"Hunger",id:"hunger",level:3},{value:"Damage Filtering",id:"damage-filtering",level:3},{value:"Disable Damage",id:"disable-damage",level:3},{value:"Disable Damage Element",id:"disable-damage-element",level:4},{value:"Block Explosion Attributes",id:"block-explosion-attributes",level:4},{value:"Damage Causes",id:"damage-causes",level:3}];function h(e){const d={a:"a",code:"code",em:"em",h3:"h3",h4:"h4",p:"p",pre:"pre",strong:"strong",table:"table",tbody:"tbody",td:"td",th:"th",thead:"thead",tr:"tr",...(0,n.a)(),...e.components};return(0,a.jsxs)(a.Fragment,{children:[(0,a.jsx)(d.h3,{id:"friendly-fire",children:"Friendly Fire"}),"\n",(0,a.jsx)(d.p,{children:"Allows teammates to kill each other. 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The default is ",(0,a.jsx)(d.code,{children:"hard"}),"."]}),"\n",(0,a.jsx)(d.pre,{children:(0,a.jsx)(d.code,{className:"language-xml",children:"easy \x3c!-- Defaults to hard --\x3e\n"})}),"\n",(0,a.jsx)(d.h3,{id:"hunger",children:"Hunger"}),"\n",(0,a.jsxs)(d.p,{children:["Specify if a player can starve to death, usually used with the difficulty setting.",(0,a.jsx)("br",{}),"\nThis can also be accomplished with the ",(0,a.jsx)(d.code,{children:"naturalRegeneration"})," ",(0,a.jsx)(d.a,{href:"/docs/modules/mechanics/gamerules",children:"gamerule"}),"."]}),"\n",(0,a.jsx)(d.pre,{children:(0,a.jsx)(d.code,{className:"language-xml",children:"\n off\n\n"})}),"\n",(0,a.jsx)(d.h3,{id:"damage-filtering",children:"Damage Filtering"}),"\n",(0,a.jsxs)(d.p,{children:["This module is used to filter when or if damage is applied to entities.\nIts contents can be a filter or combination of filters.\nIt doesn't have to be ",(0,a.jsx)(d.code,{children:""})," and ",(0,a.jsx)(d.code,{children:""})," at the top level but that's usually what you want.\nRegions can also be used since they are filters that filter for a location."]}),"\n",(0,a.jsx)(d.p,{children:(0,a.jsx)(d.em,{children:"Examples"})}),"\n",(0,a.jsx)(d.pre,{children:(0,a.jsx)(d.code,{className:"language-xml",children:"\n \n explosion\n \n\n"})}),"\n",(0,a.jsx)(d.pre,{children:(0,a.jsx)(d.code,{className:"language-xml",children:"\x3c!-- Deny damage events where the attacker is on the red team --\x3e\n\n \n \n red\n \n \n\n"})}),"\n",(0,a.jsx)(d.pre,{children:(0,a.jsx)(d.code,{className:"language-xml",children:"\x3c!-- Deny fall damage for players using the Eagle class --\x3e\n\n \n \n eagle\n fall\n \n \n\n"})}),"\n",(0,a.jsx)(d.h3,{id:"disable-damage",children:"Disable Damage"}),"\n",(0,a.jsx)(d.p,{children:"Use this module to disable damage from specific causes."}),"\n",(0,a.jsxs)(d.p,{children:["While almost every form of damage can be disabled safely, it is recommended that you do ",(0,a.jsx)(d.strong,{children:"not"})," disable ",(0,a.jsx)(d.code,{children:"VOID"})," damage."]}),"\n",(0,a.jsx)(d.h4,{id:"disable-damage-element",children:"Disable Damage Element"}),"\n",(0,a.jsxs)("div",{className:"table-container",children:[(0,a.jsxs)(d.table,{children:[(0,a.jsx)(d.thead,{children:(0,a.jsxs)(d.tr,{children:[(0,a.jsx)(d.th,{children:"Element"}),(0,a.jsx)(d.th,{children:"Description"})]})}),(0,a.jsx)(d.tbody,{children:(0,a.jsxs)(d.tr,{children:[(0,a.jsx)(d.td,{children:(0,a.jsx)(d.code,{children:" "})}),(0,a.jsx)(d.td,{children:"Node containing the disabled damage types."})]})})]}),(0,a.jsxs)(d.table,{children:[(0,a.jsx)(d.thead,{children:(0,a.jsxs)(d.tr,{children:[(0,a.jsx)(d.th,{children:"Sub-elements"}),(0,a.jsx)(d.th,{}),(0,a.jsx)(d.th,{children:"Value/Children"})]})}),(0,a.jsx)(d.tbody,{children:(0,a.jsxs)(d.tr,{children:[(0,a.jsx)(d.td,{children:(0,a.jsx)(d.code,{children:" "})}),(0,a.jsx)(d.td,{children:"The damage type that is disabled."}),(0,a.jsx)(d.td,{children:(0,a.jsx)(d.a,{href:"#damage-causes",children:"Damage Cause"})})]})})]})]}),"\n",(0,a.jsx)(d.p,{children:(0,a.jsx)(d.em,{children:"Example"})}),"\n",(0,a.jsx)(d.pre,{children:(0,a.jsx)(d.code,{className:"language-xml",children:"\n \x3c!-- Disable fall damage --\x3e\n fall\n\n"})}),"\n",(0,a.jsx)(d.h4,{id:"block-explosion-attributes",children:"Block Explosion Attributes"}),"\n",(0,a.jsxs)(d.p,{children:["The ",(0,a.jsx)(d.code,{children:"BLOCK_EXPLOSION"})," damage cause has several extended attributes to customize who/what gets damaged. Only attributes with ",(0,a.jsx)(d.code,{children:"false"})," as the value need to be explicitly defined since all attributes default to ",(0,a.jsx)(d.code,{children:"true"}),"."]}),"\n",(0,a.jsx)("div",{className:"table-container",children:(0,a.jsxs)(d.table,{children:[(0,a.jsx)(d.thead,{children:(0,a.jsxs)(d.tr,{children:[(0,a.jsx)(d.th,{children:"Attribute"}),(0,a.jsx)(d.th,{children:"Description"}),(0,a.jsx)(d.th,{children:"Value"}),(0,a.jsx)(d.th,{children:"Default"})]})}),(0,a.jsxs)(d.tbody,{children:[(0,a.jsxs)(d.tr,{children:[(0,a.jsx)(d.td,{children:(0,a.jsx)(d.code,{children:"ally"})}),(0,a.jsx)(d.td,{children:"Damage to players on the same team as the person that caused the explosion."}),(0,a.jsx)(d.td,{children:(0,a.jsx)("span",{className:"badge badge--primary",children:"true/false"})}),(0,a.jsx)(d.td,{children:"true"})]}),(0,a.jsxs)(d.tr,{children:[(0,a.jsx)(d.td,{children:(0,a.jsx)(d.code,{children:"self"})}),(0,a.jsx)(d.td,{children:"Damage to the person that caused the 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not teammates --\x3e\n block explosion\n\n'})}),"\n",(0,a.jsx)(d.h3,{id:"damage-causes",children:"Damage Causes"}),"\n",(0,a.jsxs)(d.p,{children:["The following damage causes can be used in the disable damage module.\nThese causes do not need to be capitalized or contain underscores, i.e., ",(0,a.jsx)(d.code,{children:"FIRE_TICK"})," and ",(0,a.jsx)(d.code,{children:"fire tick"})," will both work."]}),"\n",(0,a.jsx)("div",{className:"table-container",children:(0,a.jsxs)(d.table,{children:[(0,a.jsx)(d.thead,{children:(0,a.jsxs)(d.tr,{children:[(0,a.jsx)(d.th,{children:"Name"}),(0,a.jsx)(d.th,{children:"Description"})]})}),(0,a.jsxs)(d.tbody,{children:[(0,a.jsxs)(d.tr,{children:[(0,a.jsx)(d.td,{children:(0,a.jsx)(d.code,{children:"CONTACT"})}),(0,a.jsx)(d.td,{children:"Damage caused when an entity contacts a block such as a Cactus."})]}),(0,a.jsxs)(d.tr,{children:[(0,a.jsx)(d.td,{children:(0,a.jsx)(d.code,{children:"ENTITY_ATTACK"})}),(0,a.jsx)(d.td,{children:"Damage caused when an 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fire."})]}),(0,a.jsxs)(d.tr,{children:[(0,a.jsx)(d.td,{children:(0,a.jsx)(d.code,{children:"MELTING"})}),(0,a.jsx)(d.td,{children:"Damage caused due to a snowman melting."})]}),(0,a.jsxs)(d.tr,{children:[(0,a.jsx)(d.td,{children:(0,a.jsx)(d.code,{children:"LAVA"})}),(0,a.jsx)(d.td,{children:"Damage caused by direct exposure to lava."})]}),(0,a.jsxs)(d.tr,{children:[(0,a.jsx)(d.td,{children:(0,a.jsx)(d.code,{children:"DROWNING"})}),(0,a.jsx)(d.td,{children:"Damage caused by running out of air while in water."})]}),(0,a.jsxs)(d.tr,{children:[(0,a.jsx)(d.td,{children:(0,a.jsx)(d.code,{children:"BLOCK_EXPLOSION"})}),(0,a.jsx)(d.td,{children:"Damage caused by being in the area when a block explodes."})]}),(0,a.jsxs)(d.tr,{children:[(0,a.jsx)(d.td,{children:(0,a.jsx)(d.code,{children:"ENTITY_EXPLOSION"})}),(0,a.jsx)(d.td,{children:"Damage caused by being in the area when an entity, such as a Creeper, explodes."})]}),(0,a.jsxs)(d.tr,{children:[(0,a.jsx)(d.td,{children:(0,a.jsx)(d.code,{children:"VOID"})}),(0,a.jsx)(d.td,{children:"Damage caused by falling into the void."})]}),(0,a.jsxs)(d.tr,{children:[(0,a.jsx)(d.td,{children:(0,a.jsx)(d.code,{children:"LIGHTNING"})}),(0,a.jsx)(d.td,{children:"Damage caused by being struck by lightning."})]}),(0,a.jsxs)(d.tr,{children:[(0,a.jsx)(d.td,{children:(0,a.jsx)(d.code,{children:"SUICIDE"})}),(0,a.jsxs)(d.td,{children:["Damage caused by committing suicide using the command ",(0,a.jsx)(d.code,{children:"/kill"}),"."]})]}),(0,a.jsxs)(d.tr,{children:[(0,a.jsx)(d.td,{children:(0,a.jsx)(d.code,{children:"STARVATION"})}),(0,a.jsx)(d.td,{children:"Damage caused by starving due to having an empty hunger bar."})]}),(0,a.jsxs)(d.tr,{children:[(0,a.jsx)(d.td,{children:(0,a.jsx)(d.code,{children:"POISON"})}),(0,a.jsx)(d.td,{children:"Damage caused due to an ongoing poison 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",(0,a.jsx)(d.a,{href:"https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/event/entity/EntityDamageEvent.DamageCause.html",children:"bukkit docs - Damage Cause"})]})]})}function o(e={}){const{wrapper:d}={...(0,n.a)(),...e.components};return d?(0,a.jsx)(d,{...e,children:(0,a.jsx)(h,{...e})}):h(e)}},1151:(e,d,s)=>{s.d(d,{Z:()=>t,a:()=>i});var a=s(7294);const n={},l=a.createContext(n);function i(e){const d=a.useContext(l);return a.useMemo((function(){return"function"==typeof e?e(d):{...d,...e}}),[d,e])}function t(e){let d;return d=e.disableParentContext?"function"==typeof e.components?e.components(n):e.components||n:i(e.components),a.createElement(l.Provider,{value:d},e.children)}}}]); \ No newline at end of file diff --git a/assets/js/4a1e729f.c0f24368.js b/assets/js/4a1e729f.c0f24368.js new file mode 100644 index 00000000..19ac60b3 --- /dev/null +++ b/assets/js/4a1e729f.c0f24368.js @@ -0,0 +1 @@ +"use strict";(self.webpackChunkdocs=self.webpackChunkdocs||[]).push([[5607],{4696:(e,d,s)=>{s.r(d),s.d(d,{assets:()=>c,contentTitle:()=>t,default:()=>o,frontMatter:()=>i,metadata:()=>l,toc:()=>r});var a=s(5893),n=s(1151);const i={id:"damage",title:"Damage"},t=void 0,l={id:"modules/mechanics/damage",title:"Damage",description:"Friendly Fire",source:"@site/docs/modules/mechanics/damage.mdx",sourceDirName:"modules/mechanics",slug:"/modules/mechanics/damage",permalink:"/docs/modules/mechanics/damage",draft:!1,unlisted:!1,editUrl:"https://github.com/PGMDev/Website/tree/master/docs/modules/mechanics/damage.mdx",tags:[],version:"current",lastUpdatedAt:1721766315e3,frontMatter:{id:"damage",title:"Damage"},sidebar:"docs",previous:{title:"Lanes",permalink:"/docs/modules/mechanics/lanes"},next:{title:"Gamerules",permalink:"/docs/modules/mechanics/gamerules"}},c={},r=[{value:"Friendly 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Arrows will be absorbed if they hit a teammate."}),"\n",(0,a.jsx)(d.pre,{children:(0,a.jsx)(d.code,{className:"language-xml",children:"on \x3c!-- Defaults to off --\x3e\n"})}),"\n",(0,a.jsx)(d.p,{children:"Refunds arrows blocked by teammates from non-infinity bows."}),"\n",(0,a.jsx)(d.pre,{children:(0,a.jsx)(d.code,{className:"language-xml",children:"off \x3c!-- Defaults to on --\x3e\n"})}),"\n",(0,a.jsx)(d.h3,{id:"difficulty",children:"Difficulty"}),"\n",(0,a.jsxs)(d.p,{children:["The difficulty level can be set to ",(0,a.jsx)(d.code,{children:"peaceful"}),", ",(0,a.jsx)(d.code,{children:"easy"}),", ",(0,a.jsx)(d.code,{children:"normal"}),", or ",(0,a.jsx)(d.code,{children:"hard"}),". The default is ",(0,a.jsx)(d.code,{children:"hard"}),"."]}),"\n",(0,a.jsx)(d.pre,{children:(0,a.jsx)(d.code,{className:"language-xml",children:"easy \x3c!-- Defaults to hard --\x3e\n"})}),"\n",(0,a.jsx)(d.h3,{id:"hunger",children:"Hunger"}),"\n",(0,a.jsxs)(d.p,{children:["Specify if a player can starve to death, usually used with the difficulty setting.\nThis can also be accomplished with the ",(0,a.jsxs)(d.a,{href:"/docs/modules/mechanics/gamerules",children:[(0,a.jsx)(d.code,{children:"naturalRegeneration"})," gamerule"]}),"."]}),"\n",(0,a.jsx)(d.pre,{children:(0,a.jsx)(d.code,{className:"language-xml",children:"\n off\n\n"})}),"\n",(0,a.jsx)(d.h3,{id:"damage-filtering",children:"Damage Filtering"}),"\n",(0,a.jsxs)(d.p,{children:["This module is used to filter when or if damage is applied to entities.\nIts contents can be a filter or combination of filters.\nIt doesn't have to be ",(0,a.jsx)(d.code,{children:""})," and ",(0,a.jsx)(d.code,{children:""})," at the top level but that's usually what you want.\nRegions can also be used since they are filters that filter for a location."]}),"\n",(0,a.jsx)(d.p,{children:(0,a.jsx)(d.em,{children:"Examples"})}),"\n",(0,a.jsx)(d.pre,{children:(0,a.jsx)(d.code,{className:"language-xml",children:"\n \n explosion\n \n\n"})}),"\n",(0,a.jsx)(d.pre,{children:(0,a.jsx)(d.code,{className:"language-xml",children:"\x3c!-- Deny damage events where the attacker is on the red team --\x3e\n\n \n \n red\n \n \n\n"})}),"\n",(0,a.jsx)(d.pre,{children:(0,a.jsx)(d.code,{className:"language-xml",children:"\x3c!-- Deny fall damage for players using the Eagle class --\x3e\n\n \n \n eagle\n fall\n \n \n\n"})}),"\n",(0,a.jsx)(d.h3,{id:"disable-damage",children:"Disable Damage"}),"\n",(0,a.jsx)(d.p,{children:"Use this module to disable damage from specific causes."}),"\n",(0,a.jsxs)(d.p,{children:["While almost every form of damage can be disabled safely, it is recommended that you do ",(0,a.jsx)(d.strong,{children:"not"})," disable ",(0,a.jsx)(d.code,{children:"VOID"})," damage."]}),"\n",(0,a.jsx)(d.h4,{id:"disable-damage-element",children:"Disable Damage Element"}),"\n",(0,a.jsxs)("div",{className:"table-container",children:[(0,a.jsxs)(d.table,{children:[(0,a.jsx)(d.thead,{children:(0,a.jsxs)(d.tr,{children:[(0,a.jsx)(d.th,{children:"Element"}),(0,a.jsx)(d.th,{children:"Description"})]})}),(0,a.jsx)(d.tbody,{children:(0,a.jsxs)(d.tr,{children:[(0,a.jsx)(d.td,{children:(0,a.jsx)(d.code,{children:" "})}),(0,a.jsx)(d.td,{children:"Node containing the disabled damage types."})]})})]}),(0,a.jsxs)(d.table,{children:[(0,a.jsx)(d.thead,{children:(0,a.jsxs)(d.tr,{children:[(0,a.jsx)(d.th,{children:"Sub-elements"}),(0,a.jsx)(d.th,{}),(0,a.jsx)(d.th,{children:"Value/Children"})]})}),(0,a.jsx)(d.tbody,{children:(0,a.jsxs)(d.tr,{children:[(0,a.jsx)(d.td,{children:(0,a.jsx)(d.code,{children:" "})}),(0,a.jsx)(d.td,{children:"The damage type that is disabled."}),(0,a.jsx)(d.td,{children:(0,a.jsx)(d.a,{href:"#damage-causes",children:"Damage Cause"})})]})})]})]}),"\n",(0,a.jsx)(d.h4,{id:"damage-attributes",children:"Damage Attributes"}),"\n",(0,a.jsx)("div",{className:"table-container",children:(0,a.jsxs)(d.table,{children:[(0,a.jsx)(d.thead,{children:(0,a.jsxs)(d.tr,{children:[(0,a.jsx)(d.th,{children:"Attribute"}),(0,a.jsx)(d.th,{children:"Description"}),(0,a.jsx)(d.th,{children:"Value"})]})}),(0,a.jsxs)(d.tbody,{children:[(0,a.jsxs)(d.tr,{children:[(0,a.jsx)(d.td,{children:(0,a.jsx)(d.code,{children:"attacker-action"})}),(0,a.jsx)(d.td,{children:"The action to trigger for the attacker."}),(0,a.jsx)(d.td,{children:(0,a.jsx)(d.a,{href:"/docs/modules/mechanics/actions-triggers",children:"Action ID"})})]}),(0,a.jsxs)(d.tr,{children:[(0,a.jsx)(d.td,{children:(0,a.jsx)(d.code,{children:"victim-action"})}),(0,a.jsx)(d.td,{children:"The action to trigger for the victim."}),(0,a.jsx)(d.td,{children:(0,a.jsx)(d.a,{href:"/docs/modules/mechanics/actions-triggers",children:"Action ID"})})]})]})]})}),"\n",(0,a.jsx)(d.p,{children:(0,a.jsx)(d.em,{children:"Example"})}),"\n",(0,a.jsx)(d.pre,{children:(0,a.jsx)(d.code,{className:"language-xml",children:"\n \x3c!-- Disable fall damage --\x3e\n fall\n\n"})}),"\n",(0,a.jsx)(d.pre,{children:(0,a.jsx)(d.code,{className:"language-xml",children:'\x3c!-- Deny explosions & use actions "when-attacking" and "when-damaged" --\x3e\n\n \n explosion\n \n\n'})}),"\n",(0,a.jsx)(d.h4,{id:"block-explosion-attributes",children:"Block Explosion Attributes"}),"\n",(0,a.jsxs)(d.p,{children:["The ",(0,a.jsx)(d.code,{children:"BLOCK_EXPLOSION"})," damage cause has several extended attributes to customize who/what gets damaged. Only attributes with ",(0,a.jsx)(d.code,{children:"false"})," as the value need to be explicitly defined since all attributes default to ",(0,a.jsx)(d.code,{children:"true"}),"."]}),"\n",(0,a.jsx)("div",{className:"table-container",children:(0,a.jsxs)(d.table,{children:[(0,a.jsx)(d.thead,{children:(0,a.jsxs)(d.tr,{children:[(0,a.jsx)(d.th,{children:"Attribute"}),(0,a.jsx)(d.th,{children:"Description"}),(0,a.jsx)(d.th,{children:"Value"}),(0,a.jsx)(d.th,{children:"Default"})]})}),(0,a.jsxs)(d.tbody,{children:[(0,a.jsxs)(d.tr,{children:[(0,a.jsx)(d.td,{children:(0,a.jsx)(d.code,{children:"ally"})}),(0,a.jsx)(d.td,{children:"Damage to players on the same team as the person that caused the explosion."}),(0,a.jsx)(d.td,{children:(0,a.jsx)("span",{className:"badge badge--primary",children:"true/false"})}),(0,a.jsx)(d.td,{children:"true"})]}),(0,a.jsxs)(d.tr,{children:[(0,a.jsx)(d.td,{children:(0,a.jsx)(d.code,{children:"self"})}),(0,a.jsx)(d.td,{children:"Damage to the person that caused the 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explodes."})]}),(0,a.jsxs)(d.tr,{children:[(0,a.jsx)(d.td,{children:(0,a.jsx)(d.code,{children:"VOID"})}),(0,a.jsx)(d.td,{children:"Damage caused by falling into the void."})]}),(0,a.jsxs)(d.tr,{children:[(0,a.jsx)(d.td,{children:(0,a.jsx)(d.code,{children:"LIGHTNING"})}),(0,a.jsx)(d.td,{children:"Damage caused by being struck by lightning."})]}),(0,a.jsxs)(d.tr,{children:[(0,a.jsx)(d.td,{children:(0,a.jsx)(d.code,{children:"SUICIDE"})}),(0,a.jsxs)(d.td,{children:["Damage caused by committing suicide using the command ",(0,a.jsx)(d.code,{children:"/kill"}),"."]})]}),(0,a.jsxs)(d.tr,{children:[(0,a.jsx)(d.td,{children:(0,a.jsx)(d.code,{children:"STARVATION"})}),(0,a.jsx)(d.td,{children:"Damage caused by starving due to having an empty hunger bar."})]}),(0,a.jsxs)(d.tr,{children:[(0,a.jsx)(d.td,{children:(0,a.jsx)(d.code,{children:"POISON"})}),(0,a.jsx)(d.td,{children:"Damage caused due to an ongoing poison 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",(0,a.jsx)(d.a,{href:"https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/event/entity/EntityDamageEvent.DamageCause.html",children:"bukkit docs - Damage Cause"})]})]})}function o(e={}){const{wrapper:d}={...(0,n.a)(),...e.components};return d?(0,a.jsx)(d,{...e,children:(0,a.jsx)(h,{...e})}):h(e)}},1151:(e,d,s)=>{s.d(d,{Z:()=>l,a:()=>t});var a=s(7294);const n={},i=a.createContext(n);function t(e){const d=a.useContext(i);return a.useMemo((function(){return"function"==typeof e?e(d):{...d,...e}}),[d,e])}function l(e){let d;return d=e.disableParentContext?"function"==typeof e.components?e.components(n):e.components||n:t(e.components),a.createElement(i.Provider,{value:d},e.children)}}}]); \ No newline at end of file diff --git a/assets/js/749ef58e.81770e8a.js b/assets/js/749ef58e.81770e8a.js deleted file mode 100644 index 70c71e95..00000000 --- a/assets/js/749ef58e.81770e8a.js +++ /dev/null @@ -1 +0,0 @@ -"use 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",(0,i.jsx)(s.a,{href:"/docs/modules/gear/kits",children:"Kits"})," to\ndefine items and makes use of a specific ",(0,i.jsx)(s.a,{href:"/docs/modules/mechanics/regions",children:"region"})," to spawn them in."]}),"\n",(0,i.jsx)(s.admonition,{type:"info",children:(0,i.jsx)(s.p,{children:"Currently, only dropped items and splash potions are supported by this module.\nOther types of entities may be supported in the future."})}),"\n",(0,i.jsxs)("div",{className:"table-container",children:[(0,i.jsxs)(s.table,{children:[(0,i.jsx)(s.thead,{children:(0,i.jsxs)(s.tr,{children:[(0,i.jsx)(s.th,{children:"Element"}),(0,i.jsx)(s.th,{children:"Description"})]})}),(0,i.jsx)(s.tbody,{children:(0,i.jsxs)(s.tr,{children:[(0,i.jsx)(s.td,{children:(0,i.jsx)(s.code,{children:" "})}),(0,i.jsx)(s.td,{children:"Node containing all defined spawners used in this 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var(--fa-animation-delay, 0s);\n -webkit-animation-direction: var(--fa-animation-direction, normal);\n animation-direction: var(--fa-animation-direction, normal);\n -webkit-animation-duration: var(--fa-animation-duration, 1s);\n animation-duration: var(--fa-animation-duration, 1s);\n -webkit-animation-iteration-count: var(--fa-animation-iteration-count, infinite);\n animation-iteration-count: var(--fa-animation-iteration-count, infinite);\n -webkit-animation-timing-function: var(--fa-animation-timing, cubic-bezier(0.4, 0, 0.6, 1));\n animation-timing-function: var(--fa-animation-timing, cubic-bezier(0.4, 0, 0.6, 1));\n}\n\n.fa-beat-fade {\n -webkit-animation-name: fa-beat-fade;\n animation-name: fa-beat-fade;\n -webkit-animation-delay: var(--fa-animation-delay, 0s);\n animation-delay: var(--fa-animation-delay, 0s);\n -webkit-animation-direction: var(--fa-animation-direction, normal);\n animation-direction: var(--fa-animation-direction, normal);\n -webkit-animation-duration: var(--fa-animation-duration, 1s);\n animation-duration: var(--fa-animation-duration, 1s);\n -webkit-animation-iteration-count: var(--fa-animation-iteration-count, infinite);\n animation-iteration-count: var(--fa-animation-iteration-count, infinite);\n -webkit-animation-timing-function: var(--fa-animation-timing, cubic-bezier(0.4, 0, 0.6, 1));\n animation-timing-function: var(--fa-animation-timing, cubic-bezier(0.4, 0, 0.6, 1));\n}\n\n.fa-flip {\n -webkit-animation-name: fa-flip;\n animation-name: fa-flip;\n -webkit-animation-delay: var(--fa-animation-delay, 0s);\n animation-delay: var(--fa-animation-delay, 0s);\n -webkit-animation-direction: var(--fa-animation-direction, normal);\n animation-direction: var(--fa-animation-direction, normal);\n -webkit-animation-duration: var(--fa-animation-duration, 1s);\n animation-duration: var(--fa-animation-duration, 1s);\n -webkit-animation-iteration-count: var(--fa-animation-iteration-count, infinite);\n animation-iteration-count: 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}\n 45% {\n -webkit-transform: scale(var(--fa-beat-scale, 1.25));\n transform: scale(var(--fa-beat-scale, 1.25));\n }\n}\n@keyframes fa-beat {\n 0%, 90% {\n -webkit-transform: scale(1);\n transform: scale(1);\n }\n 45% {\n -webkit-transform: scale(var(--fa-beat-scale, 1.25));\n transform: scale(var(--fa-beat-scale, 1.25));\n }\n}\n@-webkit-keyframes fa-bounce {\n 0% {\n -webkit-transform: scale(1, 1) translateY(0);\n transform: scale(1, 1) translateY(0);\n }\n 10% {\n -webkit-transform: scale(var(--fa-bounce-start-scale-x, 1.1), var(--fa-bounce-start-scale-y, 0.9)) translateY(0);\n transform: scale(var(--fa-bounce-start-scale-x, 1.1), var(--fa-bounce-start-scale-y, 0.9)) translateY(0);\n }\n 30% {\n -webkit-transform: scale(var(--fa-bounce-jump-scale-x, 0.9), var(--fa-bounce-jump-scale-y, 1.1)) translateY(var(--fa-bounce-height, -0.5em));\n transform: scale(var(--fa-bounce-jump-scale-x, 0.9), var(--fa-bounce-jump-scale-y, 1.1)) translateY(var(--fa-bounce-height, -0.5em));\n }\n 50% {\n 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In legacy PGM, only maps in production phase show up on a website configured with an API."]}),(0,t.jsxs)(s.td,{children:[(0,t.jsx)(s.code,{children:"development"}),(0,t.jsx)("br",{}),(0,t.jsx)(s.code,{children:"staging"}),(0,t.jsx)("br",{}),(0,t.jsx)(s.code,{children:"production"})]}),(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:"production"})})]}),(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:""})}),(0,t.jsxs)(s.td,{children:["The type of gameplay environment this map is intended for.",(0,t.jsx)("br",{}),(0,t.jsx)(s.strong,{children:"Note:"})," In legacy PGM, only standard edition maps show up on a website configured with an API."]}),(0,t.jsxs)(s.td,{children:[(0,t.jsx)(s.code,{children:"standard"}),(0,t.jsx)("br",{}),(0,t.jsx)(s.code,{children:"ranked"}),(0,t.jsx)("br",{}),(0,t.jsx)(s.code,{children:"tournament"})]}),(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:"standard"})})]}),(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:""})}),(0,t.jsxs)(s.td,{children:["A custom title for this match's gamemode.",(0,t.jsx)("br",{}),(0,t.jsx)(s.strong,{children:"Note:"})," A map can have multiple gamemode titles. PGM will select the last as the map's primary title."]}),(0,t.jsx)(s.td,{children:(0,t.jsx)("span",{className:"badge badge--primary",children:"String"})}),(0,t.jsx)(s.td,{})]}),(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:""})}),(0,t.jsx)(s.td,{children:"The gamemode(s) of this map. If this is not specified the map will set the gamemode(s) to whatever modules are used."}),(0,t.jsx)(s.td,{children:(0,t.jsx)("span",{className:"badge badge--primary",children:"Gamemode ID"})}),(0,t.jsx)(s.td,{})]})]})]})}),"\n",(0,t.jsx)(s.pre,{children:(0,t.jsx)(s.code,{className:"language-xml",children:'\nMap Name\n1.0.0\nShort description about the map\'s objective.\n\n\x3c!-- Map authors & contributors. --\x3e\n\n\x3c!-- Map modules, i.e. objectives, regions, spawns. --\x3e\n\n\n'})}),"\n",(0,t.jsx)(s.h3,{id:"authors--contributors",children:"Authors & Contributors"}),"\n",(0,t.jsx)(s.p,{children:"The authors and contributers elements provide information about who created and helped create the map.\nThere can be multiple authors and contributors to a map.\nThe contribution attribute should be used to specify what their contribution to the map was."}),"\n",(0,t.jsxs)(s.p,{children:["A player's name should ",(0,t.jsx)(s.strong,{children:"not"})," be used to credit them, instead their UUID should be used.\nA UUID is a universally unique identifier that is used to keep track of players even if they change their name.\nYou can check player UUIDs at ",(0,t.jsx)(s.a,{href:"https://mcuuid.net/",children:"mcuuid.net"}),".\nIf an author or contributor is defined without a UUID, that player will not get any mapmaker perks on the map."]}),"\n",(0,t.jsx)(s.h4,{id:"author-or-contributor-sub-elements",children:"Author or Contributor Sub-elements"}),"\n",(0,t.jsx)("div",{className:"table-container",children:(0,t.jsxs)(s.table,{children:[(0,t.jsx)(s.thead,{children:(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.th,{children:"Element"}),(0,t.jsx)(s.th,{children:"Description"}),(0,t.jsx)(s.th,{children:"Value/Children"})]})}),(0,t.jsxs)(s.tbody,{children:[(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:""})}),(0,t.jsxs)(s.td,{children:["A major author of the map, used in ",(0,t.jsx)(s.code,{children:""}),"."]}),(0,t.jsx)(s.td,{children:(0,t.jsx)("span",{className:"badge badge--primary",children:"String"})})]}),(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:""})}),(0,t.jsxs)(s.td,{children:["A contributor to the map, used in ",(0,t.jsx)(s.code,{children:""}),"."]}),(0,t.jsx)(s.td,{children:(0,t.jsx)("span",{className:"badge badge--primary",children:"String"})})]})]})]})}),"\n",(0,t.jsx)(s.h5,{id:"author--contributor-attributes",children:"Author & Contributor Attributes"}),"\n",(0,t.jsx)("div",{className:"table-container",children:(0,t.jsxs)(s.table,{children:[(0,t.jsx)(s.thead,{children:(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.th,{children:"Attribute"}),(0,t.jsx)(s.th,{children:"Description"}),(0,t.jsx)(s.th,{children:"Value"})]})}),(0,t.jsxs)(s.tbody,{children:[(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:"uuid"})}),(0,t.jsx)(s.td,{children:"The UUID used to identify a Minecraft player."}),(0,t.jsx)(s.td,{children:(0,t.jsx)("span",{className:"badge badge--primary",children:"String"})})]}),(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:"contribution"})}),(0,t.jsx)(s.td,{children:"A description of the contribution this author or contributor made to the map."}),(0,t.jsx)(s.td,{children:(0,t.jsx)("span",{className:"badge badge--primary",children:"String"})})]})]})]})}),"\n",(0,t.jsx)(s.pre,{children:(0,t.jsx)(s.code,{className:"language-xml",children:'\x3c!-- Major map authors --\x3e\n\n aPerson \x3c!-- Credit a person that doesn\'t have a Minecraft account --\x3e\n \x3c!-- Plastix --\x3e\n \x3c!-- Elliott_ --\x3e\n\n\n\x3c!-- People that contributed in some way to the map --\x3e\n\n \x3c!-- Credit a person that doesn\'t have a Minecraft account --\x3e\n aHelper\n \x3c!-- Cubist --\x3e\n\n'})}),"\n",(0,t.jsx)(s.h3,{id:"include-statements",children:"Include Statements"}),"\n",(0,t.jsx)(s.p,{children:"Include statements allow for global XML files to be loaded and re-used across different maps.\nThis can be used to standardize values across maps.\nBelow is a sample includes file that can be used on Blitz maps:"}),"\n",(0,t.jsx)(s.pre,{children:(0,t.jsx)(s.code,{className:"language-xml",metastring:'title="/server/includes/blitz.xml"',children:"\x3c!-- the location for include files is defined in config.yml --\x3e\n\n \n 5\n \n\n"})}),"\n",(0,t.jsxs)(s.p,{children:["The file is automatically given an ID based on the file name, which in this case is ",(0,t.jsx)(s.code,{children:"blitz"}),".\nThen it can be added into the main ",(0,t.jsx)(s.code,{children:"map.xml"}),". Multiple include statements can be used per map."]}),"\n",(0,t.jsx)(s.pre,{children:(0,t.jsx)(s.code,{className:"language-xml",metastring:'title="/server/maps/map_name/map.xml"',children:'\n ...\n \x3c!-- All maps with this include statement will give the player 5 lives --\x3e\n \n ...\n\n'})}),"\n",(0,t.jsx)(s.h3,{id:"map-variants",children:"Map Variants"}),"\n",(0,t.jsx)(s.p,{children:"Mapmakers may choose to build different versions of their maps that are tailored for events, such as tournaments.\nThis tool allows them to avoid the need to duplicate existing maps and, instead, unify various versions into one location."}),"\n",(0,t.jsxs)(s.p,{children:["By defining a variant ID, PGM will treat an individual map with one or more variants as separate maps.\nEach variant can contain conditionals, which determine whether a section of the XML file from the base (internally, the ",(0,t.jsx)(s.code,{children:"default"})," variant) map should be loaded for a variant map.\nAdditionally, a variant can also contain constants, which allows you to define text constants that can be used to replace placeholders in the base map XML with the specified values."]}),"\n",(0,t.jsx)(s.h4,{id:"variant-sub-elements",children:"Variant Sub-elements"}),"\n",(0,t.jsx)("div",{className:"table-container",children:(0,t.jsxs)(s.table,{children:[(0,t.jsx)(s.thead,{children:(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.th,{children:"Element"}),(0,t.jsx)(s.th,{children:"Description"}),(0,t.jsx)(s.th,{children:"Value/Children"})]})}),(0,t.jsx)(s.tbody,{children:(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:" "})}),(0,t.jsx)(s.td,{children:"A map variant."}),(0,t.jsx)(s.td,{children:(0,t.jsx)("span",{className:"badge badge--primary",children:"String"})})]})})]})}),"\n",(0,t.jsx)(s.h5,{id:"variant-attributes",children:"Variant Attributes"}),"\n",(0,t.jsx)("div",{className:"table-container",children:(0,t.jsxs)(s.table,{children:[(0,t.jsx)(s.thead,{children:(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.th,{children:"Attribute"}),(0,t.jsx)(s.th,{children:"Description"}),(0,t.jsx)(s.th,{children:"Value"}),(0,t.jsx)(s.th,{children:"Default"})]})}),(0,t.jsxs)(s.tbody,{children:[(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:"id"})}),(0,t.jsxs)(s.td,{children:[(0,t.jsx)("span",{className:"badge badge--danger",children:"Required"}),"Unique identifier used to reference this map variant from other places in the XML."]}),(0,t.jsx)(s.td,{children:(0,t.jsx)("span",{className:"badge badge--primary",children:"String"})}),(0,t.jsx)(s.td,{})]}),(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:"world"})}),(0,t.jsx)(s.td,{children:"The world the variant should use during a match."}),(0,t.jsx)(s.td,{children:(0,t.jsx)("span",{className:"badge badge--primary",children:"String"})}),(0,t.jsx)(s.td,{})]}),(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:"override"})}),(0,t.jsxs)(s.td,{children:["Toggle if the variant name should override the base map name. If set to false, PGM will append ",(0,t.jsx)(s.code,{children:": [variant]"})," to the base map name."]}),(0,t.jsx)(s.td,{children:(0,t.jsx)("span",{className:"badge badge--primary",children:"true/false"})}),(0,t.jsx)(s.td,{children:"false"})]})]})]})}),"\n",(0,t.jsx)(s.h4,{id:"conditionals-sub-elements",children:"Conditionals Sub-elements"}),"\n",(0,t.jsx)("div",{className:"table-container",children:(0,t.jsxs)(s.table,{children:[(0,t.jsx)(s.thead,{children:(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.th,{children:"Element"}),(0,t.jsx)(s.th,{children:"Description"}),(0,t.jsx)(s.th,{children:"Value/Children"})]})}),(0,t.jsxs)(s.tbody,{children:[(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:" "})}),(0,t.jsx)(s.td,{children:"Apply an XML section if the specified variant is loaded."}),(0,t.jsx)(s.td,{children:(0,t.jsx)("span",{className:"badge badge--secondary",children:"XML Modules"})})]}),(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:" "})}),(0,t.jsx)(s.td,{children:"Apply an XML section for all variants except for a specific variant when loaded."}),(0,t.jsx)(s.td,{children:(0,t.jsx)("span",{className:"badge badge--secondary",children:"XML Modules"})})]})]})]})}),"\n",(0,t.jsx)(s.h5,{id:"ifunless-conditional-attributes",children:"If/Unless Conditional Attributes"}),"\n",(0,t.jsx)("div",{className:"table-container",children:(0,t.jsxs)(s.table,{children:[(0,t.jsx)(s.thead,{children:(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.th,{children:"Attribute"}),(0,t.jsx)(s.th,{children:"Description"}),(0,t.jsx)(s.th,{children:"Value"})]})}),(0,t.jsxs)(s.tbody,{children:[(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:"variant"})}),(0,t.jsx)(s.td,{children:"The name of the variant to target."}),(0,t.jsx)(s.td,{children:(0,t.jsx)("span",{className:"badge badge--primary",children:"Variant ID"})})]}),(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:"has-variant"})}),(0,t.jsxs)(s.td,{children:["Target all maps with a specified variant.",(0,t.jsx)("br",{}),(0,t.jsx)(s.strong,{children:"Note:"})," This can be useful in a server's global XML file."]}),(0,t.jsx)(s.td,{children:(0,t.jsx)("span",{className:"badge badge--primary",children:"Variant ID"})})]})]})]})}),"\n",(0,t.jsxs)(s.p,{children:[(0,t.jsx)(s.strong,{children:"Note:"})," Multiple variants can be targeted as long as it is separated with a comma (",(0,t.jsx)(s.code,{children:","}),")."]}),"\n",(0,t.jsx)(s.h3,{id:"constants",children:"Constants"}),"\n",(0,t.jsxs)(s.p,{children:["Constants are values that remain the same, regardless of conditions.\nPGM will search and replace any corresponding placeholders (",(0,t.jsx)(s.code,{children:"${constant_id}"}),") with the constant value."]}),"\n",(0,t.jsxs)("div",{className:"table-container",children:[(0,t.jsxs)(s.table,{children:[(0,t.jsx)(s.thead,{children:(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.th,{children:"Element"}),(0,t.jsx)(s.th,{children:"Description"}),(0,t.jsx)(s.th,{children:"Children"})]})}),(0,t.jsx)(s.tbody,{children:(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:" "})}),(0,t.jsx)(s.td,{children:"A node containing the constants for this map."}),(0,t.jsx)(s.td,{children:(0,t.jsx)("span",{className:"badge badge--secondary",children:"Constant Elements"})})]})})]}),(0,t.jsxs)(s.table,{children:[(0,t.jsx)(s.thead,{children:(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.th,{children:"Sub-elements"}),(0,t.jsx)(s.th,{}),(0,t.jsx)(s.th,{})]})}),(0,t.jsx)(s.tbody,{children:(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:" "})}),(0,t.jsx)(s.td,{children:"An individual constant."}),(0,t.jsx)(s.td,{children:(0,t.jsx)("span",{className:"badge badge--primary",children:"String"})})]})})]})]}),"\n",(0,t.jsx)(s.h5,{id:"constant-attributes",children:"Constant Attributes"}),"\n",(0,t.jsx)("div",{className:"table-container",children:(0,t.jsxs)(s.table,{children:[(0,t.jsx)(s.thead,{children:(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.th,{children:"Attribute"}),(0,t.jsx)(s.th,{children:"Description"}),(0,t.jsx)(s.th,{children:"Value"}),(0,t.jsx)(s.th,{children:"Default"})]})}),(0,t.jsxs)(s.tbody,{children:[(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:"id"})}),(0,t.jsxs)(s.td,{children:[(0,t.jsx)("span",{className:"badge badge--danger",children:"Required"}),"Unique identifier used to reference this constant from other places in the XML."]}),(0,t.jsx)(s.td,{children:(0,t.jsx)("span",{className:"badge badge--primary",children:"String"})}),(0,t.jsx)(s.td,{})]}),(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:"delete"})}),(0,t.jsx)(s.td,{children:"When true, PGM will completely delete the attribute or element the constant was used in, rather than leaving it blank."}),(0,t.jsx)(s.td,{children:(0,t.jsx)("span",{className:"badge badge--primary",children:"true/false"})}),(0,t.jsx)(s.td,{children:"false"})]})]})]})}),"\n",(0,t.jsx)(s.p,{children:"The following example utilizes both map variants and constant."}),"\n",(0,t.jsx)(s.pre,{children:(0,t.jsx)(s.code,{className:"language-xml",children:'\nMap Name\n5v5 \x3c!-- Loaded as "Map Name: 5v5" --\x3e\nTE \x3c!-- Loaded as "Map Name: TE" --\x3e\nSpooky Map Name \x3c!-- Loaded as "Spooky Map Name" --\x3e\n\n\x3c!-- PGM will replace "${team_size}" and "${max}" placeholder with the new value --\x3e\n25\n \x3c!-- "max-overfill" will not exist when "Map Name" is loaded --\x3e\n6\n\n 5\n 5\n 3\n\n\n 6\n 6\n \n\n\n\n\n\n ${max} \x3c!-- 6 in "Map Name", 3 in "Map Name: 5v5", non-existent in "Map Name: TE" --\x3e\n\n\n'})}),"\n",(0,t.jsx)(s.h3,{id:"map-gamemode",children:"Map Gamemode"}),"\n",(0,t.jsxs)(s.p,{children:["The gamemode element is used to specify the gamemode(s) of the map.\nThis mainly affects how the map is displayed.\nIf no ",(0,t.jsx)(s.code,{children:""}),' tags are specified, the map will set the gamemode(s) to whatever modules are used.\nThis means that a map that uses destroyables and flags would be displayed as "DTM and CTF" unless specified otherwise.']}),"\n",(0,t.jsx)("div",{className:"table-container",children:(0,t.jsxs)(s.table,{children:[(0,t.jsx)(s.thead,{children:(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.th,{children:"Element"}),(0,t.jsx)(s.th,{children:"Description"}),(0,t.jsx)(s.th,{children:"Value/Children"})]})}),(0,t.jsx)(s.tbody,{children:(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:" "})}),(0,t.jsx)(s.td,{children:"The gamemode(s) of this map."}),(0,t.jsx)(s.td,{children:(0,t.jsx)("span",{className:"badge badge--primary",children:"Gamemode ID"})})]})})]})}),"\n",(0,t.jsx)(s.h4,{id:"gamemode-ids",children:"Gamemode IDs"}),"\n",(0,t.jsx)("div",{className:"table-container",children:(0,t.jsxs)(s.table,{children:[(0,t.jsx)(s.thead,{children:(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.th,{children:"ID"}),(0,t.jsx)(s.th,{children:"Description"})]})}),(0,t.jsxs)(s.tbody,{children:[(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:"arcade"})}),(0,t.jsx)(s.td,{children:"Arcade"})]}),(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:"ad"})}),(0,t.jsx)(s.td,{children:"Attack/Defend"})]}),(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:"bedwars"})}),(0,t.jsx)(s.td,{children:"Bed Wars"})]}),(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:"blitz"})}),(0,t.jsx)(s.td,{children:"Blitz"})]}),(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:"br"})}),(0,t.jsx)(s.td,{children:"Blitz: Rage"})]}),(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:"bridge"})}),(0,t.jsx)(s.td,{children:"Bridge"})]}),(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:"ctf"})}),(0,t.jsx)(s.td,{children:"Capture the Flag"})]}),(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:"ctw"})}),(0,t.jsx)(s.td,{children:"Capture the Wool"})]}),(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:"cp"})}),(0,t.jsx)(s.td,{children:"Control the Point"})]}),(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:"tdm"})}),(0,t.jsx)(s.td,{children:"Deathmatch"})]}),(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:"dtc"})}),(0,t.jsx)(s.td,{children:"Destroy the Core"})]}),(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:"dtm"})}),(0,t.jsx)(s.td,{children:"Destroy the Monument"})]}),(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:"5cp"})}),(0,t.jsx)(s.td,{children:"5 Control Points"})]}),(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:"ffb"})}),(0,t.jsx)(s.td,{children:"Flag Football"})]}),(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:"ffa"})}),(0,t.jsx)(s.td,{children:"Free for All"})]}),(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:"infection"})}),(0,t.jsx)(s.td,{children:"Infection"})]}),(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:"kotf"})}),(0,t.jsx)(s.td,{children:"King of the Flag"})]}),(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:"koth"})}),(0,t.jsx)(s.td,{children:"King of the 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Sub-elements"}),"\n",(0,t.jsx)("div",{className:"table-container",children:(0,t.jsxs)(s.table,{children:[(0,t.jsx)(s.thead,{children:(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.th,{children:"Element"}),(0,t.jsx)(s.th,{children:"Description"}),(0,t.jsx)(s.th,{children:"Value/Children"})]})}),(0,t.jsxs)(s.tbody,{children:[(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:""})}),(0,t.jsxs)(s.td,{children:["A major author of the map, used in ",(0,t.jsx)(s.code,{children:""}),"."]}),(0,t.jsx)(s.td,{children:(0,t.jsx)("span",{className:"badge badge--primary",children:"String"})})]}),(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:""})}),(0,t.jsxs)(s.td,{children:["A contributor to the map, used in ",(0,t.jsx)(s.code,{children:""}),"."]}),(0,t.jsx)(s.td,{children:(0,t.jsx)("span",{className:"badge badge--primary",children:"String"})})]})]})]})}),"\n",(0,t.jsx)(s.h5,{id:"author--contributor-attributes",children:"Author & Contributor 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\x3c!-- Credit a person that doesn\'t have a Minecraft account --\x3e\n \x3c!-- Plastix --\x3e\n \x3c!-- Elliott_ --\x3e\n\n\n\x3c!-- People that contributed in some way to the map --\x3e\n\n \x3c!-- Credit a person that doesn\'t have a Minecraft account --\x3e\n aHelper\n \x3c!-- Cubist --\x3e\n\n'})}),"\n",(0,t.jsx)(s.h3,{id:"include-statements",children:"Include Statements"}),"\n",(0,t.jsx)(s.p,{children:"Include statements allow for global XML files to be loaded and re-used across different maps.\nThis can be used to standardize values across maps.\nBelow is a sample includes file that can be used on Blitz maps:"}),"\n",(0,t.jsx)(s.pre,{children:(0,t.jsx)(s.code,{className:"language-xml",metastring:'title="/server/includes/blitz.xml"',children:"\x3c!-- the location for include files is defined in config.yml --\x3e\n\n \n 5\n \n\n"})}),"\n",(0,t.jsxs)(s.p,{children:["The file is automatically given an ID based on the file name, which in this case is 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Multiple include statements can be used per map."]}),"\n",(0,t.jsx)(s.pre,{children:(0,t.jsx)(s.code,{className:"language-xml",metastring:'title="/server/maps/map_name/map.xml"',children:'\n ...\n \x3c!-- All maps with this include statement will give the player 5 lives --\x3e\n \n ...\n\n'})}),"\n",(0,t.jsx)(s.h3,{id:"map-variants",children:"Map Variants"}),"\n",(0,t.jsx)(s.p,{children:"Mapmakers may choose to build different versions of their maps that are tailored for events, such as tournaments.\nThis tool allows them to avoid the need to duplicate existing maps and, instead, unify various versions into one location."}),"\n",(0,t.jsxs)(s.p,{children:["By defining a variant ID, PGM will treat an individual map with one or more variants as separate maps.\nEach variant can contain conditionals, which determine whether a section of the XML file from the base (internally, the ",(0,t.jsx)(s.code,{children:"default"})," variant) map should be loaded for a variant map.\nAdditionally, a variant can also contain constants, which allows you to define text constants that can be used to replace placeholders in the base map XML with the specified values."]}),"\n",(0,t.jsx)(s.h4,{id:"variant-sub-elements",children:"Variant Sub-elements"}),"\n",(0,t.jsx)("div",{className:"table-container",children:(0,t.jsxs)(s.table,{children:[(0,t.jsx)(s.thead,{children:(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.th,{children:"Element"}),(0,t.jsx)(s.th,{children:"Description"}),(0,t.jsx)(s.th,{children:"Value/Children"})]})}),(0,t.jsx)(s.tbody,{children:(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:" "})}),(0,t.jsx)(s.td,{children:"A map variant."}),(0,t.jsx)(s.td,{children:(0,t.jsx)("span",{className:"badge badge--primary",children:"String"})})]})})]})}),"\n",(0,t.jsx)(s.h4,{id:"variant-attributes",children:"Variant Attributes"}),"\n",(0,t.jsx)("div",{className:"table-container",children:(0,t.jsxs)(s.table,{children:[(0,t.jsx)(s.thead,{children:(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.th,{children:"Attribute"}),(0,t.jsx)(s.th,{children:"Description"}),(0,t.jsx)(s.th,{children:"Value"}),(0,t.jsx)(s.th,{children:"Default"})]})}),(0,t.jsxs)(s.tbody,{children:[(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:"id"})}),(0,t.jsxs)(s.td,{children:[(0,t.jsx)("span",{className:"badge badge--danger",children:"Required"}),"Unique identifier used to reference this map variant from other places in the XML."]}),(0,t.jsx)(s.td,{children:(0,t.jsx)("span",{className:"badge badge--primary",children:"String"})}),(0,t.jsx)(s.td,{})]}),(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:"world"})}),(0,t.jsx)(s.td,{children:"Specify the world the variant should use during a match."}),(0,t.jsx)(s.td,{children:(0,t.jsx)("span",{className:"badge badge--primary",children:"String"})}),(0,t.jsx)(s.td,{})]}),(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:"override"})}),(0,t.jsxs)(s.td,{children:["Toggle if the variant name should override the base map name. If set to false, PGM will append ",(0,t.jsx)(s.code,{children:": [variant]"})," to the base map name."]}),(0,t.jsx)(s.td,{children:(0,t.jsx)("span",{className:"badge badge--primary",children:"true/false"})}),(0,t.jsx)(s.td,{children:"false"})]})]})]})}),"\n",(0,t.jsx)(s.h4,{id:"conditionals-sub-elements",children:"Conditionals Sub-elements"}),"\n",(0,t.jsx)("div",{className:"table-container",children:(0,t.jsxs)(s.table,{children:[(0,t.jsx)(s.thead,{children:(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.th,{children:"Element"}),(0,t.jsx)(s.th,{children:"Description"}),(0,t.jsx)(s.th,{children:"Value/Children"})]})}),(0,t.jsxs)(s.tbody,{children:[(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:" "})}),(0,t.jsx)(s.td,{children:"Apply an XML section if the specified variant is loaded."}),(0,t.jsx)(s.td,{children:(0,t.jsx)("span",{className:"badge badge--secondary",children:"XML Modules"})})]}),(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:" "})}),(0,t.jsx)(s.td,{children:"Apply an XML section for all variants except for a specific variant when loaded."}),(0,t.jsx)(s.td,{children:(0,t.jsx)("span",{className:"badge badge--secondary",children:"XML Modules"})})]})]})]})}),"\n",(0,t.jsx)(s.h4,{id:"ifunless-conditional-attributes",children:"If/Unless Conditional Attributes"}),"\n",(0,t.jsx)("div",{className:"table-container",children:(0,t.jsxs)(s.table,{children:[(0,t.jsx)(s.thead,{children:(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.th,{children:"Attribute"}),(0,t.jsx)(s.th,{children:"Description"}),(0,t.jsx)(s.th,{children:"Value"})]})}),(0,t.jsxs)(s.tbody,{children:[(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:"variant"})}),(0,t.jsx)(s.td,{children:"The name of the variant to target."}),(0,t.jsx)(s.td,{children:(0,t.jsx)("span",{className:"badge badge--primary",children:"Variant ID"})})]}),(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:"has-variant"})}),(0,t.jsxs)(s.td,{children:["Target all maps with a specified variant.",(0,t.jsx)("br",{}),(0,t.jsx)(s.strong,{children:"Note:"})," This can be useful in a server's global XML file."]}),(0,t.jsx)(s.td,{children:(0,t.jsx)("span",{className:"badge badge--primary",children:"Variant ID"})})]})]})]})}),"\n",(0,t.jsxs)(s.p,{children:[(0,t.jsx)(s.strong,{children:"Note:"})," Multiple variants can be targeted as long as it is separated with a comma (",(0,t.jsx)(s.code,{children:","}),")."]}),"\n",(0,t.jsx)(s.h3,{id:"constants",children:"Constants"}),"\n",(0,t.jsxs)(s.p,{children:["Constants are values that remain the same, regardless of conditions.\nPGM will search and replace any corresponding placeholders (",(0,t.jsx)(s.code,{children:"${constant_id}"}),") with the constant value."]}),"\n",(0,t.jsxs)("div",{className:"table-container",children:[(0,t.jsxs)(s.table,{children:[(0,t.jsx)(s.thead,{children:(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.th,{children:"Element"}),(0,t.jsx)(s.th,{children:"Description"}),(0,t.jsx)(s.th,{children:"Children"})]})}),(0,t.jsx)(s.tbody,{children:(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:" "})}),(0,t.jsx)(s.td,{children:"A node containing the constants for this map."}),(0,t.jsx)(s.td,{children:(0,t.jsx)("span",{className:"badge badge--secondary",children:"Constant Elements"})})]})})]}),(0,t.jsxs)(s.table,{children:[(0,t.jsx)(s.thead,{children:(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.th,{children:"Sub-elements"}),(0,t.jsx)(s.th,{}),(0,t.jsx)(s.th,{})]})}),(0,t.jsx)(s.tbody,{children:(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:" "})}),(0,t.jsx)(s.td,{children:"An individual constant."}),(0,t.jsx)(s.td,{children:(0,t.jsx)("span",{className:"badge badge--primary",children:"String"})})]})})]})]}),"\n",(0,t.jsx)(s.h4,{id:"constant-attributes",children:"Constant Attributes"}),"\n",(0,t.jsx)("div",{className:"table-container",children:(0,t.jsxs)(s.table,{children:[(0,t.jsx)(s.thead,{children:(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.th,{children:"Attribute"}),(0,t.jsx)(s.th,{children:"Description"}),(0,t.jsx)(s.th,{children:"Value"}),(0,t.jsx)(s.th,{children:"Default"})]})}),(0,t.jsxs)(s.tbody,{children:[(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:"id"})}),(0,t.jsxs)(s.td,{children:[(0,t.jsx)("span",{className:"badge badge--danger",children:"Required"}),"Unique identifier used to reference this constant from other places in the XML."]}),(0,t.jsx)(s.td,{children:(0,t.jsx)("span",{className:"badge badge--primary",children:"String"})}),(0,t.jsx)(s.td,{})]}),(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:"delete"})}),(0,t.jsx)(s.td,{children:"When true, PGM will completely delete the attribute or element the constant was used in, rather than leaving it blank."}),(0,t.jsx)(s.td,{children:(0,t.jsx)("span",{className:"badge badge--primary",children:"true/false"})}),(0,t.jsx)(s.td,{children:"false"})]})]})]})}),"\n",(0,t.jsx)(s.p,{children:"The following example utilizes both map variants and constant."}),"\n",(0,t.jsx)(s.pre,{children:(0,t.jsx)(s.code,{className:"language-xml",children:'\nMap Name\n5v5 \x3c!-- Loaded as "Map Name: 5v5" --\x3e\nTE \x3c!-- Loaded as "Map Name: TE" --\x3e\nSpooky Map Name \x3c!-- Loaded as "Spooky Map Name" --\x3e\n\n\x3c!-- PGM will replace "${team_size}" and "${max}" placeholder with the new value --\x3e\n25\n \x3c!-- "max-overfill" will not exist when "Map Name" is loaded --\x3e\n6\n\n 5\n 5\n 3\n\n\n 6\n 6\n \n\n\n\n\n\n ${max} \x3c!-- 6 in "Map Name", 3 in "Map Name: 5v5", non-existent in "Map Name: TE" --\x3e\n\n\n'})}),"\n",(0,t.jsx)(s.h3,{id:"map-gamemode",children:"Map Gamemode"}),"\n",(0,t.jsxs)(s.p,{children:["The gamemode element is used to specify the gamemode(s) of the map.\nThis mainly affects how the map is displayed.\nIf no ",(0,t.jsx)(s.code,{children:""}),' tags are specified, the map will set the gamemode(s) to whatever modules are used.\nThis means that a map that uses destroyables and flags would be displayed as "DTM and CTF" unless specified otherwise.']}),"\n",(0,t.jsx)("div",{className:"table-container",children:(0,t.jsxs)(s.table,{children:[(0,t.jsx)(s.thead,{children:(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.th,{children:"Element"}),(0,t.jsx)(s.th,{children:"Description"}),(0,t.jsx)(s.th,{children:"Value/Children"})]})}),(0,t.jsx)(s.tbody,{children:(0,t.jsxs)(s.tr,{children:[(0,t.jsx)(s.td,{children:(0,t.jsx)(s.code,{children:" "})}),(0,t.jsx)(s.td,{children:"The gamemode(s) of this map."}),(0,t.jsx)(s.td,{children:(0,t.jsx)("span",{className:"badge badge--primary",children:"Gamemode ID"})})]})})]})}),"\n",(0,t.jsx)(s.h4,{id:"gamemode-ids",children:"Gamemode 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00000000..6b2e616a --- /dev/null +++ b/assets/js/9efbf198.69d14943.js @@ -0,0 +1 @@ +"use strict";(self.webpackChunkdocs=self.webpackChunkdocs||[]).push([[362],{1698:(e,s,n)=>{n.r(s),n.d(s,{assets:()=>a,contentTitle:()=>d,default:()=>h,frontMatter:()=>c,metadata:()=>l,toc:()=>r});var t=n(5893),i=n(1151);const c={id:"consumables",title:"Consumables"},d=void 0,l={id:"modules/gear/consumables",title:"Consumables",description:'Consumables are items that can be made "edible" to the player and "consuming" it will allow them to run an action or receive a kit.',source:"@site/docs/modules/gear/consumables.mdx",sourceDirName:"modules/gear",slug:"/modules/gear/consumables",permalink:"/docs/modules/gear/consumables",draft:!1,unlisted:!1,editUrl:"https://github.com/PGMDev/Website/tree/master/docs/modules/gear/consumables.mdx",tags:[],version:"current",lastUpdatedAt:1721766315e3,frontMatter:{id:"consumables",title:"Consumables"},sidebar:"docs",previous:{title:"Custom Projectiles",permalink:"/docs/modules/gear/projectiles"},next:{title:"TNT",permalink:"/docs/modules/gear/tnt"}},a={},r=[{value:"Consumables Element",id:"consumables-element",level:4},{value:"Consumable Attributes",id:"consumable-attributes",level:4},{value:"Override & Consume Behavior",id:"override--consume-behavior",level:3},{value:"Examples",id:"examples",level:3}];function o(e){const s={a:"a",code:"code",em:"em",h3:"h3",h4:"h4",p:"p",pre:"pre",strong:"strong",table:"table",tbody:"tbody",td:"td",th:"th",thead:"thead",tr:"tr",...(0,i.a)(),...e.components};return(0,t.jsxs)(t.Fragment,{children:[(0,t.jsxs)(s.p,{children:['Consumables are items that can be made "edible" to the player and "consuming" it will allow them to run an action or receive a kit.\nIt can be defined and applied to items in ',(0,t.jsx)(s.a,{href:"/docs/modules/gear/kits",children:"kits"}),".\nWhen consumed, these items can trigger 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Moderators must have the ",(0,i.jsx)(t.code,{children:"GAMEPLAY"})," permissions\nin order to use ",(0,i.jsx)(t.code,{children:"/action"}),". See ",(0,i.jsx)(t.a,{href:"/docs/commands/main",children:"Commands"})," for more details."]}),"\n",(0,i.jsx)(t.pre,{children:(0,i.jsx)(t.code,{children:'\n \x3c!-- Moderator uses "/action trigger start-blitz" to start this Action --\x3e\n \n \x3c!-- Sends notification to chat --\x3e\n \n \x3c!-- Sets blitz_enabled to 1 --\x3e\n \n \n\n \x3c!-- Moderator uses "/action trigger end-blitz" to start this Action --\x3e\n \n \n \n \n\n\x3c!-- Creates the blitz_enabled variable --\x3e\n\n \n\n\n \x3c!-- Matches for a condition where a player loses a life --\x3e\n \n \x3c!-- If a player dies when blitz_enabled is 1, they lose a life --\x3e\n 1\n \n\n'})})]})}function o(e={}){const{wrapper:t}={...(0,r.a)(),...e.components};return t?(0,i.jsx)(t,{...e,children:(0,i.jsx)(h,{...e})}):h(e)}},1151:(e,t,s)=>{s.d(t,{Z:()=>l,a:()=>n});var i=s(7294);const r={},d=i.createContext(r);function n(e){const t=i.useContext(d);return i.useMemo((function(){return"function"==typeof e?e(t):{...t,...e}}),[t,e])}function l(e){let t;return t=e.disableParentContext?"function"==typeof e.components?e.components(r):e.components||r:n(e.components),i.createElement(d.Provider,{value:t},e.children)}}}]); \ No newline at end of file diff --git a/assets/js/a941a96d.6cb1ad47.js b/assets/js/a941a96d.ffc4a2d9.js similarity index 77% rename from assets/js/a941a96d.6cb1ad47.js rename to assets/js/a941a96d.ffc4a2d9.js index c30543a8..4b424f5c 100644 --- a/assets/js/a941a96d.6cb1ad47.js +++ b/assets/js/a941a96d.ffc4a2d9.js @@ -1 +1 @@ -"use strict";(self.webpackChunkdocs=self.webpackChunkdocs||[]).push([[7344],{7259:(e,s,t)=>{t.r(s),t.d(s,{assets:()=>c,contentTitle:()=>a,default:()=>h,frontMatter:()=>i,metadata:()=>d,toc:()=>l});var r=t(5893),n=t(1151);const i={id:"broadcasts",title:"Broadcasts"},a=void 0,d={id:"modules/information/broadcasts",title:"Broadcasts",description:"The broadcast module allows you to send a message to all players at any given point in the match.",source:"@site/docs/modules/information/broadcasts.mdx",sourceDirName:"modules/information",slug:"/modules/information/broadcasts",permalink:"/docs/modules/information/broadcasts",draft:!1,unlisted:!1,editUrl:"https://github.com/PGMDev/Website/tree/master/docs/modules/information/broadcasts.mdx",tags:[],version:"current",lastUpdatedAt:1702944966e3,frontMatter:{id:"broadcasts",title:"Broadcasts"},sidebar:"docs",previous:{title:"Protocol Versions",permalink:"/docs/modules/general/proto"},next:{title:"Rules",permalink:"/docs/modules/information/rules"}},c={},l=[{value:"Message Tag Attributes",id:"message-tag-attributes",level:5},{value:"Message Tag Sub-elements",id:"message-tag-sub-elements",level:5},{value:"Examples",id:"examples",level:3}];function o(e){const s={a:"a",admonition:"admonition",code:"code",em:"em",h3:"h3",h5:"h5",p:"p",pre:"pre",strong:"strong",table:"table",tbody:"tbody",td:"td",th:"th",thead:"thead",tr:"tr",...(0,n.a)(),...e.components};return(0,r.jsxs)(r.Fragment,{children:[(0,r.jsxs)(s.p,{children:["The broadcast module allows you to send a message to all players at any given point in the match.\nInside the broadcast tag you may specify either a ",(0,r.jsx)(s.code,{children:""})," or a ",(0,r.jsx)(s.code,{children:""})," message tag with an ",(0,r.jsx)(s.code,{children:'after=""'})," attribute.\nThis attribute is required and specifies how long after the match is started the broadcast is shown."]}),"\n",(0,r.jsxs)(s.p,{children:["The text in broadcasts can be formatted by using ",(0,r.jsx)(s.a,{href:"/docs/reference/misc/formatting",children:"Text Formatting"}),"."]}),"\n",(0,r.jsx)(s.admonition,{type:"note",children:(0,r.jsxs)(s.p,{children:["This module should ",(0,r.jsx)(s.strong,{children:"only"})," be used to show important\ninformation that is ",(0,r.jsx)(s.strong,{children:"specific"})," and ",(0,r.jsx)(s.strong,{children:"unique"})," to the map.\nIt should not be used for generic server-related messages."]})}),"\n",(0,r.jsxs)("div",{className:"table-container",children:[(0,r.jsxs)(s.table,{children:[(0,r.jsx)(s.thead,{children:(0,r.jsxs)(s.tr,{children:[(0,r.jsx)(s.th,{children:"Element"}),(0,r.jsx)(s.th,{children:"Description"})]})}),(0,r.jsx)(s.tbody,{children:(0,r.jsxs)(s.tr,{children:[(0,r.jsx)(s.td,{children:(0,r.jsx)(s.code,{children:" "})}),(0,r.jsx)(s.td,{children:"An element containing all the defined broadcast messages."})]})})]}),(0,r.jsxs)(s.table,{children:[(0,r.jsx)(s.thead,{children:(0,r.jsxs)(s.tr,{children:[(0,r.jsx)(s.th,{children:"Sub-elements"}),(0,r.jsx)(s.th,{}),(0,r.jsx)(s.th,{children:"Value/Children"})]})}),(0,r.jsxs)(s.tbody,{children:[(0,r.jsxs)(s.tr,{children:[(0,r.jsx)(s.td,{children:(0,r.jsx)(s.code,{children:" "})}),(0,r.jsxs)(s.td,{children:["This will display 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\ No newline at end of file diff --git a/assets/js/b32b009e.2f0d271c.js b/assets/js/b32b009e.2f0d271c.js new file mode 100644 index 00000000..b352e7c1 --- /dev/null +++ b/assets/js/b32b009e.2f0d271c.js @@ -0,0 +1 @@ +"use strict";(self.webpackChunkdocs=self.webpackChunkdocs||[]).push([[818],{8304:(e,s,t)=>{t.r(s),t.d(s,{assets:()=>c,contentTitle:()=>l,default:()=>h,frontMatter:()=>n,metadata:()=>i,toc:()=>d});var r=t(5893),a=t(1151);const n={id:"tracking-compass",title:"Tracking Compass"},l=void 0,i={id:"modules/mechanics/tracking-compass",title:"Tracking Compass",description:"The Tracking Compass module allows you to override the vanilla compass behavior by pointing",source:"@site/docs/modules/mechanics/tracking-compass.mdx",sourceDirName:"modules/mechanics",slug:"/modules/mechanics/tracking-compass",permalink:"/docs/modules/mechanics/tracking-compass",draft:!1,unlisted:!1,editUrl:"https://github.com/PGMDev/Website/tree/master/docs/modules/mechanics/tracking-compass.mdx",tags:[],version:"current",lastUpdatedAt:1721766315e3,frontMatter:{id:"tracking-compass",title:"Tracking Compass"},sidebar:"docs",previous:{title:"Spawners",permalink:"/docs/modules/mechanics/spawners"},next:{title:"Items & Armor",permalink:"/docs/modules/gear/items"}},c={},d=[{value:"Compass Element",id:"compass-element",level:4},{value:"Compass Attributes",id:"compass-attributes",level:5},{value:"Player/Flag Attribute",id:"playerflag-attribute",level:5},{value:"Examples",id:"examples",level:2}];function o(e){const s={a:"a",code:"code",h2:"h2",h4:"h4",h5:"h5",p:"p",pre:"pre",strong:"strong",table:"table",tbody:"tbody",td:"td",th:"th",thead:"thead",tr:"tr",...(0,a.a)(),...e.components};return(0,r.jsxs)(r.Fragment,{children:[(0,r.jsx)(s.p,{children:"The Tracking Compass module allows you to override the vanilla compass behavior by pointing\nit to a player of interest. 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When using ",(0,r.jsx)(s.code,{children:"CLOSEST"}),", the compass goes through all matching targets and chooses the one closest to the player."]}),(0,r.jsxs)(s.td,{children:[(0,r.jsx)(s.code,{children:"DEFINITION_ORDER"}),(0,r.jsx)("br",{}),(0,r.jsx)(s.code,{children:"CLOSEST"})]}),(0,r.jsx)(s.td,{})]}),(0,r.jsxs)(s.tr,{children:[(0,r.jsx)(s.td,{children:(0,r.jsx)(s.code,{children:"show-distance"})}),(0,r.jsx)(s.td,{children:"Show the distance between the compass holder and tracked player in meters."}),(0,r.jsx)(s.td,{children:(0,r.jsx)("span",{className:"badge badge--primary",children:"true/false"})}),(0,r.jsx)(s.td,{children:"false"})]})]})]})}),"\n",(0,r.jsx)(s.h5,{id:"playerflag-attribute",children:"Player/Flag Attribute"}),"\n",(0,r.jsx)("div",{className:"table-container",children:(0,r.jsxs)(s.table,{children:[(0,r.jsx)(s.thead,{children:(0,r.jsxs)(s.tr,{children:[(0,r.jsx)(s.th,{children:"Attribute"}),(0,r.jsx)(s.th,{children:"Description"}),(0,r.jsx)(s.th,{children:"Value"}),(0,r.jsx)(s.th,{children:"Default"})]})}),(0,r.jsxs)(s.tbody,{children:[(0,r.jsxs)(s.tr,{children:[(0,r.jsx)(s.td,{children:(0,r.jsx)(s.code,{children:"filter"})}),(0,r.jsx)(s.td,{children:"Filters who should be tracked by the compass."}),(0,r.jsx)(s.td,{children:(0,r.jsx)(s.a,{href:"/docs/modules/mechanics/filters",children:"Filter"})}),(0,r.jsx)(s.td,{})]}),(0,r.jsxs)(s.tr,{children:[(0,r.jsx)(s.td,{children:(0,r.jsx)(s.code,{children:"holder-filter"})}),(0,r.jsx)(s.td,{children:"Filters out what compass targets can be eligible for what players, e.g. a team targets a different flag than the other team."}),(0,r.jsx)(s.td,{children:(0,r.jsx)(s.a,{href:"/docs/modules/mechanics/filters",children:"Filter"})}),(0,r.jsx)(s.td,{})]}),(0,r.jsxs)(s.tr,{children:[(0,r.jsx)(s.td,{children:(0,r.jsx)(s.code,{children:"name"})}),(0,r.jsx)(s.td,{children:'The title name that describes the tracked flag or player\'s role, e.g. "Wool Carrier."'}),(0,r.jsx)(s.td,{children:(0,r.jsx)("span",{className:"badge badge--primary",children:"Formatted Text"})}),(0,r.jsx)(s.td,{})]}),(0,r.jsxs)(s.tr,{children:[(0,r.jsx)(s.td,{children:(0,r.jsx)(s.code,{children:"show-player"})}),(0,r.jsxs)(s.td,{children:["Show the tracked player's username to the compass holder.",(0,r.jsx)("br",{}),(0,r.jsx)(s.strong,{children:"Note:"})," This is only applicable to ",(0,r.jsx)(s.code,{children:""})," sub-element."]}),(0,r.jsx)(s.td,{children:(0,r.jsx)("span",{className:"badge badge--primary",children:"true/false"})}),(0,r.jsx)(s.td,{children:"false"})]})]})]})}),"\n",(0,r.jsx)(s.h2,{id:"examples",children:"Examples"}),"\n",(0,r.jsx)(s.pre,{children:(0,r.jsx)(s.code,{className:"language-xml",children:'\n \n\n\n\n \n\n\n\n \n \n\n\n\n \n blue-flag\n \n \n red-flag\n\n'})})]})}function h(e={}){const{wrapper:s}={...(0,a.a)(),...e.components};return s?(0,r.jsx)(s,{...e,children:(0,r.jsx)(o,{...e})}):o(e)}},1151:(e,s,t)=>{t.d(s,{Z:()=>i,a:()=>l});var r=t(7294);const a={},n=r.createContext(a);function l(e){const s=r.useContext(n);return r.useMemo((function(){return"function"==typeof e?e(s):{...s,...e}}),[s,e])}function i(e){let s;return s=e.disableParentContext?"function"==typeof e.components?e.components(a):e.components||a:l(e.components),r.createElement(n.Provider,{value:s},e.children)}}}]); \ No newline at end of file diff --git a/assets/js/c45e220a.28615830.js b/assets/js/c45e220a.28615830.js deleted file mode 100644 index 0f56a3ed..00000000 --- a/assets/js/c45e220a.28615830.js +++ /dev/null @@ -1 +0,0 @@ -"use strict";(self.webpackChunkdocs=self.webpackChunkdocs||[]).push([[3027],{8545:(e,a,i)=>{i.r(a),i.d(a,{assets:()=>c,contentTitle:()=>n,default:()=>h,frontMatter:()=>r,metadata:()=>l,toc:()=>d});var t=i(5893),s=i(1151);const r={id:"variables",title:"Variables"},n=void 0,l={id:"modules/mechanics/variables",title:"Variables",description:"Variables are used to store information that can later be used in a filter.",source:"@site/docs/modules/mechanics/variables.mdx",sourceDirName:"modules/mechanics",slug:"/modules/mechanics/variables",permalink:"/docs/modules/mechanics/variables",draft:!1,unlisted:!1,editUrl:"https://github.com/PGMDev/Website/tree/master/docs/modules/mechanics/variables.mdx",tags:[],version:"current",lastUpdatedAt:171064342e4,frontMatter:{id:"variables",title:"Variables"},sidebar:"docs",previous:{title:"Actions & Triggers",permalink:"/docs/modules/mechanics/actions-triggers"},next:{title:"Spawns",permalink:"/docs/modules/mechanics/spawns"}},c={},d=[{value:"Variable Element",id:"variable-element",level:2},{value:"Variable Attributes",id:"variable-attributes",level:3},{value:"With-Team Attributes",id:"with-team-attributes",level:3},{value:"Examples",id:"examples",level:2},{value:"Setting Variables",id:"setting-variables",level:3},{value:"Using a Variable In a Filter",id:"using-a-variable-in-a-filter",level:3},{value:"Using Exclusive Dummy Variables",id:"using-exclusive-dummy-variables",level:3},{value:"Timelimit Variables",id:"timelimit-variables",level:3},{value:"Maxbuildheight Variable",id:"maxbuildheight-variable",level:3},{value:"Team-Rescoping Variables",id:"team-rescoping-variables",level:3},{value:"General Example",id:"general-example",level:3}];function o(e){const a={a:"a",code:"code",em:"em",h2:"h2",h3:"h3",p:"p",pre:"pre",table:"table",tbody:"tbody",td:"td",th:"th",thead:"thead",tr:"tr",...(0,s.a)(),...e.components};return(0,t.jsxs)(t.Fragment,{children:[(0,t.jsxs)(a.p,{children:["Variables are used to store information that can later be used in a filter.\nValues are changed using the ",(0,t.jsx)(a.a,{href:"/docs/modules/mechanics/actions-triggers",children:"Actions & Triggers"})," mechanic.\nAfterwards, they can be used as a ",(0,t.jsx)(a.a,{href:"/docs/modules/mechanics/filters#variable-filter",children:"Filter"})," after meeting a certain number or range.\nYou can define as many variables as you want and all variables must have a scope defined."]}),"\n",(0,t.jsx)(a.h2,{id:"variable-element",children:"Variable Element"}),"\n",(0,t.jsxs)("div",{className:"table-container",children:[(0,t.jsxs)(a.table,{children:[(0,t.jsx)(a.thead,{children:(0,t.jsxs)(a.tr,{children:[(0,t.jsx)(a.th,{children:"Element"}),(0,t.jsx)(a.th,{children:"Description"})]})}),(0,t.jsx)(a.tbody,{children:(0,t.jsxs)(a.tr,{children:[(0,t.jsx)(a.td,{children:(0,t.jsx)(a.code,{children:" "})}),(0,t.jsx)(a.td,{children:"A node containing the variables for this map."})]})})]}),(0,t.jsxs)(a.table,{children:[(0,t.jsx)(a.thead,{children:(0,t.jsxs)(a.tr,{children:[(0,t.jsx)(a.th,{children:"Sub-elements"}),(0,t.jsx)(a.th,{})]})}),(0,t.jsxs)(a.tbody,{children:[(0,t.jsxs)(a.tr,{children:[(0,t.jsx)(a.td,{children:(0,t.jsx)(a.code,{children:""})}),(0,t.jsx)(a.td,{children:"An individual variable."})]}),(0,t.jsxs)(a.tr,{children:[(0,t.jsx)(a.td,{children:(0,t.jsx)(a.code,{children:""})}),(0,t.jsx)(a.td,{children:"A score variable, allowing direct access to competitor's score. This is automatically scoped to teams."})]}),(0,t.jsxs)(a.tr,{children:[(0,t.jsx)(a.td,{children:(0,t.jsx)(a.code,{children:""})}),(0,t.jsx)(a.td,{children:"A time limit variable which starts/stops the time limit of the match."})]}),(0,t.jsxs)(a.tr,{children:[(0,t.jsx)(a.td,{children:(0,t.jsx)(a.code,{children:""})}),(0,t.jsx)(a.td,{children:"A variable that sets the build height of the map."})]}),(0,t.jsxs)(a.tr,{children:[(0,t.jsx)(a.td,{children:(0,t.jsx)(a.code,{children:""})}),(0,t.jsx)(a.td,{children:"A team-rescoping variable that allows using a specific team's value from a different team-scoped variable as a match-scoped variable."})]})]})]})]}),"\n",(0,t.jsx)(a.h3,{id:"variable-attributes",children:"Variable Attributes"}),"\n",(0,t.jsx)("div",{className:"table-container",children:(0,t.jsxs)(a.table,{children:[(0,t.jsx)(a.thead,{children:(0,t.jsxs)(a.tr,{children:[(0,t.jsx)(a.th,{children:"Attribute"}),(0,t.jsx)(a.th,{children:"Description"}),(0,t.jsx)(a.th,{children:"Value"})]})}),(0,t.jsxs)(a.tbody,{children:[(0,t.jsxs)(a.tr,{children:[(0,t.jsx)(a.td,{children:(0,t.jsx)(a.code,{children:"id"})}),(0,t.jsx)(a.td,{children:"Unique identifier used to reference this variable from other places in the XML."}),(0,t.jsx)(a.td,{children:(0,t.jsx)("span",{className:"badge badge--primary",children:"String"})})]}),(0,t.jsxs)(a.tr,{children:[(0,t.jsx)(a.td,{children:(0,t.jsx)(a.code,{children:"exclusive"})}),(0,t.jsxs)(a.td,{children:["Limits how many different values there can be in a variable.",(0,t.jsx)("br",{}),(0,t.jsx)(a.em,{children:"Values between 1 and 50 are supported, higher values may lead to performance issues."})]}),(0,t.jsx)(a.td,{children:(0,t.jsx)("span",{className:"badge badge--primary",children:"Number"})})]}),(0,t.jsxs)(a.tr,{children:[(0,t.jsx)(a.td,{children:(0,t.jsx)(a.code,{children:"scope"})}),(0,t.jsxs)(a.td,{children:["Defines what the variable will be applied to.",(0,t.jsx)("br",{}),(0,t.jsx)(a.em,{children:"Variables scoped to a player will give each player a unique value that will be preserved, even if they switch teams."})]}),(0,t.jsxs)(a.td,{children:[(0,t.jsx)(a.code,{children:"player"}),", ",(0,t.jsx)(a.code,{children:"team"}),", or ",(0,t.jsx)(a.code,{children:"match"})]})]}),(0,t.jsxs)(a.tr,{children:[(0,t.jsx)(a.td,{children:(0,t.jsx)(a.code,{children:"default"})}),(0,t.jsx)(a.td,{children:"Sets the initial value of the variable."}),(0,t.jsx)(a.td,{children:(0,t.jsx)("span",{className:"badge badge--primary",children:"Number"})})]})]})]})}),"\n",(0,t.jsx)(a.h3,{id:"with-team-attributes",children:"With-Team Attributes"}),"\n",(0,t.jsx)("div",{className:"table-container",children:(0,t.jsxs)(a.table,{children:[(0,t.jsx)(a.thead,{children:(0,t.jsxs)(a.tr,{children:[(0,t.jsx)(a.th,{children:"Attribute"}),(0,t.jsx)(a.th,{children:"Description"}),(0,t.jsx)(a.th,{children:"Value"})]})}),(0,t.jsxs)(a.tbody,{children:[(0,t.jsxs)(a.tr,{children:[(0,t.jsx)(a.td,{children:(0,t.jsx)(a.code,{children:"id"})}),(0,t.jsx)(a.td,{children:"Unique identifier used to reference this with-team variable from other places in the XML."}),(0,t.jsx)(a.td,{children:(0,t.jsx)("span",{className:"badge badge--primary",children:"String"})})]}),(0,t.jsxs)(a.tr,{children:[(0,t.jsx)(a.td,{children:(0,t.jsx)(a.code,{children:"var"})}),(0,t.jsx)(a.td,{children:"The variable to target."}),(0,t.jsx)(a.td,{children:(0,t.jsx)(a.a,{href:"#variable-attributes",children:"Variable ID"})})]}),(0,t.jsxs)(a.tr,{children:[(0,t.jsx)(a.td,{children:(0,t.jsx)(a.code,{children:"team"})}),(0,t.jsx)(a.td,{children:"The team to target."}),(0,t.jsx)(a.td,{children:(0,t.jsx)(a.a,{href:"/docs/modules/format/teams#team-attributes",children:"Team ID"})})]})]})]})}),"\n",(0,t.jsx)(a.h2,{id:"examples",children:"Examples"}),"\n",(0,t.jsx)(a.h3,{id:"setting-variables",children:"Setting Variables"}),"\n",(0,t.jsxs)(a.p,{children:["Setting variables are done inside the ",(0,t.jsx)(a.a,{href:"/docs/modules/mechanics/actions-triggers",children:"Actions & Triggers"})," mechanic.\nThe ",(0,t.jsx)(a.code,{children:""})," action which changes the variables, waits to be called by a trigger after a filter activates it.\nThe ",(0,t.jsx)(a.code,{children:"value"})," attribute can do any basic mathematical expressions."]}),"\n",(0,t.jsx)(a.p,{children:(0,t.jsx)(a.em,{children:"Example"})}),"\n",(0,t.jsx)(a.pre,{children:(0,t.jsx)(a.code,{className:"language-xml",children:'\n \n \x3c!-- increments the current value by 1 --\x3e\n \n \n \n\n\n...\n\x3c!-- Sets some_variable to 0, 1, 2, 3, or 4 randomly --\x3e\n\n...\n'})}),"\n",(0,t.jsxs)(a.p,{children:["In this example, the ",(0,t.jsx)(a.code,{children:"flag_captures"})," variable will increment by 1 after a player completes ",(0,t.jsx)(a.code,{children:"flag-cap-filter"}),"."]}),"\n",(0,t.jsx)(a.h3,{id:"using-a-variable-in-a-filter",children:"Using a Variable In a Filter"}),"\n",(0,t.jsxs)(a.p,{children:["The variable can then be used in the ",(0,t.jsx)(a.a,{href:"/docs/modules/mechanics/filters#variable-filter",children:"Variable Filter"}),"\nto be utilized in another Action or other module that uses filters.\nThe variable filter can match for a single number or a range of numbers."]}),"\n",(0,t.jsx)(a.p,{children:(0,t.jsx)(a.em,{children:"Example"})}),"\n",(0,t.jsx)(a.pre,{children:(0,t.jsx)(a.code,{className:"language-xml",children:'\x3c!-- Match if next_post has a value of 1 --\x3e\n1\n\x3c!-- Match if t_score is >= 100 --\x3e\n[100,oo)\n\n\x3c!-- Match if t_score is between 5 and 10 (including 5 and 10) --\x3e\n[5,10]\n\x3c!-- Match if t_score is between 5 and 10 (excluding 5 and 10) --\x3e\n(5,10)\n\x3c!-- Match if t_score is between 0 and 10 (including 0 and excluding 10) --\x3e\n[0,10)\n'})}),"\n",(0,t.jsx)(a.h3,{id:"using-exclusive-dummy-variables",children:"Using Exclusive Dummy Variables"}),"\n",(0,t.jsxs)(a.p,{children:["In this example, the ",(0,t.jsx)(a.code,{children:"last_scored"})," variable would, at most, have a value for one team.\nThis in practice means that all other teams will always be reset to default whenever a team is set.\nIn the ",(0,t.jsx)(a.code,{children:"other"}),' example, the "last 2" updated players will be kept, while players who got in "earlier", are removed.']}),"\n",(0,t.jsx)(a.pre,{children:(0,t.jsx)(a.code,{className:"language-xml",children:'\n \n \n\n'})}),"\n",(0,t.jsxs)(a.p,{children:["In this example, we want the team which gets the ",(0,t.jsx)(a.code,{children:"on-score"})," action to add one, but the opposite team(s) to subtract one from their score, with ",(0,t.jsx)(a.code,{children:"exclusive"})," it looks like this:"]}),"\n",(0,t.jsx)(a.pre,{children:(0,t.jsx)(a.code,{className:"language-xml",children:'\n \n \n\n\n \n \n \n \n \n \n \n \n \n\n'})}),"\n",(0,t.jsx)(a.h3,{id:"timelimit-variables",children:"Timelimit Variables"}),"\n",(0,t.jsxs)(a.p,{children:["When the time limit variable is given a value, it will start a timelimit for the match.\nThe time limit can be cancelled by setting the value to a negative number, or the match\ncan be ended by setting the value to ",(0,t.jsx)(a.code,{children:"0"}),"."]}),"\n",(0,t.jsx)(a.pre,{children:(0,t.jsx)(a.code,{className:"language-xml",children:'\n \n\n\n \n \n \x3c!-- Sets/starts the timelimit to 60 seconds --\x3e\n \n \n \n \n \n \x3c!-- Instantly ends the match --\x3e\n \n \n \n \n \n \x3c!-- Removes the timelimit --\x3e\n \n \n \n\n'})}),"\n",(0,t.jsx)(a.h3,{id:"maxbuildheight-variable",children:"Maxbuildheight Variable"}),"\n",(0,t.jsxs)(a.p,{children:["The ",(0,t.jsx)(a.code,{children:"maxbuildheight"})," variable will give a height limit for placing blocks\nafter being set to a certain value."]}),"\n",(0,t.jsx)(a.pre,{children:(0,t.jsx)(a.code,{className:"language-xml",children:'\n \n\n\n \n \x3c!-- Adds 1 to the current height, up to a maximum of 55 --\x3e\n \n \n\n'})}),"\n",(0,t.jsx)(a.h3,{id:"team-rescoping-variables",children:"Team-Rescoping Variables"}),"\n",(0,t.jsxs)(a.p,{children:["Whenever ",(0,t.jsx)(a.code,{children:"some-filter"})," matches for a player (e.g. entering a region), it will trigger an action that sets red team's score to exactly 10, then adds 5 to the score of the team the player is in.\nIn short, if a player in red team triggers ",(0,t.jsx)(a.code,{children:"some-filter"}),", red is reset to 10 + 5 = 15, no other scores are affected.\nIf a player in blue team triggers ",(0,t.jsx)(a.code,{children:"some-filter"}),", red is reset to 10, and blue wins 5 points."]}),"\n",(0,t.jsx)(a.pre,{children:(0,t.jsx)(a.code,{className:"language-xml",children:'\n \n \n\n \x3c!-- A dummy team variable --\x3e\n \x3c!-- A match-scoped variable for the value of other for red team --\x3e\n \n \x3c!-- A match-scoped variable for the value of other for blue team --\x3e\n \n\n\n\n \n \n \n \n \n \n\n'})}),"\n",(0,t.jsx)(a.h3,{id:"general-example",children:"General Example"}),"\n",(0,t.jsxs)(a.p,{children:["In this example, when a player first enters ",(0,t.jsx)(a.code,{children:"region-a"}),", the team score and later the player score is\nincreased by 5. The second time the same player enters, the team will score an additional 10 points,\nwith the player score continuing to increment by 5. Once the team gets 100 points or higher, a message indicating this will be sent."]}),"\n",(0,t.jsx)(a.pre,{children:(0,t.jsx)(a.code,{className:"language-xml",children:'\n \x3c!-- Initializes the variables --\x3e\n \n \n\n\n \n \x3c!-- team_score = team_score + player_score --\x3e\n \x3c!-- Adds the player\'s score to the team score --\x3e\n \n \x3c!-- Adds 5 points to the player\'s score --\x3e\n \n \n \x3c!-- Triggers the above score-points action when a player enters region-a --\x3e\n \n \x3c!-- Sends a message to the team once the filter reached-score passes Allow --\x3e\n \n \n\n\n \x3c!-- Allows when the t_score variable is greater than or equal to 100 --\x3e\n [100,oo)\n\n'})})]})}function h(e={}){const{wrapper:a}={...(0,s.a)(),...e.components};return a?(0,t.jsx)(a,{...e,children:(0,t.jsx)(o,{...e})}):o(e)}},1151:(e,a,i)=>{i.d(a,{Z:()=>l,a:()=>n});var t=i(7294);const s={},r=t.createContext(s);function n(e){const a=t.useContext(r);return t.useMemo((function(){return"function"==typeof e?e(a):{...a,...e}}),[a,e])}function l(e){let a;return a=e.disableParentContext?"function"==typeof e.components?e.components(s):e.components||s:n(e.components),t.createElement(r.Provider,{value:a},e.children)}}}]); \ No newline at end of file diff --git a/assets/js/c45e220a.f1d93e89.js b/assets/js/c45e220a.f1d93e89.js new file mode 100644 index 00000000..7e4c9611 --- /dev/null +++ b/assets/js/c45e220a.f1d93e89.js @@ -0,0 +1 @@ +"use strict";(self.webpackChunkdocs=self.webpackChunkdocs||[]).push([[3027],{8545:(e,a,i)=>{i.r(a),i.d(a,{assets:()=>c,contentTitle:()=>n,default:()=>o,frontMatter:()=>s,metadata:()=>l,toc:()=>d});var t=i(5893),r=i(1151);const s={id:"variables",title:"Variables"},n=void 0,l={id:"modules/mechanics/variables",title:"Variables",description:"Variables are used to store information that can later be used in a filter.",source:"@site/docs/modules/mechanics/variables.mdx",sourceDirName:"modules/mechanics",slug:"/modules/mechanics/variables",permalink:"/docs/modules/mechanics/variables",draft:!1,unlisted:!1,editUrl:"https://github.com/PGMDev/Website/tree/master/docs/modules/mechanics/variables.mdx",tags:[],version:"current",lastUpdatedAt:1721766315e3,frontMatter:{id:"variables",title:"Variables"},sidebar:"docs",previous:{title:"Actions & Triggers",permalink:"/docs/modules/mechanics/actions-triggers"},next:{title:"Spawns",permalink:"/docs/modules/mechanics/spawns"}},c={},d=[{value:"Variable Element",id:"variable-element",level:2},{value:"Variable Attributes",id:"variable-attributes",level:3},{value:"Array Attributes",id:"array-attributes",level:3},{value:"With-Team Attributes",id:"with-team-attributes",level:3},{value:"Player-Location Attributes",id:"player-location-attributes",level:3},{value:"Examples",id:"examples",level:2},{value:"Setting Variables",id:"setting-variables",level:3},{value:"Using a Variable In a Filter",id:"using-a-variable-in-a-filter",level:3},{value:"Using Exclusive Dummy Variables",id:"using-exclusive-dummy-variables",level:3},{value:"Timelimit Variables",id:"timelimit-variables",level:3},{value:"Maxbuildheight Variable",id:"maxbuildheight-variable",level:3},{value:"Team-Rescoping Variables",id:"team-rescoping-variables",level:3},{value:"General Example",id:"general-example",level:3}];function h(e){const a={a:"a",code:"code",em:"em",h2:"h2",h3:"h3",p:"p",pre:"pre",table:"table",tbody:"tbody",td:"td",th:"th",thead:"thead",tr:"tr",...(0,r.a)(),...e.components};return(0,t.jsxs)(t.Fragment,{children:[(0,t.jsxs)(a.p,{children:["Variables are used to store information that can later be used in a filter.\nValues are changed using the ",(0,t.jsx)(a.a,{href:"/docs/modules/mechanics/actions-triggers",children:"Actions & Triggers"})," mechanic.\nAfterwards, they can be used as a ",(0,t.jsx)(a.a,{href:"/docs/modules/mechanics/filters#variable-filter",children:"Filter"})," after meeting a certain number or range.\nYou can define as many variables as you want and all variables must have a scope defined."]}),"\n",(0,t.jsx)(a.h2,{id:"variable-element",children:"Variable Element"}),"\n",(0,t.jsxs)("div",{className:"table-container",children:[(0,t.jsxs)(a.table,{children:[(0,t.jsx)(a.thead,{children:(0,t.jsxs)(a.tr,{children:[(0,t.jsx)(a.th,{children:"Element"}),(0,t.jsx)(a.th,{children:"Description"})]})}),(0,t.jsx)(a.tbody,{children:(0,t.jsxs)(a.tr,{children:[(0,t.jsx)(a.td,{children:(0,t.jsx)(a.code,{children:" "})}),(0,t.jsx)(a.td,{children:"A node containing the variables for this map."})]})})]}),(0,t.jsxs)(a.table,{children:[(0,t.jsx)(a.thead,{children:(0,t.jsxs)(a.tr,{children:[(0,t.jsx)(a.th,{children:"Sub-elements"}),(0,t.jsx)(a.th,{})]})}),(0,t.jsxs)(a.tbody,{children:[(0,t.jsxs)(a.tr,{children:[(0,t.jsx)(a.td,{children:(0,t.jsx)(a.code,{children:""})}),(0,t.jsx)(a.td,{children:"An individual variable."})]}),(0,t.jsxs)(a.tr,{children:[(0,t.jsx)(a.td,{children:(0,t.jsx)(a.code,{children:""})}),(0,t.jsx)(a.td,{children:"A score variable, allowing direct access to competitor's score. This is automatically scoped to teams."})]}),(0,t.jsxs)(a.tr,{children:[(0,t.jsx)(a.td,{children:(0,t.jsx)(a.code,{children:""})}),(0,t.jsx)(a.td,{children:"A time limit variable which starts/stops the time limit of the match."})]}),(0,t.jsxs)(a.tr,{children:[(0,t.jsx)(a.td,{children:(0,t.jsx)(a.code,{children:""})}),(0,t.jsx)(a.td,{children:"A variable that sets the build height of the map."})]}),(0,t.jsxs)(a.tr,{children:[(0,t.jsx)(a.td,{children:(0,t.jsx)(a.code,{children:""})}),(0,t.jsx)(a.td,{children:"A variable that represents a collection of values."})]}),(0,t.jsxs)(a.tr,{children:[(0,t.jsx)(a.td,{children:(0,t.jsx)(a.code,{children:""})}),(0,t.jsx)(a.td,{children:"A team-rescoping variable that allows using a specific team's value from a different team-scoped variable as a match-scoped variable."})]}),(0,t.jsxs)(a.tr,{children:[(0,t.jsx)(a.td,{children:(0,t.jsx)(a.code,{children:""})}),(0,t.jsx)(a.td,{children:"A variable that reads a player's location components."})]})]})]})]}),"\n",(0,t.jsx)(a.h3,{id:"variable-attributes",children:"Variable Attributes"}),"\n",(0,t.jsx)("div",{className:"table-container",children:(0,t.jsxs)(a.table,{children:[(0,t.jsx)(a.thead,{children:(0,t.jsxs)(a.tr,{children:[(0,t.jsx)(a.th,{children:"Attribute"}),(0,t.jsx)(a.th,{children:"Description"}),(0,t.jsx)(a.th,{children:"Value"})]})}),(0,t.jsxs)(a.tbody,{children:[(0,t.jsxs)(a.tr,{children:[(0,t.jsx)(a.td,{children:(0,t.jsx)(a.code,{children:"id"})}),(0,t.jsx)(a.td,{children:"Unique identifier used to reference this variable from other places in the XML."}),(0,t.jsx)(a.td,{children:(0,t.jsx)("span",{className:"badge badge--primary",children:"String"})})]}),(0,t.jsxs)(a.tr,{children:[(0,t.jsx)(a.td,{children:(0,t.jsx)(a.code,{children:"exclusive"})}),(0,t.jsxs)(a.td,{children:["Limits how many different values there can be in a variable.",(0,t.jsx)("br",{}),(0,t.jsx)(a.em,{children:"Values between 1 and 50 are supported, higher values may lead to performance issues."})]}),(0,t.jsx)(a.td,{children:(0,t.jsx)("span",{className:"badge badge--primary",children:"Number"})})]}),(0,t.jsxs)(a.tr,{children:[(0,t.jsx)(a.td,{children:(0,t.jsx)(a.code,{children:"scope"})}),(0,t.jsxs)(a.td,{children:["Defines what the variable will be applied to.",(0,t.jsx)("br",{}),(0,t.jsx)(a.em,{children:"Variables scoped to a player will give each player a unique value that will be preserved, even if they switch teams."})]}),(0,t.jsxs)(a.td,{children:[(0,t.jsx)(a.code,{children:"player"}),", ",(0,t.jsx)(a.code,{children:"team"}),", or ",(0,t.jsx)(a.code,{children:"match"})]})]}),(0,t.jsxs)(a.tr,{children:[(0,t.jsx)(a.td,{children:(0,t.jsx)(a.code,{children:"default"})}),(0,t.jsx)(a.td,{children:"Sets the initial value of the variable."}),(0,t.jsx)(a.td,{children:(0,t.jsx)("span",{className:"badge badge--primary",children:"Number"})})]})]})]})}),"\n",(0,t.jsx)(a.h3,{id:"array-attributes",children:"Array Attributes"}),"\n",(0,t.jsx)("div",{className:"table-container",children:(0,t.jsxs)(a.table,{children:[(0,t.jsx)(a.thead,{children:(0,t.jsxs)(a.tr,{children:[(0,t.jsx)(a.th,{children:"Attribute"}),(0,t.jsx)(a.th,{children:"Description"}),(0,t.jsx)(a.th,{children:"Value"})]})}),(0,t.jsxs)(a.tbody,{children:[(0,t.jsxs)(a.tr,{children:[(0,t.jsx)(a.td,{children:(0,t.jsx)(a.code,{children:"id"})}),(0,t.jsx)(a.td,{children:"Unique identifier used to reference this array-type variable from other places in the XML."}),(0,t.jsx)(a.td,{children:(0,t.jsx)("span",{className:"badge badge--primary",children:"String"})})]}),(0,t.jsxs)(a.tr,{children:[(0,t.jsx)(a.td,{children:(0,t.jsx)(a.code,{children:"size"})}),(0,t.jsxs)(a.td,{children:[(0,t.jsx)("span",{className:"badge badge--danger",children:"Required"}),"The size of this array."]}),(0,t.jsx)(a.td,{children:(0,t.jsx)("span",{className:"badge badge--primary",children:"1 - 1024"})})]})]})]})}),"\n",(0,t.jsx)(a.h3,{id:"with-team-attributes",children:"With-Team Attributes"}),"\n",(0,t.jsx)("div",{className:"table-container",children:(0,t.jsxs)(a.table,{children:[(0,t.jsx)(a.thead,{children:(0,t.jsxs)(a.tr,{children:[(0,t.jsx)(a.th,{children:"Attribute"}),(0,t.jsx)(a.th,{children:"Description"}),(0,t.jsx)(a.th,{children:"Value"})]})}),(0,t.jsxs)(a.tbody,{children:[(0,t.jsxs)(a.tr,{children:[(0,t.jsx)(a.td,{children:(0,t.jsx)(a.code,{children:"id"})}),(0,t.jsx)(a.td,{children:"Unique identifier used to reference this with-team variable from other places in the XML."}),(0,t.jsx)(a.td,{children:(0,t.jsx)("span",{className:"badge badge--primary",children:"String"})})]}),(0,t.jsxs)(a.tr,{children:[(0,t.jsx)(a.td,{children:(0,t.jsx)(a.code,{children:"var"})}),(0,t.jsx)(a.td,{children:"The variable to target."}),(0,t.jsx)(a.td,{children:(0,t.jsx)(a.a,{href:"#variable-attributes",children:"Variable ID"})})]}),(0,t.jsxs)(a.tr,{children:[(0,t.jsx)(a.td,{children:(0,t.jsx)(a.code,{children:"team"})}),(0,t.jsx)(a.td,{children:"The team to target."}),(0,t.jsx)(a.td,{children:(0,t.jsx)(a.a,{href:"/docs/modules/format/teams#team-attributes",children:"Team ID"})})]})]})]})}),"\n",(0,t.jsx)(a.h3,{id:"player-location-attributes",children:"Player-Location Attributes"}),"\n",(0,t.jsx)("div",{className:"table-container",children:(0,t.jsxs)(a.table,{children:[(0,t.jsx)(a.thead,{children:(0,t.jsxs)(a.tr,{children:[(0,t.jsx)(a.th,{children:"Attribute"}),(0,t.jsx)(a.th,{children:"Description"}),(0,t.jsx)(a.th,{children:"Value"})]})}),(0,t.jsxs)(a.tbody,{children:[(0,t.jsxs)(a.tr,{children:[(0,t.jsx)(a.td,{children:(0,t.jsx)(a.code,{children:"id"})}),(0,t.jsx)(a.td,{children:"Unique identifier used to reference this player-location variable from other places in the XML."}),(0,t.jsx)(a.td,{children:(0,t.jsx)("span",{className:"badge badge--primary",children:"String"})})]}),(0,t.jsxs)(a.tr,{children:[(0,t.jsx)(a.td,{children:(0,t.jsx)(a.code,{children:"component"})}),(0,t.jsxs)(a.td,{children:["The player's location component to target. ",(0,t.jsx)(a.code,{children:"XYZ"}),", ",(0,t.jsx)(a.code,{children:"YAW"}),", and ",(0,t.jsx)(a.code,{children:"PITCH"})," represents the player's position/angle, ",(0,t.jsx)(a.code,{children:"DIR_XYZ"})," represents the player's direction, and ",(0,t.jsx)(a.code,{children:"VEL_XYZ"})," represents the player's velocity."]}),(0,t.jsxs)(a.td,{children:[(0,t.jsx)(a.code,{children:"X"}),", ",(0,t.jsx)(a.code,{children:"Y"}),", ",(0,t.jsx)(a.code,{children:"Z"}),", ",(0,t.jsx)(a.code,{children:"PITCH"}),", ",(0,t.jsx)(a.code,{children:"YAW"}),",",(0,t.jsx)("br",{}),(0,t.jsx)(a.code,{children:"DIR_X"}),", ",(0,t.jsx)(a.code,{children:"DIR_Y"}),", ",(0,t.jsx)(a.code,{children:"DIR_Z"}),",",(0,t.jsx)("br",{}),(0,t.jsx)(a.code,{children:"VEL_X"}),", ",(0,t.jsx)(a.code,{children:"VEL_Y"}),", and ",(0,t.jsx)(a.code,{children:"VEL_Z"})]})]})]})]})}),"\n",(0,t.jsx)(a.h2,{id:"examples",children:"Examples"}),"\n",(0,t.jsx)(a.h3,{id:"setting-variables",children:"Setting Variables"}),"\n",(0,t.jsxs)(a.p,{children:["Setting variables are done inside the ",(0,t.jsx)(a.a,{href:"/docs/modules/mechanics/actions-triggers",children:"Actions & Triggers"})," mechanic.\nThe ",(0,t.jsx)(a.code,{children:""})," action which changes the variables, waits to be called by a trigger after a filter activates it.\nThe ",(0,t.jsx)(a.code,{children:"value"})," attribute can do any basic mathematical expressions."]}),"\n",(0,t.jsx)(a.p,{children:(0,t.jsx)(a.em,{children:"Example"})}),"\n",(0,t.jsx)(a.pre,{children:(0,t.jsx)(a.code,{className:"language-xml",children:'\n \n \x3c!-- increments the current value by 1 --\x3e\n \n \n \n\n\n...\n\x3c!-- Sets some_variable to 0, 1, 2, 3, or 4 randomly --\x3e\n\n...\n'})}),"\n",(0,t.jsxs)(a.p,{children:["In this example, the ",(0,t.jsx)(a.code,{children:"flag_captures"})," variable will increment by 1 after a player completes ",(0,t.jsx)(a.code,{children:"flag-cap-filter"}),"."]}),"\n",(0,t.jsx)(a.h3,{id:"using-a-variable-in-a-filter",children:"Using a Variable In a Filter"}),"\n",(0,t.jsxs)(a.p,{children:["The variable can then be used in the ",(0,t.jsx)(a.a,{href:"/docs/modules/mechanics/filters#variable-filter",children:"Variable Filter"}),"\nto be utilized in another Action or other module that uses filters.\nThe variable filter can match for a single number or a range of numbers."]}),"\n",(0,t.jsx)(a.p,{children:(0,t.jsx)(a.em,{children:"Example"})}),"\n",(0,t.jsx)(a.pre,{children:(0,t.jsx)(a.code,{className:"language-xml",children:'\x3c!-- Match if next_post has a value of 1 --\x3e\n1\n\x3c!-- Match if t_score is >= 100 --\x3e\n[100,oo)\n\n\x3c!-- Match if t_score is between 5 and 10 (including 5 and 10) --\x3e\n[5,10]\n\x3c!-- Match if t_score is between 5 and 10 (excluding 5 and 10) --\x3e\n(5,10)\n\x3c!-- Match if t_score is between 0 and 10 (including 0 and excluding 10) --\x3e\n[0,10)\n'})}),"\n",(0,t.jsx)(a.h3,{id:"using-exclusive-dummy-variables",children:"Using Exclusive Dummy Variables"}),"\n",(0,t.jsxs)(a.p,{children:["In this example, the ",(0,t.jsx)(a.code,{children:"last_scored"})," variable would, at most, have a value for one team.\nThis in practice means that all other teams will always be reset to default whenever a team is set.\nIn the ",(0,t.jsx)(a.code,{children:"other"}),' example, the "last 2" updated players will be kept, while players who got in "earlier", are removed.']}),"\n",(0,t.jsx)(a.pre,{children:(0,t.jsx)(a.code,{className:"language-xml",children:'\n \n \n\n'})}),"\n",(0,t.jsxs)(a.p,{children:["In this example, we want the team which gets the ",(0,t.jsx)(a.code,{children:"on-score"})," action to add one, but the opposite team(s) to subtract one from their score, with ",(0,t.jsx)(a.code,{children:"exclusive"})," it looks like this:"]}),"\n",(0,t.jsx)(a.pre,{children:(0,t.jsx)(a.code,{className:"language-xml",children:'\n \n \n\n\n \n \n \n \n \n \n \n \n \n\n'})}),"\n",(0,t.jsx)(a.h3,{id:"timelimit-variables",children:"Timelimit Variables"}),"\n",(0,t.jsxs)(a.p,{children:["When the time limit variable is given a value, it will start a timelimit for the match.\nThe time limit can be cancelled by setting the value to a negative number, or the match\ncan be ended by setting the value to ",(0,t.jsx)(a.code,{children:"0"}),"."]}),"\n",(0,t.jsx)(a.pre,{children:(0,t.jsx)(a.code,{className:"language-xml",children:'\n \n\n\n \n \n \x3c!-- Sets/starts the timelimit to 60 seconds --\x3e\n \n \n \n \n \n \x3c!-- Instantly ends the match --\x3e\n \n \n \n \n \n \x3c!-- Removes the timelimit --\x3e\n \n \n \n\n'})}),"\n",(0,t.jsx)(a.h3,{id:"maxbuildheight-variable",children:"Maxbuildheight Variable"}),"\n",(0,t.jsxs)(a.p,{children:["The ",(0,t.jsx)(a.code,{children:"maxbuildheight"})," variable will give a height limit for placing blocks\nafter being set to a certain value."]}),"\n",(0,t.jsx)(a.pre,{children:(0,t.jsx)(a.code,{className:"language-xml",children:'\n \n\n\n \n \x3c!-- Adds 1 to the current height, up to a maximum of 55 --\x3e\n \n \n\n'})}),"\n",(0,t.jsx)(a.h3,{id:"team-rescoping-variables",children:"Team-Rescoping Variables"}),"\n",(0,t.jsxs)(a.p,{children:["Whenever ",(0,t.jsx)(a.code,{children:"some-filter"})," matches for a player (e.g. entering a region), it will trigger an action that sets red team's score to exactly 10, then adds 5 to the score of the team the player is in.\nIn short, if a player in red team triggers ",(0,t.jsx)(a.code,{children:"some-filter"}),", red is reset to 10 + 5 = 15, no other scores are affected.\nIf a player in blue team triggers ",(0,t.jsx)(a.code,{children:"some-filter"}),", red is reset to 10, and blue wins 5 points."]}),"\n",(0,t.jsx)(a.pre,{children:(0,t.jsx)(a.code,{className:"language-xml",children:'\n \n \n\n \x3c!-- A dummy team variable --\x3e\n \x3c!-- A match-scoped variable for the value of other for red team --\x3e\n \n \x3c!-- A match-scoped variable for the value of other for blue team --\x3e\n \n\n\n\n \n \n \n \n \n \n\n'})}),"\n",(0,t.jsx)(a.h3,{id:"general-example",children:"General Example"}),"\n",(0,t.jsxs)(a.p,{children:["In this example, when a player first enters ",(0,t.jsx)(a.code,{children:"region-a"}),", the team score and later the player score is\nincreased by 5. The second time the same player enters, the team will score an additional 10 points,\nwith the player score continuing to increment by 5. Once the team gets 100 points or higher, a message indicating this will be sent."]}),"\n",(0,t.jsx)(a.pre,{children:(0,t.jsx)(a.code,{className:"language-xml",children:'\n \x3c!-- Initializes the variables --\x3e\n \n \n\n\n \n \x3c!-- team_score = team_score + player_score --\x3e\n \x3c!-- Adds the player\'s score to the team score --\x3e\n \n \x3c!-- Adds 5 points to the player\'s score --\x3e\n \n \n \x3c!-- Triggers the above score-points action when a player enters region-a --\x3e\n \n \x3c!-- Sends a message to the team once the filter reached-score passes Allow --\x3e\n \n \n\n\n \x3c!-- Allows when the t_score variable is greater than or equal to 100 --\x3e\n [100,oo)\n\n'})})]})}function o(e={}){const{wrapper:a}={...(0,r.a)(),...e.components};return a?(0,t.jsx)(a,{...e,children:(0,t.jsx)(h,{...e})}):h(e)}},1151:(e,a,i)=>{i.d(a,{Z:()=>l,a:()=>n});var t=i(7294);const r={},s=t.createContext(r);function n(e){const a=t.useContext(s);return 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plugin.",source:"@site/docs/commands/events.mdx",sourceDirName:"commands",slug:"/commands/events",permalink:"/docs/commands/events",draft:!1,unlisted:!1,editUrl:"https://github.com/PGMDev/Website/tree/master/docs/commands/events.mdx",tags:[],version:"current",lastUpdatedAt:1702944966e3,frontMatter:{id:"events",title:"Events Commands"},sidebar:"Commands",previous:{title:"Community Commands",permalink:"/docs/commands/community"}},o={},a=[];function l(e){const s={a:"a",code:"code",p:"p",table:"table",tbody:"tbody",td:"td",th:"th",thead:"thead",tr:"tr",...(0,d.a)(),...e.components};return(0,n.jsxs)(n.Fragment,{children:[(0,n.jsxs)(s.p,{children:["This page describes a list of commands, aliases, and permissions for the ",(0,n.jsx)(s.a,{href:"https://github.com/PGMDev/Events",children:"Events"})," 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e.components?e.components(d):e.components||d:c(e.components),n.createElement(r.Provider,{value:s},e.children)}}}]); \ No newline at end of file diff --git a/assets/js/f0525b8f.8de865ec.js b/assets/js/f0525b8f.9704d074.js similarity index 84% rename from assets/js/f0525b8f.8de865ec.js rename to assets/js/f0525b8f.9704d074.js index a2951e34..79582bff 100644 --- a/assets/js/f0525b8f.8de865ec.js +++ b/assets/js/f0525b8f.9704d074.js @@ -1 +1 @@ -"use strict";(self.webpackChunkdocs=self.webpackChunkdocs||[]).push([[104],{9714:(e,s,n)=>{n.r(s),n.d(s,{assets:()=>l,contentTitle:()=>d,default:()=>o,frontMatter:()=>r,metadata:()=>i,toc:()=>c});var a=n(5893),t=n(1151);const r={id:"spawns",title:"Spawns"},d=void 0,i={id:"modules/mechanics/spawns",title:"Spawns",description:"The spawns module is required in a complete map XML because it specifies where players and observers can spawn.",source:"@site/docs/modules/mechanics/spawns.mdx",sourceDirName:"modules/mechanics",slug:"/modules/mechanics/spawns",permalink:"/docs/modules/mechanics/spawns",draft:!1,unlisted:!1,editUrl:"https://github.com/PGMDev/Website/tree/master/docs/modules/mechanics/spawns.mdx",tags:[],version:"current",lastUpdatedAt:1716777506e3,frontMatter:{id:"spawns",title:"Spawns"},sidebar:"docs",previous:{title:"Variables",permalink:"/docs/modules/mechanics/variables"},next:{title:"Portals",permalink:"/docs/modules/mechanics/portals"}},l={},c=[{value:"Spawn & Default Element Attributes",id:"spawn--default-element-attributes",level:4},{value:"Spawn & Default Element Sub-elements",id:"spawn--default-element-sub-elements",level:4},{value:"Regions Element Attributes",id:"regions-element-attributes",level:4},{value:"Respawn Module",id:"respawn-module",level:2},{value:"Respawn Attributes",id:"respawn-attributes",level:5},{value:"Respawn Sub-elements",id:"respawn-sub-elements",level:5}];function h(e){const s={a:"a",admonition:"admonition",code:"code",em:"em",h2:"h2",h4:"h4",h5:"h5",p:"p",pre:"pre",table:"table",tbody:"tbody",td:"td",th:"th",thead:"thead",tr:"tr",...(0,t.a)(),...e.components};return(0,a.jsxs)(a.Fragment,{children:[(0,a.jsxs)(s.p,{children:["The spawns module is required in a complete map XML because it specifies where players and observers can spawn.\nDefault and observer spawns are defined with the ",(0,a.jsx)(s.code,{children:""})," element and all other spawns in ",(0,a.jsx)(s.code,{children:""})," elements.\nOnly one default spawn element may be defined per map."]}),"\n",(0,a.jsxs)(s.p,{children:["Multiple spawns from the same team can be grouped inside of a single ",(0,a.jsx)(s.code,{children:""})," element inside ",(0,a.jsx)(s.code,{children:''}),".\nSpawn positions are picked randomly inside of the defined regions.\nSince PGM will not validate the spawn position by default, regions should be checked to make sure that they don't intersect with solid 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used."]}),(0,a.jsx)(s.td,{children:(0,a.jsx)(s.a,{href:"/docs/modules/mechanics/filters",children:"Filter"})}),(0,a.jsx)(s.td,{})]})]})]})}),"\n",(0,a.jsx)(s.h4,{id:"spawn--default-element-sub-elements",children:"Spawn & Default Element Sub-elements"}),"\n",(0,a.jsx)("div",{className:"table-container",children:(0,a.jsxs)(s.table,{children:[(0,a.jsx)(s.thead,{children:(0,a.jsxs)(s.tr,{children:[(0,a.jsx)(s.th,{children:"Element"}),(0,a.jsx)(s.th,{children:"Description"}),(0,a.jsx)(s.th,{children:"Value/Children"})]})}),(0,a.jsx)(s.tbody,{children:(0,a.jsxs)(s.tr,{children:[(0,a.jsx)(s.td,{children:(0,a.jsx)(s.code,{children:""})}),(0,a.jsx)(s.td,{children:"The region or regions where players will spawn."}),(0,a.jsx)(s.td,{children:(0,a.jsx)(s.a,{href:"/docs/modules/mechanics/regions",children:"Regions"})})]})})]})}),"\n",(0,a.jsx)(s.h4,{id:"regions-element-attributes",children:"Regions Element Attributes"}),"\n",(0,a.jsx)(s.admonition,{type:"tip",children:(0,a.jsxs)(s.p,{children:["Copy the yaw and pitch from the ",(0,a.jsxs)(s.a,{href:"https://minecraft.wiki/w/Debug_screen",children:["Debug screen (",(0,a.jsx)(s.code,{children:"F3"}),")"]})," in Minecraft (the ",(0,a.jsx)(s.code,{children:"Facing: Direction (Axis) (Yaw/Pitch)"})," line)."]})}),"\n",(0,a.jsx)("div",{className:"table-container",children:(0,a.jsxs)(s.table,{children:[(0,a.jsx)(s.thead,{children:(0,a.jsxs)(s.tr,{children:[(0,a.jsx)(s.th,{children:"Attribute"}),(0,a.jsx)(s.th,{children:"Description"}),(0,a.jsx)(s.th,{children:"Value"}),(0,a.jsx)(s.th,{children:"Default"})]})}),(0,a.jsxs)(s.tbody,{children:[(0,a.jsxs)(s.tr,{children:[(0,a.jsx)(s.td,{children:(0,a.jsx)(s.code,{children:"angle"})}),(0,a.jsxs)(s.td,{children:["The exact block coordinates that the player looks at when spawned.",(0,a.jsx)("br",{}),(0,a.jsxs)(s.em,{children:["This attribute will negate any angles set by the ",(0,a.jsx)(s.code,{children:"yaw"})," and ",(0,a.jsx)(s.code,{children:"pitch"})," attributes."]})]}),(0,a.jsx)(s.td,{children:(0,a.jsx)("span",{className:"badge badge--primary",children:"X,Y,Z"})}),(0,a.jsx)(s.td,{})]}),(0,a.jsxs)(s.tr,{children:[(0,a.jsx)(s.td,{children:(0,a.jsx)(s.code,{children:"yaw"})}),(0,a.jsxs)(s.td,{children:["The horizontal angle the player looks to when spawned.",(0,a.jsx)("br",{}),(0,a.jsx)(s.em,{children:"South 0\xb0, East -90\xb0, North 180\xb0, and West 90\xb0."})]}),(0,a.jsx)(s.td,{children:(0,a.jsx)("span",{className:"badge badge--primary",children:"-180 to 180"})}),(0,a.jsx)(s.td,{children:"0"})]}),(0,a.jsxs)(s.tr,{children:[(0,a.jsx)(s.td,{children:(0,a.jsx)(s.code,{children:"pitch"})}),(0,a.jsxs)(s.td,{children:["The vertical angle the player looks to when spawned.",(0,a.jsx)("br",{}),(0,a.jsx)(s.em,{children:"-90\xb0 is straight up, 90\xb0 is straight down."})]}),(0,a.jsx)(s.td,{children:(0,a.jsx)("span",{className:"badge badge--primary",children:"-90 to 90"})}),(0,a.jsx)(s.td,{children:"0"})]})]})]})}),"\n",(0,a.jsx)(s.p,{children:(0,a.jsx)(s.em,{children:"Examples"})}),"\n",(0,a.jsx)(s.pre,{children:(0,a.jsx)(s.code,{className:"language-xml",children:'\n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n'})}),"\n",(0,a.jsx)(s.pre,{children:(0,a.jsx)(s.code,{className:"language-xml",children:'\x3c!-- Example spawns from Assualt --\x3e\n\n \n \n \n\n\n\n \n \n \x3c!-- Players will spawn here first --\x3e\n \x3c!-- Secondary spawn if the first isn\'t available --\x3e\n 1.5,8,0.5 \x3c!-- Tertiary spawn if all other team spawns aren\'t safe --\x3e\n \n \n \n \n \n \n 1.5,8,0.5\n \n \n\n'})}),"\n",(0,a.jsx)(s.h2,{id:"respawn-module",children:"Respawn Module"}),"\n",(0,a.jsxs)(s.p,{children:["The respawn module allows the map creator to adjust the respawn time and if players are automatically respawned.\nFor maps that may require instant respawn, you can set the delay to ",(0,a.jsx)(s.code,{children:"0s"})," and auto to ",(0,a.jsx)(s.code,{children:"true"}),"."]}),"\n",(0,a.jsxs)(s.p,{children:["To allow players to spawn at a bed set the ",(0,a.jsx)(s.code,{children:"bed"})," attribute to true.\nPlayers spawning at beds will not spawn with a kit, even if there is one specified.\nIf a player has a bed spawn location set, it overrides all other spawn regions for that player."]}),"\n",(0,a.jsx)("div",{className:"table-container",children:(0,a.jsxs)(s.table,{children:[(0,a.jsx)(s.thead,{children:(0,a.jsxs)(s.tr,{children:[(0,a.jsx)(s.th,{children:"Element"}),(0,a.jsx)(s.th,{children:"Description"})]})}),(0,a.jsxs)(s.tbody,{children:[(0,a.jsxs)(s.tr,{children:[(0,a.jsx)(s.td,{children:(0,a.jsx)(s.code,{children:""})}),(0,a.jsx)(s.td,{children:"Node specifying the default respawn settings for this map."})]}),(0,a.jsxs)(s.tr,{children:[(0,a.jsx)(s.td,{children:(0,a.jsx)(s.code,{children:""})}),(0,a.jsx)(s.td,{children:"Node specifying multiple respawn options for this map."})]})]})]})}),"\n",(0,a.jsx)(s.h5,{id:"respawn-attributes",children:"Respawn Attributes"}),"\n",(0,a.jsx)("div",{className:"table-container",children:(0,a.jsxs)(s.table,{children:[(0,a.jsx)(s.thead,{children:(0,a.jsxs)(s.tr,{children:[(0,a.jsx)(s.th,{children:"Attribute"}),(0,a.jsx)(s.th,{children:"Description"}),(0,a.jsx)(s.th,{children:"Value"}),(0,a.jsx)(s.th,{children:"Default"})]})}),(0,a.jsxs)(s.tbody,{children:[(0,a.jsxs)(s.tr,{children:[(0,a.jsx)(s.td,{children:(0,a.jsx)(s.code,{children:"delay"})}),(0,a.jsx)(s.td,{children:"Delay a player's respawn for this duration."}),(0,a.jsx)(s.td,{children:(0,a.jsx)(s.a,{href:"/docs/reference/misc/time-periods",children:"Time Period"})}),(0,a.jsx)(s.td,{children:"2s"})]}),(0,a.jsxs)(s.tr,{children:[(0,a.jsx)(s.td,{children:(0,a.jsx)(s.code,{children:"filter"})}),(0,a.jsx)(s.td,{children:"Filters when the respawn is used."}),(0,a.jsx)(s.td,{children:(0,a.jsx)(s.a,{href:"/docs/modules/mechanics/filters",children:"Filter"})}),(0,a.jsx)(s.td,{})]}),(0,a.jsxs)(s.tr,{children:[(0,a.jsx)(s.td,{children:(0,a.jsx)(s.code,{children:"auto"})}),(0,a.jsx)(s.td,{children:"Automatically respawn the player after the delay time has elapsed."}),(0,a.jsx)(s.td,{children:(0,a.jsx)("span",{className:"badge badge--primary",children:"true/false"})}),(0,a.jsx)(s.td,{children:"false"})]}),(0,a.jsxs)(s.tr,{children:[(0,a.jsx)(s.td,{children:(0,a.jsx)(s.code,{children:"blackout"})}),(0,a.jsx)(s.td,{children:"Dead players get a blindness effect applied."}),(0,a.jsx)(s.td,{children:(0,a.jsx)("span",{className:"badge badge--primary",children:"true/false"})}),(0,a.jsx)(s.td,{children:"false"})]}),(0,a.jsxs)(s.tr,{children:[(0,a.jsx)(s.td,{children:(0,a.jsx)(s.code,{children:"spectate"})}),(0,a.jsx)(s.td,{children:"Allow dead players to fly around."}),(0,a.jsx)(s.td,{children:(0,a.jsx)("span",{className:"badge badge--primary",children:"true/false"})}),(0,a.jsx)(s.td,{children:"false"})]}),(0,a.jsxs)(s.tr,{children:[(0,a.jsx)(s.td,{children:(0,a.jsx)(s.code,{children:"bed"})}),(0,a.jsxs)(s.td,{children:[(0,a.jsx)("span",{className:"badge badge--danger",children:"N/A"}),"Allow players to respawn from beds."]}),(0,a.jsx)(s.td,{children:(0,a.jsx)("span",{className:"badge badge--primary",children:"true/false"})}),(0,a.jsx)(s.td,{children:"false"})]}),(0,a.jsxs)(s.tr,{children:[(0,a.jsx)(s.td,{children:(0,a.jsx)(s.code,{children:"message"})}),(0,a.jsxs)(s.td,{children:[(0,a.jsx)("span",{className:"badge badge--secondary",title:"Can be either this attribute or a sub-element.",children:"Property"}),"Message to display on the respawn screen to respawning players."]}),(0,a.jsx)(s.td,{children:(0,a.jsx)("span",{className:"badge badge--primary",children:"Formatted Text"})}),(0,a.jsx)(s.td,{})]})]})]})}),"\n",(0,a.jsx)(s.h5,{id:"respawn-sub-elements",children:"Respawn Sub-elements"}),"\n",(0,a.jsx)("div",{className:"table-container",children:(0,a.jsxs)(s.table,{children:[(0,a.jsx)(s.thead,{children:(0,a.jsxs)(s.tr,{children:[(0,a.jsx)(s.th,{children:"Element"}),(0,a.jsx)(s.th,{children:"Description"}),(0,a.jsx)(s.th,{children:"Value/Children"})]})}),(0,a.jsx)(s.tbody,{children:(0,a.jsxs)(s.tr,{children:[(0,a.jsx)(s.td,{children:(0,a.jsx)(s.code,{children:""})}),(0,a.jsxs)(s.td,{children:[(0,a.jsx)("span",{className:"badge badge--secondary",title:"Can be either this sub-element or an attribute.",children:"Property"}),"Message to display on the respawn screen to respawning players."]}),(0,a.jsx)(s.td,{children:(0,a.jsx)("span",{className:"badge badge--primary",children:"Formatted Text"})})]})})]})}),"\n",(0,a.jsx)(s.pre,{children:(0,a.jsx)(s.code,{className:"language-xml",children:'\x3c!-- Default auto respawn of 2 seconds --\x3e\n\n\n\x3c!-- Allow players to respawn after 3 seconds, blackout the player when they die --\x3e\n\n\n\x3c!-- Allow respawning after 5s, display translatable waiting on flag drop respawn message --\x3e\n\n {translate: "death.respawn.confirmed.waiting.flagDropped"}\n\n\n\x3c!-- Allow respawning after 1.5 seconds --\x3e\n\x3c!-- After 10 minutes has passed, allow respawning after 10 seconds --\x3e\n\n \n\n\n'})})]})}function o(e={}){const{wrapper:s}={...(0,t.a)(),...e.components};return s?(0,a.jsx)(s,{...e,children:(0,a.jsx)(h,{...e})}):h(e)}},1151:(e,s,n)=>{n.d(s,{Z:()=>i,a:()=>d});var a=n(7294);const t={},r=a.createContext(t);function d(e){const s=a.useContext(r);return a.useMemo((function(){return"function"==typeof e?e(s):{...s,...e}}),[s,e])}function i(e){let s;return s=e.disableParentContext?"function"==typeof e.components?e.components(t):e.components||t:d(e.components),a.createElement(r.Provider,{value:s},e.children)}}}]); \ No newline at end of file +"use strict";(self.webpackChunkdocs=self.webpackChunkdocs||[]).push([[104],{9714:(e,s,n)=>{n.r(s),n.d(s,{assets:()=>l,contentTitle:()=>d,default:()=>o,frontMatter:()=>r,metadata:()=>i,toc:()=>c});var a=n(5893),t=n(1151);const r={id:"spawns",title:"Spawns"},d=void 0,i={id:"modules/mechanics/spawns",title:"Spawns",description:"The spawns module is required in a complete map XML because it specifies where players and observers can spawn.",source:"@site/docs/modules/mechanics/spawns.mdx",sourceDirName:"modules/mechanics",slug:"/modules/mechanics/spawns",permalink:"/docs/modules/mechanics/spawns",draft:!1,unlisted:!1,editUrl:"https://github.com/PGMDev/Website/tree/master/docs/modules/mechanics/spawns.mdx",tags:[],version:"current",lastUpdatedAt:1721766315e3,frontMatter:{id:"spawns",title:"Spawns"},sidebar:"docs",previous:{title:"Variables",permalink:"/docs/modules/mechanics/variables"},next:{title:"Portals",permalink:"/docs/modules/mechanics/portals"}},l={},c=[{value:"Spawn & Default Element Attributes",id:"spawn--default-element-attributes",level:4},{value:"Spawn & Default Element Sub-elements",id:"spawn--default-element-sub-elements",level:4},{value:"Regions Element Attributes",id:"regions-element-attributes",level:4},{value:"Respawn Module",id:"respawn-module",level:2},{value:"Respawn Attributes",id:"respawn-attributes",level:5},{value:"Respawn Sub-elements",id:"respawn-sub-elements",level:5}];function h(e){const s={a:"a",admonition:"admonition",code:"code",em:"em",h2:"h2",h4:"h4",h5:"h5",p:"p",pre:"pre",table:"table",tbody:"tbody",td:"td",th:"th",thead:"thead",tr:"tr",...(0,t.a)(),...e.components};return(0,a.jsxs)(a.Fragment,{children:[(0,a.jsxs)(s.p,{children:["The spawns module is required in a complete map XML because it specifies where players and observers can spawn.\nDefault and observer spawns are defined with the ",(0,a.jsx)(s.code,{children:""})," element and all other spawns in ",(0,a.jsx)(s.code,{children:""})," elements.\nOnly one default spawn element may be defined per map."]}),"\n",(0,a.jsxs)(s.p,{children:["Multiple spawns from the same team can be grouped inside of a single ",(0,a.jsx)(s.code,{children:""})," element inside ",(0,a.jsx)(s.code,{children:''}),".\nSpawn positions are picked randomly inside of the defined regions.\nSince PGM will not validate the spawn position by default, regions should be checked to make sure that they don't intersect with solid objects or are mid-air.\nSpawns can also be defined with the ",(0,a.jsx)(s.code,{children:'safe="true"'})," attribute, PGM will then check that the player spawns on a solid object and not midair."]}),"\n",(0,a.jsxs)(s.p,{children:["The regions element accepts more than one region or region area.\nIf they are not inside a ",(0,a.jsx)(s.code,{children:""})," element one region will be picked at random for each spawn event."]}),"\n",(0,a.jsxs)(s.p,{children:["Respawn behavior such as delays, etc. can be customized with the ",(0,a.jsx)(s.a,{href:"#respawn-module",children:"respawn"})," module."]}),"\n",(0,a.jsxs)("div",{className:"table-container",children:[(0,a.jsxs)(s.table,{children:[(0,a.jsx)(s.thead,{children:(0,a.jsxs)(s.tr,{children:[(0,a.jsx)(s.th,{children:"Element"}),(0,a.jsx)(s.th,{children:"Description"})]})}),(0,a.jsx)(s.tbody,{children:(0,a.jsxs)(s.tr,{children:[(0,a.jsx)(s.td,{children:(0,a.jsx)(s.code,{children:" "})}),(0,a.jsx)(s.td,{children:"Node containing the spawns for this map."})]})})]}),(0,a.jsxs)(s.table,{children:[(0,a.jsx)(s.thead,{children:(0,a.jsxs)(s.tr,{children:[(0,a.jsx)(s.th,{children:"Sub-elements"}),(0,a.jsx)(s.th,{}),(0,a.jsx)(s.th,{children:"Value/Children"})]})}),(0,a.jsxs)(s.tbody,{children:[(0,a.jsxs)(s.tr,{children:[(0,a.jsx)(s.td,{children:(0,a.jsx)(s.code,{children:""})}),(0,a.jsx)(s.td,{children:"An individual spawn where a team will spawn."}),(0,a.jsx)(s.td,{children:(0,a.jsx)(s.code,{children:""})})]}),(0,a.jsxs)(s.tr,{children:[(0,a.jsx)(s.td,{children:(0,a.jsx)(s.code,{children:""})}),(0,a.jsxs)(s.td,{children:[(0,a.jsx)("span",{className:"badge badge--warning",title:"Only one of this child permitted per parent",children:"Unique"}),"The spawn for observers and teams without a spawn.",(0,a.jsx)("br",{}),(0,a.jsx)(s.em,{children:"Only one default spawn element is allowed per map."})]}),(0,a.jsx)(s.td,{children:(0,a.jsx)(s.code,{children:""})})]})]})]})]}),"\n",(0,a.jsx)(s.h4,{id:"spawn--default-element-attributes",children:"Spawn & Default Element Attributes"}),"\n",(0,a.jsx)("div",{className:"table-container",children:(0,a.jsxs)(s.table,{children:[(0,a.jsx)(s.thead,{children:(0,a.jsxs)(s.tr,{children:[(0,a.jsx)(s.th,{children:"Attribute"}),(0,a.jsx)(s.th,{children:"Description"}),(0,a.jsx)(s.th,{children:"Value"}),(0,a.jsx)(s.th,{children:"Default"})]})}),(0,a.jsxs)(s.tbody,{children:[(0,a.jsxs)(s.tr,{children:[(0,a.jsx)(s.td,{children:(0,a.jsx)(s.code,{children:"team"})}),(0,a.jsxs)(s.td,{children:["The team this spawn applies to.",(0,a.jsx)("br",{}),(0,a.jsx)(s.em,{children:"Not needed for team-less gamemodes."})]}),(0,a.jsx)(s.td,{children:(0,a.jsx)(s.a,{href:"/docs/modules/format/teams",children:"Team ID"})}),(0,a.jsx)(s.td,{})]}),(0,a.jsxs)(s.tr,{children:[(0,a.jsx)(s.td,{children:(0,a.jsx)(s.code,{children:"safe"})}),(0,a.jsx)(s.td,{children:"Validate that the player spawns in a safe location."}),(0,a.jsx)(s.td,{children:(0,a.jsx)("span",{className:"badge badge--primary",children:"true/false"})}),(0,a.jsx)(s.td,{children:"false"})]}),(0,a.jsxs)(s.tr,{children:[(0,a.jsx)(s.td,{children:(0,a.jsx)(s.code,{children:"sequential"})}),(0,a.jsxs)(s.td,{children:["Spawns players at the next region in a list if the one prior to it is not safe.",(0,a.jsx)("br",{}),(0,a.jsxs)(s.em,{children:["Requires the ",(0,a.jsx)(s.code,{children:"safe"})," attribute set to true."]})]}),(0,a.jsx)(s.td,{children:(0,a.jsx)("span",{className:"badge badge--primary",children:"true/false"})}),(0,a.jsx)(s.td,{children:"false"})]}),(0,a.jsxs)(s.tr,{children:[(0,a.jsx)(s.td,{children:(0,a.jsx)(s.code,{children:"spread"})}),(0,a.jsx)(s.td,{children:"Spawn players as far away as possible from enemy players."}),(0,a.jsx)(s.td,{children:(0,a.jsx)("span",{className:"badge badge--primary",children:"true/false"})}),(0,a.jsx)(s.td,{children:"false"})]}),(0,a.jsxs)(s.tr,{children:[(0,a.jsx)(s.td,{children:(0,a.jsx)(s.code,{children:"spread-teammates"})}),(0,a.jsx)(s.td,{children:"Spawn teammates as far away as possible from each other."}),(0,a.jsx)(s.td,{children:(0,a.jsx)("span",{className:"badge badge--primary",children:"true/false"})}),(0,a.jsx)(s.td,{children:"false"})]}),(0,a.jsxs)(s.tr,{children:[(0,a.jsx)(s.td,{children:(0,a.jsx)(s.code,{children:"exclusive"})}),(0,a.jsx)(s.td,{children:"Spawn regions are assigned exclusively to one player or team and only they will spawn there."}),(0,a.jsx)(s.td,{children:(0,a.jsx)("span",{className:"badge badge--primary",children:"true/false"})}),(0,a.jsx)(s.td,{children:"false"})]}),(0,a.jsxs)(s.tr,{children:[(0,a.jsx)(s.td,{children:(0,a.jsx)(s.code,{children:"persistent"})}),(0,a.jsx)(s.td,{children:"Once a player has been assigned a spawn, they will spawn there even if they leave and rejoin the game."}),(0,a.jsx)(s.td,{children:(0,a.jsx)("span",{className:"badge badge--primary",children:"true/false"})}),(0,a.jsx)(s.td,{children:"false"})]}),(0,a.jsxs)(s.tr,{children:[(0,a.jsx)(s.td,{children:(0,a.jsx)(s.code,{children:"kit"})}),(0,a.jsxs)(s.td,{children:[(0,a.jsx)("span",{className:"badge badge--secondary",title:"Can be either this attribute or a sub-element.",children:"Property"}),"The kit to apply to players when they are spawned in this spawn."]}),(0,a.jsx)(s.td,{children:(0,a.jsx)(s.a,{href:"/docs/modules/gear/kits",children:"Kit ID"})}),(0,a.jsx)(s.td,{})]}),(0,a.jsxs)(s.tr,{children:[(0,a.jsx)(s.td,{children:(0,a.jsx)(s.code,{children:"filter"})}),(0,a.jsxs)(s.td,{children:[(0,a.jsx)("span",{className:"badge badge--secondary",title:"Can be either this attribute or a sub-element.",children:"Property"}),"Filter when this spawn is 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Name"})}),(0,s.jsx)(n.td,{})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"slot"})}),(0,s.jsxs)(n.td,{children:["Slot where the item will be placed in the player's inventory.",(0,s.jsx)("br",{}),(0,s.jsx)(n.em,{children:"If no slot is specified, the item will be merged into the player's inventory."})]}),(0,s.jsx)(n.td,{children:(0,s.jsx)(n.a,{href:"/docs/reference/items/inventory",children:"Inventory Slot"})}),(0,s.jsx)(n.td,{})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"amount"})}),(0,s.jsxs)(n.td,{children:["The amount of items. Blocks can be given an infinite amount by using ",(0,s.jsx)(n.code,{children:"oo"}),"."]}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"Number"})}),(0,s.jsx)(n.td,{children:"1"})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"damage"})}),(0,s.jsx)(n.td,{children:"The item's damage value, used for items such as birch logs, red wool, potion types, etc."}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"Number"})}),(0,s.jsx)(n.td,{children:"0"})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"unbreakable"})}),(0,s.jsx)(n.td,{children:"Specify if this item is unbreakable and hides the durability bar in Minecraft."}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"true/false"})}),(0,s.jsx)(n.td,{children:"false"})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"name"})}),(0,s.jsx)(n.td,{children:"The item's display name that appears when it is selected."}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"Formatted Text"})}),(0,s.jsx)(n.td,{})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"lore"})}),(0,s.jsx)(n.td,{children:"Custom text that appears when a player hovers over the item in their inventory."}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"Formatted Text"})}),(0,s.jsx)(n.td,{})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"color"})}),(0,s.jsxs)(n.td,{children:["Leather armor color as a hexadecimal color. ",(0,s.jsx)(n.code,{children:"RRGGBB"}),(0,s.jsx)("br",{}),(0,s.jsx)(n.em,{children:"Only applies to leather armor items."})]}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"Hex Color"})}),(0,s.jsx)(n.td,{})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"team-color"})}),(0,s.jsxs)(n.td,{children:["Automatically applies the team's ",(0,s.jsx)(n.a,{href:"/docs/modules/format/teams#team-attributes",children:"Dye Color"})," to colored blocks ",(0,s.jsx)(n.em,{children:"(wool, stained glass, etc)"}),"."]}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"true/false"})}),(0,s.jsx)(n.td,{children:"false"})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"grenade"})}),(0,s.jsxs)(n.td,{children:["Projectile explodes on impact.",(0,s.jsx)("br",{}),(0,s.jsx)(n.em,{children:"Works with ender pearls, snowballs, eggs, and arrows."})]}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"true/false"})}),(0,s.jsx)(n.td,{children:"false"})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"grenade-power"})}),(0,s.jsx)(n.td,{children:"The power of the grenade explosion on impact."}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"Decimal"})}),(0,s.jsx)(n.td,{children:"1.0"})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"grenade-fire"})}),(0,s.jsx)(n.td,{children:"Toggle if grenade explosion creates fire."}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"true/false"})}),(0,s.jsx)(n.td,{children:"false"})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"grenade-destroy"})}),(0,s.jsx)(n.td,{children:"Toggle if grenade explosion destroys blocks."}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"true/false"})}),(0,s.jsx)(n.td,{children:"true"})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"prevent-sharing"})}),(0,s.jsx)(n.td,{children:"Prevent this item from being moved from the player's inventory."}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"true/false"})}),(0,s.jsx)(n.td,{children:"false"})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"projectile"})}),(0,s.jsx)(n.td,{children:"Make this item shoot a custom projectile."}),(0,s.jsx)(n.td,{children:(0,s.jsx)(n.a,{href:"/docs/modules/gear/projectiles",children:"Projectile ID"})}),(0,s.jsx)(n.td,{})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"show-enchantments"})}),(0,s.jsx)(n.td,{children:"Show enchantments in the item tooltip."}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"true/false"})}),(0,s.jsx)(n.td,{children:"true"})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"show-attributes"})}),(0,s.jsx)(n.td,{children:"Show attribute modifiers in the item tooltip."}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"true/false"})}),(0,s.jsx)(n.td,{children:"true"})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"show-unbreakable"})}),(0,s.jsx)(n.td,{children:"Show the unbreakable property in the item tooltip."}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"true/false"})}),(0,s.jsx)(n.td,{children:"true"})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"show-can-destroy"})}),(0,s.jsx)(n.td,{children:"Show the breakable block list in the item tooltip."}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"true/false"})}),(0,s.jsx)(n.td,{children:"true"})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"show-can-place-on"})}),(0,s.jsx)(n.td,{children:"Show the blocks the item can be placed on in the item tooltip."}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"true/false"})}),(0,s.jsx)(n.td,{children:"true"})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"show-other"})}),(0,s.jsx)(n.td,{children:"Show various other things in the item tooltip."}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"true/false"})}),(0,s.jsx)(n.td,{children:"true"})]})]})]})}),"\n",(0,s.jsxs)(n.p,{children:["Items can be give custom names and lore with the ",(0,s.jsx)(n.code,{children:"name"})," and ",(0,s.jsx)(n.code,{children:"lore"})," attributes.\nColors and fancy text in item names or lore can be specified with the grave symbol ",(0,s.jsx)(n.code,{children:"`"})," and then the ",(0,s.jsx)(n.a,{href:"/docs/reference/misc/formatting",children:"formatting code"}),".\nYou can specify multiple lines of lore using a pipe symbol ",(0,s.jsx)(n.code,{children:"|"})," for line breaks."]}),"\n",(0,s.jsx)(n.pre,{children:(0,s.jsx)(n.code,{className:"language-xml",children:' \x3c!-- Gold sword with a gold/yellow name. --\x3e\n \x3c!-- A stick with the lore colored red. --\x3e\n \x3c!-- A sword with 2 lines of lore. --\x3e\n'})}),"\n",(0,s.jsx)(n.h3,{id:"custom-heads",children:"Custom Heads"}),"\n",(0,s.jsx)(n.p,{children:"Player heads can be given to players by using the heads element."}),"\n",(0,s.jsxs)(n.p,{children:["A player's skin data can be found by using ",(0,s.jsx)(n.code,{children:"https://sessionserver.mojang.com/session/minecraft/profile/(UUID)"}),"."]}),"\n",(0,s.jsx)(n.pre,{children:(0,s.jsx)(n.code,{className:"language-xml",children:'\n eyJ0aW1lc3RhbXAiOjE0NDY0MDgwOTExNzQsInByb2ZpbGVJZCI6IjNmYmVjN2RkMGE1ZjQwYmY5ZDExODg1YTU0NTA3MTEyIiwicHJvZmlsZU5hbWUiOiJDdWJpc3QiLCJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvOTRlZGExMjg4NWIzYmE2ZGY2ODMyZGZkMTIzNGEyNjc5MmQwNDI2ZDkyMDM2ZWVlYzc1M2ZiZmM2NmRiIn19fQ==\n\n'})}),"\n",(0,s.jsx)(n.h5,{id:"head-attributes",children:"Head Attributes"}),"\n",(0,s.jsx)("div",{className:"table-container",children:(0,s.jsxs)(n.table,{children:[(0,s.jsx)(n.thead,{children:(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.th,{children:"Attribute"}),(0,s.jsx)(n.th,{children:"Description"}),(0,s.jsx)(n.th,{children:"Value"})]})}),(0,s.jsxs)(n.tbody,{children:[(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"name"})}),(0,s.jsx)(n.td,{children:"The head's display name."}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"String"})})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"uuid"})}),(0,s.jsxs)(n.td,{children:[(0,s.jsx)("span",{className:"badge badge--secondary",title:"Can be either this attribute or a sub-element.",children:"Property"}),(0,s.jsx)("span",{className:"badge badge--danger",children:"Required"}),"The UUID used to identify the player this head belongs to."]}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"String"})})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"skin"})}),(0,s.jsxs)(n.td,{children:[(0,s.jsx)("span",{className:"badge badge--secondary",title:"Can be either this attribute or a sub-element.",children:"Property"}),(0,s.jsx)("span",{className:"badge badge--danger",children:"Required"}),"The skin data used for this head."]}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"Base64"})})]})]})]})}),"\n",(0,s.jsx)(n.h5,{id:"head-sub-elements",children:"Head Sub-elements"}),"\n",(0,s.jsx)("div",{className:"table-container",children:(0,s.jsxs)(n.table,{children:[(0,s.jsx)(n.thead,{children:(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.th,{children:"Element"}),(0,s.jsx)(n.th,{children:"Description"}),(0,s.jsx)(n.th,{children:"Value"})]})}),(0,s.jsxs)(n.tbody,{children:[(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:""})}),(0,s.jsxs)(n.td,{children:[(0,s.jsx)("span",{className:"badge badge--secondary",title:"Can be either this attribute or a sub-element.",children:"Property"}),(0,s.jsx)("span",{className:"badge badge--danger",children:"Required"}),"The UUID used to identify the player this head belongs to."]}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"String"})})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:""})}),(0,s.jsxs)(n.td,{children:[(0,s.jsx)("span",{className:"badge badge--secondary",title:"Can be either this attribute or a sub-element.",children:"Property"}),(0,s.jsx)("span",{className:"badge badge--danger",children:"Required"}),"The skin data used for this head."]}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"Base64"})})]})]})]})}),"\n",(0,s.jsx)(n.h3,{id:"armor",children:"Armor"}),"\n",(0,s.jsx)(n.p,{children:"Armor slots have predefined tags to make it easier to give them to a player.\nThey accept all of the properties of normal items and may have their own special attributes."}),"\n",(0,s.jsx)(n.pre,{children:(0,s.jsx)(n.code,{className:"language-xml",children:'\n\n\n\n'})}),"\n",(0,s.jsx)(n.h5,{id:"armor-attributes",children:"Armor Attributes"}),"\n",(0,s.jsx)("div",{className:"table-container",children:(0,s.jsxs)(n.table,{children:[(0,s.jsx)(n.thead,{children:(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.th,{children:"Attribute"}),(0,s.jsx)(n.th,{children:"Description"}),(0,s.jsx)(n.th,{children:"Value"}),(0,s.jsx)(n.th,{children:"Default"})]})}),(0,s.jsx)(n.tbody,{children:(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"locked"})}),(0,s.jsx)(n.td,{children:"Prevent this armor item from being removed from the armor slot in any way."}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"true/false"})}),(0,s.jsx)(n.td,{children:"false"})]})})]})}),"\n",(0,s.jsx)(n.p,{children:"Enchanting, naming, or giving armor lore works the same way as with items."}),"\n",(0,s.jsx)(n.pre,{children:(0,s.jsx)(n.code,{className:"language-xml",children:'\n feather_falling\n\n'})}),"\n",(0,s.jsxs)(n.p,{children:["Items like leather armor can be colored with the ",(0,s.jsx)(n.code,{children:"color"})," attribute.\nThe color is represented in hexadecimal, see ",(0,s.jsx)(n.a,{href:"/docs/reference/misc/colors",children:"dye colors"})," for a list of hex colors for the different dyes."]}),"\n",(0,s.jsx)(n.admonition,{type:"info",children:(0,s.jsxs)(n.p,{children:["The hex color value is specified without the hash ",(0,s.jsx)(n.code,{children:"#"})," symbol."]})}),"\n",(0,s.jsx)(n.pre,{children:(0,s.jsx)(n.code,{className:"language-xml",children:'\n'})}),"\n",(0,s.jsx)(n.h6,{id:"team-color-attribute",children:"Team Color Attribute"}),"\n",(0,s.jsxs)(n.p,{children:["The ",(0,s.jsx)(n.code,{children:"team-color"})," attribute can be used to add color to leather armor automatically.\nArmor color is based on the team's ",(0,s.jsx)(n.a,{href:"/docs/reference/misc/formatting#chat-colors",children:"Chat Color"})," rather\nthan their ",(0,s.jsx)(n.a,{href:"/docs/reference/misc/colors",children:"Dye Color"}),", so using the ",(0,s.jsx)(n.code,{children:"dye-color"})," attribute on ",(0,s.jsx)(n.a,{href:"/docs/modules/format/teams#team-attributes",children:"Teams"})," is not required.\nThis helps simplfy kits so a seperate team kit for colored armor and items is not required."]}),"\n",(0,s.jsx)(n.pre,{children:(0,s.jsx)(n.code,{className:"language-xml",children:'\n \n \x3c!-- automatically applies blue stained clay to blue team, red stained clay to red team, etc --\x3e\n \n \x3c!-- automatically applies blue armor to blue team, red armor to red team, etc --\x3e\n \n \n \n\n'})}),"\n",(0,s.jsx)(n.h3,{id:"potions",children:"Potions"}),"\n",(0,s.jsx)(n.p,{children:"Potion items, including lingering and splash potions, can specify their potion type and any number of custom effects.\nThe potion type determines the name and color of the item.\nIt also determines the default effects of the potion.\nHowever, if any custom effects are present, they will completely replace the default effects."}),"\n",(0,s.jsxs)(n.p,{children:["By default, when a player drinks a potion bottle, the empty bottle is automatically removed from the player's inventory.\nThis behavior can be disabled with the ",(0,s.jsx)(n.code,{children:""})," tag."]}),"\n",(0,s.jsxs)(n.p,{children:["For more details on the ",(0,s.jsx)(n.code,{children:""})," element, visit ",(0,s.jsx)(n.a,{href:"/docs/modules/gear/potions",children:"Potion Effects"}),".\nAdditionally, you can visit ",(0,s.jsx)(n.a,{href:"/docs/reference/items/potions",children:"Potions & Effects"})," for references on potion effects available in Minecraft."]}),"\n",(0,s.jsx)(n.h5,{id:"potion-item-sub-elements",children:"Potion Item Sub-elements"}),"\n",(0,s.jsx)("div",{className:"table-container",children:(0,s.jsxs)(n.table,{children:[(0,s.jsx)(n.thead,{children:(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.th,{children:"Element"}),(0,s.jsx)(n.th,{children:"Description"}),(0,s.jsx)(n.th,{children:"Value"})]})}),(0,s.jsx)(n.tbody,{children:(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:""})}),(0,s.jsx)(n.td,{children:"A custom effect."}),(0,s.jsx)(n.td,{children:(0,s.jsx)(n.a,{href:"/docs/modules/gear/potions",children:"Potion Effect"})})]})})]})}),"\n",(0,s.jsx)(n.pre,{children:(0,s.jsx)(n.code,{className:"language-xml",children:'\n fire_resistance\n\n\x3c!-- A Jump Boost Splash Potion --\x3e\n\n jump_boost\n\n'})}),"\n",(0,s.jsx)(n.h4,{id:"auto-potion-bottle-remover",children:"Auto Potion Bottle Remover"}),"\n",(0,s.jsx)(n.p,{children:"Empty potion bottles are removed automatically when a player drinks a potion.\nThis feature is enabled by default, but can be disabled with this tag."}),"\n",(0,s.jsx)(n.pre,{children:(0,s.jsx)(n.code,{className:"language-xml",children:"\n"})}),"\n",(0,s.jsx)(n.h3,{id:"books",children:"Books"}),"\n",(0,s.jsxs)(n.p,{children:["Written books can be created using the book element.\nThe title, author, and individual pages can be formatted with ",(0,s.jsx)(n.a,{href:"/docs/reference/misc/formatting",children:"formatting codes"}),".\nAll normal item attributes can also be applied to books."]}),"\n",(0,s.jsx)(n.p,{children:"Each page in a book can contain a maximum of 13 lines, with approximately 19 characters per line.\nPreferably, books should be written in-game to ensure proper formatting and then translated into the books element."}),"\n",(0,s.jsx)(n.h5,{id:"book-element",children:"Book Element"}),"\n",(0,s.jsx)("div",{className:"table-container",children:(0,s.jsxs)(n.table,{children:[(0,s.jsx)(n.thead,{children:(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.th,{children:"Element"}),(0,s.jsx)(n.th,{children:"Description"}),(0,s.jsx)(n.th,{children:"Value"})]})}),(0,s.jsx)(n.tbody,{children:(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:""})}),(0,s.jsxs)(n.td,{children:["The element containing the books ",(0,s.jsx)(n.code,{children:""}),", ",(0,s.jsx)(n.code,{children:"<author>"}),", and ",(0,s.jsx)(n.code,{children:"<pages>"}),"."]}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"Formatted Text"})})]})})]})}),"\n",(0,s.jsx)(n.h5,{id:"book-sub-elements",children:"Book Sub-elements"}),"\n",(0,s.jsx)("div",{className:"table-container",children:(0,s.jsxs)(n.table,{children:[(0,s.jsx)(n.thead,{children:(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.th,{children:"Element"}),(0,s.jsx)(n.th,{children:"Description"}),(0,s.jsx)(n.th,{children:"Value"})]})}),(0,s.jsxs)(n.tbody,{children:[(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"<title>"})}),(0,s.jsxs)(n.td,{children:[(0,s.jsx)("span",{className:"badge badge--danger",children:"Required"}),"The title of the book."]}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"Formatted Text"})})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"<author>"})}),(0,s.jsxs)(n.td,{children:[(0,s.jsx)("span",{className:"badge badge--danger",children:"Required"}),"The author of the book."]}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"Formatted Text"})})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"<pages>"})}),(0,s.jsx)(n.td,{children:"The pages in the book."}),(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"<page>"})})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"<page>"})}),(0,s.jsxs)(n.td,{children:["A newline separated string. Used inside ",(0,s.jsx)(n.code,{children:"<pages>"}),"."]}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"Formatted Text"})})]})]})]})}),"\n",(0,s.jsx)(n.pre,{children:(0,s.jsx)(n.code,{className:"language-xml",children:'<book slot="1">\n <title>`6Example`r\n `4BB-8`r\n \n \n `lPage `1I`r\n This is an example\n \n \n `lPage `1II`r\n\n Nothing to see here, move along...\n \n \x3c!-- More pages --\x3e\n \n\n'})}),"\n",(0,s.jsx)(n.h3,{id:"firework",children:"Firework"}),"\n",(0,s.jsx)(n.p,{children:"You can define custom explosion designs when creating and giving a firework rocket item."}),"\n",(0,s.jsxs)("div",{className:"table-container",children:[(0,s.jsxs)(n.table,{children:[(0,s.jsx)(n.thead,{children:(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.th,{children:"Element"}),(0,s.jsx)(n.th,{children:"Description"})]})}),(0,s.jsx)(n.tbody,{children:(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:" "})}),(0,s.jsx)(n.td,{children:"A firework design containing one or more explosion effect."})]})})]}),(0,s.jsxs)(n.table,{children:[(0,s.jsx)(n.thead,{children:(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.th,{children:"Sub-element"}),(0,s.jsx)(n.th,{})]})}),(0,s.jsx)(n.tbody,{children:(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:" "})}),(0,s.jsx)(n.td,{children:"Define an explosion effect design."})]})})]})]}),"\n",(0,s.jsx)(n.h5,{id:"firework-attributes",children:"Firework Attributes"}),"\n",(0,s.jsx)("div",{className:"table-container",children:(0,s.jsxs)(n.table,{children:[(0,s.jsx)(n.thead,{children:(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.th,{children:"Attribute"}),(0,s.jsx)(n.th,{children:"Description"}),(0,s.jsx)(n.th,{children:"Value"}),(0,s.jsx)(n.th,{children:"Default"})]})}),(0,s.jsx)(n.tbody,{children:(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"power"})}),(0,s.jsx)(n.td,{children:"Defines the power of the firework. This also determines how high it will travel."}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"Number"})}),(0,s.jsx)(n.td,{children:"1"})]})})]})}),"\n",(0,s.jsx)(n.h5,{id:"explosion-attributes",children:"Explosion Attributes"}),"\n",(0,s.jsx)("div",{className:"table-container",children:(0,s.jsxs)(n.table,{children:[(0,s.jsx)(n.thead,{children:(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.th,{children:"Attribute"}),(0,s.jsx)(n.th,{children:"Description"}),(0,s.jsx)(n.th,{children:"Value"}),(0,s.jsx)(n.th,{children:"Default"})]})}),(0,s.jsxs)(n.tbody,{children:[(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"type"})}),(0,s.jsx)(n.td,{children:"Defines the power of the firework. This also determines how high it will travel."}),(0,s.jsxs)(n.td,{children:[(0,s.jsx)(n.code,{children:"ball"}),", ",(0,s.jsx)(n.code,{children:"ball large"}),", ",(0,s.jsx)(n.code,{children:"burst"}),", ",(0,s.jsx)(n.code,{children:"creeper"}),", ",(0,s.jsx)(n.code,{children:"star"})]}),(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"burst"})})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"flicker"})}),(0,s.jsx)(n.td,{children:"Whether the effect should flicker."}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"true/false"})}),(0,s.jsx)(n.td,{children:"false"})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"trail"})}),(0,s.jsx)(n.td,{children:"Whether the effect should have a trail."}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"true/false"})}),(0,s.jsx)(n.td,{children:"false"})]})]})]})}),"\n",(0,s.jsx)(n.h5,{id:"explosion-sub-elements",children:"Explosion Sub-elements"}),"\n",(0,s.jsx)("div",{className:"table-container",children:(0,s.jsxs)(n.table,{children:[(0,s.jsx)(n.thead,{children:(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.th,{children:"Element"}),(0,s.jsx)(n.th,{children:"Description"}),(0,s.jsx)(n.th,{children:"Value"})]})}),(0,s.jsxs)(n.tbody,{children:[(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:""})}),(0,s.jsxs)(n.td,{children:[(0,s.jsx)("span",{className:"badge badge--danger",children:"Required"}),"Define a color of the firework."]}),(0,s.jsx)(n.td,{children:(0,s.jsx)(n.a,{href:"/docs/reference/misc/colors",children:"Hex Firework Color"})})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:""})}),(0,s.jsxs)(n.td,{children:["Define a fade color of the firework. Multiple fade colors can be defined for each explosion.",(0,s.jsx)("br",{}),(0,s.jsx)(n.em,{children:"If no fade colors are defined, the explosion will not fade."})]}),(0,s.jsx)(n.td,{children:(0,s.jsx)(n.a,{href:"/docs/reference/misc/colors",children:"Hex Firework Color"})})]})]})]})}),"\n",(0,s.jsx)(n.pre,{children:(0,s.jsx)(n.code,{className:"language-xml",children:'\n \x3c!-- Defines an explosion --\x3e\n \n \x3c!-- One or more colors can be defined as hex values --\x3e\n 193bcf\n edea18\n \x3c!-- Defines a fade color as a hex value (optional) --\x3e\n e2a31a\n \n \x3c!-- Another explosion with different attributes --\x3e\n \n b319af\n \x3c!-- Multiple fade colors can be defined --\x3e\n e2a31a\n e2a31a\n \n\n'})}),"\n",(0,s.jsx)(n.h3,{id:"enchantments",children:"Enchantments"}),"\n",(0,s.jsxs)(n.p,{children:["Any enchantment can be applied to any item and an item can have one or multiple enchantments.\nThe enchantment type can be specified by its\n",(0,s.jsx)(n.a,{href:"https://minecraft.wiki/w/Java_Edition_data_values/Pre-flattening#Enchantment_IDs",children:"Minecraft name"})," or\n",(0,s.jsx)(n.a,{href:"/docs/reference/items/enchantments",children:"Bukkit name"}),"."]}),"\n",(0,s.jsxs)(n.p,{children:["To store an enchantment in an enchanted book (instead of enchanting the book itself),\nsimply replace the tag ",(0,s.jsx)(n.code,{children:"enchantment"})," with ",(0,s.jsx)(n.code,{children:"stored-enchantment"}),"."]}),"\n",(0,s.jsx)(n.h5,{id:"enchantment-element",children:"Enchantment Element"}),"\n",(0,s.jsx)("div",{className:"table-container",children:(0,s.jsxs)(n.table,{children:[(0,s.jsx)(n.thead,{children:(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.th,{children:"Element"}),(0,s.jsx)(n.th,{children:"Description"}),(0,s.jsx)(n.th,{children:"Value"})]})}),(0,s.jsxs)(n.tbody,{children:[(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:" "})}),(0,s.jsx)(n.td,{children:"An item enchantment."}),(0,s.jsx)(n.td,{children:(0,s.jsx)(n.a,{href:"/docs/reference/items/enchantments",children:"Enchantment Name"})})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:" "})}),(0,s.jsx)(n.td,{children:"An enchantment stored in an enchanted book."}),(0,s.jsx)(n.td,{children:(0,s.jsx)(n.a,{href:"/docs/reference/items/enchantments",children:"Enchantment Name"})})]})]})]})}),"\n",(0,s.jsx)(n.h5,{id:"enchantment-attributes",children:"Enchantment Attributes"}),"\n",(0,s.jsx)("div",{className:"table-container",children:(0,s.jsxs)(n.table,{children:[(0,s.jsx)(n.thead,{children:(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.th,{children:"Element"}),(0,s.jsx)(n.th,{children:"Description"}),(0,s.jsx)(n.th,{children:"Value"}),(0,s.jsx)(n.th,{children:"Default"})]})}),(0,s.jsx)(n.tbody,{children:(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"level"})}),(0,s.jsx)(n.td,{children:"The specified enchantment's level."}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"Number"})}),(0,s.jsx)(n.td,{children:"1"})]})})]})}),"\n",(0,s.jsx)(n.p,{children:(0,s.jsx)(n.em,{children:"Examples"})}),"\n",(0,s.jsx)(n.pre,{children:(0,s.jsx)(n.code,{className:"language-xml",children:'\x3c!-- A sharpness II iron sword --\x3e\n\n sharpness\n\n'})}),"\n",(0,s.jsx)(n.pre,{children:(0,s.jsx)(n.code,{className:"language-xml",children:'\x3c!-- A knockback IV stick --\x3e\n\n knockback\n\n'})}),"\n",(0,s.jsx)(n.pre,{children:(0,s.jsx)(n.code,{className:"language-xml",children:'\x3c!-- Feather falling 2 boots --\x3e\n\n feather_falling\n\n'})}),"\n",(0,s.jsx)(n.pre,{children:(0,s.jsx)(n.code,{className:"language-xml",children:'\x3c!-- Enchanted book of Luck --\x3e\n\n luck\n\n'})}),"\n",(0,s.jsx)(n.h3,{id:"attribute-modifiers",children:"Attribute Modifiers"}),"\n",(0,s.jsxs)(n.p,{children:["Attribute modifiers can be applied to items in the same way they are applied to kits.\nSee ",(0,s.jsx)(n.a,{href:"/docs/modules/gear/kits#attribute-modifier-kits-removable",children:"Attribute Kits"})," for details."]}),"\n",(0,s.jsxs)(n.p,{children:["Additionally, a ",(0,s.jsx)(n.code,{children:"slot"})," can be specified, in which case the modifier will only be applied\nwhen the item is in that slot. This must be an ",(0,s.jsx)(n.a,{href:"/docs/reference/items/inventory",children:"armor or hand slot"}),"."]}),"\n",(0,s.jsx)(n.p,{children:(0,s.jsx)(n.em,{children:"Examples"})}),"\n",(0,s.jsx)(n.pre,{children:(0,s.jsx)(n.code,{className:"language-xml",children:'\n generic.knockbackResistance\n\n'})}),"\n",(0,s.jsx)(n.pre,{children:(0,s.jsx)(n.code,{className:"language-xml",children:'\n generic.movementSpeed\n\n'})}),"\n",(0,s.jsx)(n.admonition,{type:"note",children:(0,s.jsx)(n.p,{children:"Negative attribute values are allowed, however, they sometimes do not work as expected."})}),"\n",(0,s.jsx)(n.h3,{id:"grenades",children:"Grenades"}),"\n",(0,s.jsxs)(n.p,{children:["The ",(0,s.jsx)(n.code,{children:'grenade="true"'})," attribute will make the item explode on impact, just like a grenade.\nThis option only works on items that can turn into projectiles.\nFor example, ender pearls, snowballs, eggs, and arrows all work."]}),"\n",(0,s.jsxs)(n.p,{children:["The ",(0,s.jsx)(n.code,{children:'grenade-power="1.0"'})," attribute sets the explosion power.\nThe default value of ",(0,s.jsx)(n.code,{children:"1.0"})," will not destroy blocks, but it will damage players and set off TNT."]}),"\n",(0,s.jsxs)(n.p,{children:["The attributes ",(0,s.jsx)(n.code,{children:'grenade-fire="true"'})," and ",(0,s.jsx)(n.code,{children:'grenade-destroy="true"'})," determine if the explosion creates fire and/or destroys blocks."]}),"\n",(0,s.jsx)(n.admonition,{type:"note",children:(0,s.jsx)(n.p,{children:"If an ender pearl is used as a grenade, the player will teleport to the location and the explosion will occur."})}),"\n",(0,s.jsx)(n.pre,{children:(0,s.jsx)(n.code,{className:"language-xml",children:'\n\n'})}),"\n",(0,s.jsx)(n.h3,{id:"can-destroy--can-place-on",children:"Can-Destroy / Can-Place-On"}),"\n",(0,s.jsxs)(n.p,{children:["In adventure mode, no blocks can be placed or mined by default. The ",(0,s.jsx)(n.code,{children:""})," element allows an item to mine a specified list of blocks.\nThe ",(0,s.jsx)(n.code,{children:""})," element allows a block item to be placed against a specified list of blocks. In each case, the blocks are listed inside\nthe element, each wrapped in a ",(0,s.jsx)(n.code,{children:""})," sub-element.\nThese blocks ",(0,s.jsx)(n.strong,{children:"cannot"})," have damage/data values (this is a limitation of Minecraft that we are unable to work around)."]}),"\n",(0,s.jsxs)(n.p,{children:["Instead of a list of blocks, you can use the ",(0,s.jsx)(n.code,{children:""})," element, which is equivalent to listing literally every block in the game.\nIn this case, you will probably want to specify ",(0,s.jsx)(n.code,{children:'show-can-place-on="false"'})," or ",(0,s.jsx)(n.code,{children:'show-can-destroy="false"'})," on the item to prevent a\nmassive tooltip being displayed to the player."]}),"\n",(0,s.jsxs)("div",{className:"table-container",children:[(0,s.jsxs)(n.table,{children:[(0,s.jsx)(n.thead,{children:(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.th,{children:"Elements"}),(0,s.jsx)(n.th,{children:"Description"})]})}),(0,s.jsxs)(n.tbody,{children:[(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:" "})}),(0,s.jsx)(n.td,{children:"A node containing the materials this item can destroy."})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:" "})}),(0,s.jsx)(n.td,{children:"A node containing materials this item can be placed on."})]})]})]}),(0,s.jsxs)(n.table,{children:[(0,s.jsx)(n.thead,{children:(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.th,{children:"Sub-elements"}),(0,s.jsx)(n.th,{}),(0,s.jsx)(n.th,{children:"Value/Children"})]})}),(0,s.jsxs)(n.tbody,{children:[(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:" "})}),(0,s.jsx)(n.td,{children:"Match all block type materials."}),(0,s.jsx)(n.td,{})]})]})]})]}),"\n",(0,s.jsx)(n.pre,{children:(0,s.jsx)(n.code,{className:"language-xml",children:'\n \n dirt\n grass\n sand\n \n\n\n\n \n \n \n\n'})})]})}function o(e={}){const{wrapper:n}={...(0,r.a)(),...e.components};return n?(0,s.jsx)(n,{...e,children:(0,s.jsx)(h,{...e})}):h(e)}},1151:(e,n,t)=>{t.d(n,{Z:()=>d,a:()=>l});var s=t(7294);const r={},i=s.createContext(r);function l(e){const n=s.useContext(i);return s.useMemo((function(){return"function"==typeof e?e(n):{...n,...e}}),[n,e])}function d(e){let n;return n=e.disableParentContext?"function"==typeof e.components?e.components(r):e.components||r:l(e.components),s.createElement(i.Provider,{value:n},e.children)}}}]); \ No newline at end of file diff --git a/assets/js/f98bd8fa.f6887ee0.js b/assets/js/f98bd8fa.f6887ee0.js new file mode 100644 index 00000000..0b6cdad0 --- /dev/null +++ b/assets/js/f98bd8fa.f6887ee0.js @@ -0,0 +1 @@ +"use strict";(self.webpackChunkdocs=self.webpackChunkdocs||[]).push([[9810],{2153:(e,n,t)=>{t.r(n),t.d(n,{assets:()=>a,contentTitle:()=>l,default:()=>o,frontMatter:()=>i,metadata:()=>d,toc:()=>c});var s=t(5893),r=t(1151);const i={id:"items",title:"Items & Armor"},l=void 0,d={id:"modules/gear/items",title:"Items & Armor",description:"The item elements are used to place items into a player's inventory or armor slots.",source:"@site/docs/modules/gear/items.mdx",sourceDirName:"modules/gear",slug:"/modules/gear/items",permalink:"/docs/modules/gear/items",draft:!1,unlisted:!1,editUrl:"https://github.com/PGMDev/Website/tree/master/docs/modules/gear/items.mdx",tags:[],version:"current",lastUpdatedAt:1721766315e3,frontMatter:{id:"items",title:"Items & Armor"},sidebar:"docs",previous:{title:"Tracking Compass",permalink:"/docs/modules/mechanics/tracking-compass"},next:{title:"Potion Effects",permalink:"/docs/modules/gear/potions"}},a={},c=[{value:"Item Element",id:"item-element",level:4},{value:"Sub-Elements",id:"sub-elements",level:3},{value:"Item Attributes",id:"item-attributes",level:3},{value:"Custom Heads",id:"custom-heads",level:3},{value:"Head Attributes",id:"head-attributes",level:5},{value:"Head Sub-elements",id:"head-sub-elements",level:5},{value:"Armor",id:"armor",level:3},{value:"Armor Attributes",id:"armor-attributes",level:5},{value:"Team Color Attribute",id:"team-color-attribute",level:6},{value:"Potions",id:"potions",level:3},{value:"Potion Item Sub-elements",id:"potion-item-sub-elements",level:5},{value:"Auto Potion Bottle Remover",id:"auto-potion-bottle-remover",level:4},{value:"Books",id:"books",level:3},{value:"Book Element",id:"book-element",level:5},{value:"Book Sub-elements",id:"book-sub-elements",level:5},{value:"Firework",id:"firework",level:3},{value:"Firework Attributes",id:"firework-attributes",level:5},{value:"Explosion Attributes",id:"explosion-attributes",level:5},{value:"Explosion Sub-elements",id:"explosion-sub-elements",level:5},{value:"Enchantments",id:"enchantments",level:3},{value:"Enchantment Element",id:"enchantment-element",level:5},{value:"Enchantment Attributes",id:"enchantment-attributes",level:5},{value:"Attribute Modifiers",id:"attribute-modifiers",level:3},{value:"Grenades",id:"grenades",level:3},{value:"Can-Destroy / Can-Place-On",id:"can-destroy--can-place-on",level:3}];function h(e){const n={a:"a",admonition:"admonition",code:"code",em:"em",h3:"h3",h4:"h4",h5:"h5",h6:"h6",p:"p",pre:"pre",strong:"strong",table:"table",tbody:"tbody",td:"td",th:"th",thead:"thead",tr:"tr",...(0,r.a)(),...e.components};return(0,s.jsxs)(s.Fragment,{children:[(0,s.jsxs)(n.p,{children:["The item elements are used to place items into a player's inventory or armor slots.\nItems have many different attributes, and some may only apply to certain item types;\nsuch as the leather armor ",(0,s.jsx)(n.code,{children:"color"})," attribute."]}),"\n",(0,s.jsxs)(n.p,{children:["Item names can be found with the ",(0,s.jsx)(n.a,{href:"/docs/reference/items/inventory#material-finder",children:"Material Finder"}),"\nor on the ",(0,s.jsx)(n.a,{href:"https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/Material.html",children:"bukkit docs - Material"})]}),"\n",(0,s.jsx)(n.h4,{id:"item-element",children:"Item Element"}),"\n",(0,s.jsx)("div",{className:"table-container",children:(0,s.jsxs)(n.table,{children:[(0,s.jsx)(n.thead,{children:(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.th,{children:"Element"}),(0,s.jsx)(n.th,{children:"Description"})]})}),(0,s.jsx)(n.tbody,{children:(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:""})}),(0,s.jsx)(n.td,{children:"A single item stack."})]})})]})}),"\n",(0,s.jsx)(n.h3,{id:"sub-elements",children:"Sub-Elements"}),"\n",(0,s.jsx)("div",{className:"table-container",children:(0,s.jsxs)(n.table,{children:[(0,s.jsx)(n.thead,{children:(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.th,{children:"Element"}),(0,s.jsx)(n.th,{children:"Description"})]})}),(0,s.jsxs)(n.tbody,{children:[(0,s.jsxs)(n.tr,{children:[(0,s.jsxs)(n.td,{children:[(0,s.jsx)(n.code,{children:" "}),(0,s.jsx)("br",{}),(0,s.jsx)(n.code,{children:" "})]}),(0,s.jsx)(n.td,{children:(0,s.jsx)(n.a,{href:"#enchantments",children:"Enchantment"})})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:" "})}),(0,s.jsxs)(n.td,{children:[(0,s.jsx)(n.a,{href:"#potions",children:"Potion Effects"})," (only works on potion items)"]})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:" "})}),(0,s.jsx)(n.td,{children:(0,s.jsx)(n.a,{href:"/docs/reference/items/attributes",children:"Attribute Modifier"})})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:" "})}),(0,s.jsxs)(n.td,{children:[(0,s.jsx)("a",{className:"left-ref-link",href:"#can-destroy",children:(0,s.jsx)("i",{className:"fa fa-chevron-down"})}),"Materials that can be mined with the item"]})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:" "})}),(0,s.jsxs)(n.td,{children:[(0,s.jsx)("a",{className:"left-ref-link",href:"#can-destroy",children:(0,s.jsx)("i",{className:"fa fa-chevron-down"})})," Materials that the item can be placed on"]})]})]})]})}),"\n",(0,s.jsx)(n.h3,{id:"item-attributes",children:"Item Attributes"}),"\n",(0,s.jsx)("div",{className:"table-container",children:(0,s.jsxs)(n.table,{children:[(0,s.jsx)(n.thead,{children:(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.th,{children:"Attribute"}),(0,s.jsx)(n.th,{children:"Description"}),(0,s.jsx)(n.th,{children:"Value"}),(0,s.jsx)(n.th,{children:"Default"})]})}),(0,s.jsxs)(n.tbody,{children:[(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"material"})}),(0,s.jsxs)(n.td,{children:[(0,s.jsx)("span",{className:"badge badge--danger",children:"Required"}),"The item's material name."]}),(0,s.jsx)(n.td,{children:(0,s.jsx)(n.a,{href:"/docs/reference/items/inventory#material-matchers",children:"Material Name"})}),(0,s.jsx)(n.td,{})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"slot"})}),(0,s.jsxs)(n.td,{children:["Slot where the item will be placed in the player's inventory.",(0,s.jsx)("br",{}),(0,s.jsx)(n.em,{children:"If no slot is specified, the item will be merged into the player's inventory."})]}),(0,s.jsx)(n.td,{children:(0,s.jsx)(n.a,{href:"/docs/reference/items/inventory",children:"Inventory Slot"})}),(0,s.jsx)(n.td,{})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"amount"})}),(0,s.jsxs)(n.td,{children:["The amount of items. Blocks can be given an infinite amount by using ",(0,s.jsx)(n.code,{children:"oo"}),"."]}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"Number"})}),(0,s.jsx)(n.td,{children:"1"})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"damage"})}),(0,s.jsx)(n.td,{children:"The item's damage value, used for items such as birch logs, red wool, potion types, etc."}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"Number"})}),(0,s.jsx)(n.td,{children:"0"})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"unbreakable"})}),(0,s.jsx)(n.td,{children:"Specify if this item is unbreakable and hides the durability bar in Minecraft."}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"true/false"})}),(0,s.jsx)(n.td,{children:"false"})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"name"})}),(0,s.jsx)(n.td,{children:"The item's display name that appears when it is selected."}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"Formatted Text"})}),(0,s.jsx)(n.td,{})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"lore"})}),(0,s.jsx)(n.td,{children:"Custom text that appears when a player hovers over the item in their inventory."}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"Formatted Text"})}),(0,s.jsx)(n.td,{})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"color"})}),(0,s.jsxs)(n.td,{children:["Leather armor color as a hexadecimal color. ",(0,s.jsx)(n.code,{children:"RRGGBB"}),(0,s.jsx)("br",{}),(0,s.jsx)(n.em,{children:"Only applies to leather armor items."})]}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"Hex Color"})}),(0,s.jsx)(n.td,{})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"team-color"})}),(0,s.jsxs)(n.td,{children:["Automatically applies the team's ",(0,s.jsx)(n.a,{href:"/docs/modules/format/teams#team-attributes",children:"Dye Color"})," to colored blocks ",(0,s.jsx)(n.em,{children:"(wool, stained glass, banner, etc)"}),"."]}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"true/false"})}),(0,s.jsx)(n.td,{children:"false"})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"grenade"})}),(0,s.jsxs)(n.td,{children:["Projectile explodes on impact.",(0,s.jsx)("br",{}),(0,s.jsx)(n.em,{children:"Works with ender pearls, snowballs, eggs, and arrows."})]}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"true/false"})}),(0,s.jsx)(n.td,{children:"false"})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"grenade-power"})}),(0,s.jsx)(n.td,{children:"The power of the grenade explosion on impact."}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"Decimal"})}),(0,s.jsx)(n.td,{children:"1.0"})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"grenade-fire"})}),(0,s.jsx)(n.td,{children:"Toggle if grenade explosion creates fire."}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"true/false"})}),(0,s.jsx)(n.td,{children:"false"})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"grenade-destroy"})}),(0,s.jsx)(n.td,{children:"Toggle if grenade explosion destroys blocks."}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"true/false"})}),(0,s.jsx)(n.td,{children:"true"})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"prevent-sharing"})}),(0,s.jsx)(n.td,{children:"Prevent this item from being moved from the player's inventory."}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"true/false"})}),(0,s.jsx)(n.td,{children:"false"})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"projectile"})}),(0,s.jsx)(n.td,{children:"Make this item shoot a custom projectile."}),(0,s.jsx)(n.td,{children:(0,s.jsx)(n.a,{href:"/docs/modules/gear/projectiles",children:"Projectile ID"})}),(0,s.jsx)(n.td,{})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"show-enchantments"})}),(0,s.jsx)(n.td,{children:"Show enchantments in the item tooltip."}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"true/false"})}),(0,s.jsx)(n.td,{children:"true"})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"show-attributes"})}),(0,s.jsx)(n.td,{children:"Show attribute modifiers in the item tooltip."}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"true/false"})}),(0,s.jsx)(n.td,{children:"true"})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"show-unbreakable"})}),(0,s.jsx)(n.td,{children:"Show the unbreakable property in the item tooltip."}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"true/false"})}),(0,s.jsx)(n.td,{children:"true"})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"show-can-destroy"})}),(0,s.jsx)(n.td,{children:"Show the breakable block list in the item tooltip."}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"true/false"})}),(0,s.jsx)(n.td,{children:"true"})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"show-can-place-on"})}),(0,s.jsx)(n.td,{children:"Show the blocks the item can be placed on in the item tooltip."}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"true/false"})}),(0,s.jsx)(n.td,{children:"true"})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"show-other"})}),(0,s.jsx)(n.td,{children:"Show various other things in the item tooltip."}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"true/false"})}),(0,s.jsx)(n.td,{children:"true"})]})]})]})}),"\n",(0,s.jsxs)(n.p,{children:["Items can be give custom names and lore with the ",(0,s.jsx)(n.code,{children:"name"})," and ",(0,s.jsx)(n.code,{children:"lore"})," attributes.\nColors and fancy text in item names or lore can be specified with the grave symbol ",(0,s.jsx)(n.code,{children:"`"})," and then the ",(0,s.jsx)(n.a,{href:"/docs/reference/misc/formatting",children:"formatting code"}),".\nYou can specify multiple lines of lore using a pipe symbol ",(0,s.jsx)(n.code,{children:"|"})," for line breaks."]}),"\n",(0,s.jsx)(n.pre,{children:(0,s.jsx)(n.code,{className:"language-xml",children:' \x3c!-- Gold sword with a gold/yellow name. --\x3e\n \x3c!-- A stick with the lore colored red. --\x3e\n \x3c!-- A sword with 2 lines of lore. --\x3e\n'})}),"\n",(0,s.jsx)(n.h3,{id:"custom-heads",children:"Custom Heads"}),"\n",(0,s.jsx)(n.p,{children:"Player heads can be given to players by using the heads element."}),"\n",(0,s.jsxs)(n.p,{children:["A player's skin data can be found by using ",(0,s.jsx)(n.code,{children:"https://sessionserver.mojang.com/session/minecraft/profile/(UUID)"}),"."]}),"\n",(0,s.jsx)(n.pre,{children:(0,s.jsx)(n.code,{className:"language-xml",children:'\n eyJ0aW1lc3RhbXAiOjE0NDY0MDgwOTExNzQsInByb2ZpbGVJZCI6IjNmYmVjN2RkMGE1ZjQwYmY5ZDExODg1YTU0NTA3MTEyIiwicHJvZmlsZU5hbWUiOiJDdWJpc3QiLCJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvOTRlZGExMjg4NWIzYmE2ZGY2ODMyZGZkMTIzNGEyNjc5MmQwNDI2ZDkyMDM2ZWVlYzc1M2ZiZmM2NmRiIn19fQ==\n\n'})}),"\n",(0,s.jsx)(n.h5,{id:"head-attributes",children:"Head Attributes"}),"\n",(0,s.jsx)("div",{className:"table-container",children:(0,s.jsxs)(n.table,{children:[(0,s.jsx)(n.thead,{children:(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.th,{children:"Attribute"}),(0,s.jsx)(n.th,{children:"Description"}),(0,s.jsx)(n.th,{children:"Value"})]})}),(0,s.jsxs)(n.tbody,{children:[(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"name"})}),(0,s.jsx)(n.td,{children:"The head's display name."}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"String"})})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"uuid"})}),(0,s.jsxs)(n.td,{children:[(0,s.jsx)("span",{className:"badge badge--secondary",title:"Can be either this attribute or a sub-element.",children:"Property"}),(0,s.jsx)("span",{className:"badge badge--danger",children:"Required"}),"The UUID used to identify the player this head belongs to."]}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"String"})})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"skin"})}),(0,s.jsxs)(n.td,{children:[(0,s.jsx)("span",{className:"badge badge--secondary",title:"Can be either this attribute or a sub-element.",children:"Property"}),(0,s.jsx)("span",{className:"badge badge--danger",children:"Required"}),"The skin data used for this head."]}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"Base64"})})]})]})]})}),"\n",(0,s.jsx)(n.h5,{id:"head-sub-elements",children:"Head Sub-elements"}),"\n",(0,s.jsx)("div",{className:"table-container",children:(0,s.jsxs)(n.table,{children:[(0,s.jsx)(n.thead,{children:(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.th,{children:"Element"}),(0,s.jsx)(n.th,{children:"Description"}),(0,s.jsx)(n.th,{children:"Value"})]})}),(0,s.jsxs)(n.tbody,{children:[(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:""})}),(0,s.jsxs)(n.td,{children:[(0,s.jsx)("span",{className:"badge badge--secondary",title:"Can be either this attribute or a sub-element.",children:"Property"}),(0,s.jsx)("span",{className:"badge badge--danger",children:"Required"}),"The UUID used to identify the player this head belongs to."]}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"String"})})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:""})}),(0,s.jsxs)(n.td,{children:[(0,s.jsx)("span",{className:"badge badge--secondary",title:"Can be either this attribute or a sub-element.",children:"Property"}),(0,s.jsx)("span",{className:"badge badge--danger",children:"Required"}),"The skin data used for this head."]}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"Base64"})})]})]})]})}),"\n",(0,s.jsx)(n.h3,{id:"armor",children:"Armor"}),"\n",(0,s.jsx)(n.p,{children:"Armor slots have predefined tags to make it easier to give them to a player.\nThey accept all of the properties of normal items and may have their own special attributes."}),"\n",(0,s.jsx)(n.pre,{children:(0,s.jsx)(n.code,{className:"language-xml",children:'\n\n\n\n'})}),"\n",(0,s.jsx)(n.h5,{id:"armor-attributes",children:"Armor Attributes"}),"\n",(0,s.jsx)("div",{className:"table-container",children:(0,s.jsxs)(n.table,{children:[(0,s.jsx)(n.thead,{children:(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.th,{children:"Attribute"}),(0,s.jsx)(n.th,{children:"Description"}),(0,s.jsx)(n.th,{children:"Value"}),(0,s.jsx)(n.th,{children:"Default"})]})}),(0,s.jsx)(n.tbody,{children:(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"locked"})}),(0,s.jsx)(n.td,{children:"Prevent this armor item from being removed from the armor slot in any way."}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"true/false"})}),(0,s.jsx)(n.td,{children:"false"})]})})]})}),"\n",(0,s.jsx)(n.p,{children:"Enchanting, naming, or giving armor lore works the same way as with items."}),"\n",(0,s.jsx)(n.pre,{children:(0,s.jsx)(n.code,{className:"language-xml",children:'\n feather_falling\n\n'})}),"\n",(0,s.jsxs)(n.p,{children:["Items like leather armor can be colored with the ",(0,s.jsx)(n.code,{children:"color"})," attribute.\nThe color is represented in hexadecimal, see ",(0,s.jsx)(n.a,{href:"/docs/reference/misc/colors",children:"dye colors"})," for a list of hex colors for the different dyes."]}),"\n",(0,s.jsx)(n.admonition,{type:"info",children:(0,s.jsxs)(n.p,{children:["The hex color value is specified without the hash ",(0,s.jsx)(n.code,{children:"#"})," symbol."]})}),"\n",(0,s.jsx)(n.pre,{children:(0,s.jsx)(n.code,{className:"language-xml",children:'\n'})}),"\n",(0,s.jsx)(n.h6,{id:"team-color-attribute",children:"Team Color Attribute"}),"\n",(0,s.jsxs)(n.p,{children:["The ",(0,s.jsx)(n.code,{children:"team-color"})," attribute can be used to add color to leather armor automatically.\nArmor color is based on the team's ",(0,s.jsx)(n.a,{href:"/docs/reference/misc/formatting#chat-colors",children:"Chat Color"})," rather\nthan their ",(0,s.jsx)(n.a,{href:"/docs/reference/misc/colors",children:"Dye Color"}),", so using the ",(0,s.jsx)(n.code,{children:"dye-color"})," attribute on ",(0,s.jsx)(n.a,{href:"/docs/modules/format/teams#team-attributes",children:"Teams"})," is not required.\nThis helps simplfy kits so a seperate team kit for colored armor and items is not required."]}),"\n",(0,s.jsx)(n.pre,{children:(0,s.jsx)(n.code,{className:"language-xml",children:'\n \n \x3c!-- automatically applies blue stained clay to blue team, red stained clay to red team, etc --\x3e\n \n \x3c!-- automatically applies blue armor to blue team, red armor to red team, etc --\x3e\n \n \n \n\n'})}),"\n",(0,s.jsx)(n.h3,{id:"potions",children:"Potions"}),"\n",(0,s.jsx)(n.p,{children:"Potion items, including lingering and splash potions, can specify their potion type and any number of custom effects.\nThe potion type determines the name and color of the item.\nIt also determines the default effects of the potion.\nHowever, if any custom effects are present, they will completely replace the default effects."}),"\n",(0,s.jsxs)(n.p,{children:["By default, when a player drinks a potion bottle, the empty bottle is automatically removed from the player's inventory.\nThis behavior can be disabled with the ",(0,s.jsx)(n.code,{children:""})," tag."]}),"\n",(0,s.jsxs)(n.p,{children:["For more details on the ",(0,s.jsx)(n.code,{children:""})," element, visit ",(0,s.jsx)(n.a,{href:"/docs/modules/gear/potions",children:"Potion Effects"}),".\nAdditionally, you can visit ",(0,s.jsx)(n.a,{href:"/docs/reference/items/potions",children:"Potions & Effects"})," for references on potion effects available in Minecraft."]}),"\n",(0,s.jsx)(n.h5,{id:"potion-item-sub-elements",children:"Potion Item Sub-elements"}),"\n",(0,s.jsx)("div",{className:"table-container",children:(0,s.jsxs)(n.table,{children:[(0,s.jsx)(n.thead,{children:(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.th,{children:"Element"}),(0,s.jsx)(n.th,{children:"Description"}),(0,s.jsx)(n.th,{children:"Value"})]})}),(0,s.jsx)(n.tbody,{children:(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:""})}),(0,s.jsx)(n.td,{children:"A custom effect."}),(0,s.jsx)(n.td,{children:(0,s.jsx)(n.a,{href:"/docs/modules/gear/potions",children:"Potion Effect"})})]})})]})}),"\n",(0,s.jsx)(n.pre,{children:(0,s.jsx)(n.code,{className:"language-xml",children:'\n fire_resistance\n\n\x3c!-- A Jump Boost Splash Potion --\x3e\n\n jump_boost\n\n'})}),"\n",(0,s.jsx)(n.h4,{id:"auto-potion-bottle-remover",children:"Auto Potion Bottle Remover"}),"\n",(0,s.jsx)(n.p,{children:"Empty potion bottles are removed automatically when a player drinks a potion.\nThis feature is enabled by default, but can be disabled with this tag."}),"\n",(0,s.jsx)(n.pre,{children:(0,s.jsx)(n.code,{className:"language-xml",children:"\n"})}),"\n",(0,s.jsx)(n.h3,{id:"books",children:"Books"}),"\n",(0,s.jsxs)(n.p,{children:["Written books can be created using the book element.\nThe title, author, and individual pages can be formatted with ",(0,s.jsx)(n.a,{href:"/docs/reference/misc/formatting",children:"formatting codes"}),".\nAll normal item attributes can also be applied to books."]}),"\n",(0,s.jsx)(n.p,{children:"Each page in a book can contain a maximum of 13 lines, with approximately 19 characters per line.\nPreferably, books should be written in-game to ensure proper formatting and then translated into the books element."}),"\n",(0,s.jsx)(n.h5,{id:"book-element",children:"Book Element"}),"\n",(0,s.jsx)("div",{className:"table-container",children:(0,s.jsxs)(n.table,{children:[(0,s.jsx)(n.thead,{children:(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.th,{children:"Element"}),(0,s.jsx)(n.th,{children:"Description"}),(0,s.jsx)(n.th,{children:"Value"})]})}),(0,s.jsx)(n.tbody,{children:(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:""})}),(0,s.jsxs)(n.td,{children:["The element containing the books ",(0,s.jsx)(n.code,{children:""}),", ",(0,s.jsx)(n.code,{children:"<author>"}),", and ",(0,s.jsx)(n.code,{children:"<pages>"}),"."]}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"Formatted Text"})})]})})]})}),"\n",(0,s.jsx)(n.h5,{id:"book-sub-elements",children:"Book Sub-elements"}),"\n",(0,s.jsx)("div",{className:"table-container",children:(0,s.jsxs)(n.table,{children:[(0,s.jsx)(n.thead,{children:(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.th,{children:"Element"}),(0,s.jsx)(n.th,{children:"Description"}),(0,s.jsx)(n.th,{children:"Value"})]})}),(0,s.jsxs)(n.tbody,{children:[(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"<title>"})}),(0,s.jsxs)(n.td,{children:[(0,s.jsx)("span",{className:"badge badge--danger",children:"Required"}),"The title of the book."]}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"Formatted Text"})})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"<author>"})}),(0,s.jsxs)(n.td,{children:[(0,s.jsx)("span",{className:"badge badge--danger",children:"Required"}),"The author of the book."]}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"Formatted Text"})})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"<pages>"})}),(0,s.jsx)(n.td,{children:"The pages in the book."}),(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"<page>"})})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"<page>"})}),(0,s.jsxs)(n.td,{children:["A newline separated string. Used inside ",(0,s.jsx)(n.code,{children:"<pages>"}),"."]}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"Formatted Text"})})]})]})]})}),"\n",(0,s.jsx)(n.pre,{children:(0,s.jsx)(n.code,{className:"language-xml",children:'<book slot="1">\n <title>`6Example`r\n `4BB-8`r\n \n \n `lPage `1I`r\n This is an example\n \n \n `lPage `1II`r\n\n Nothing to see here, move along...\n \n \x3c!-- More pages --\x3e\n \n\n'})}),"\n",(0,s.jsx)(n.h3,{id:"firework",children:"Firework"}),"\n",(0,s.jsx)(n.p,{children:"You can define custom explosion designs when creating and giving a firework rocket item."}),"\n",(0,s.jsxs)("div",{className:"table-container",children:[(0,s.jsxs)(n.table,{children:[(0,s.jsx)(n.thead,{children:(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.th,{children:"Element"}),(0,s.jsx)(n.th,{children:"Description"})]})}),(0,s.jsx)(n.tbody,{children:(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:" "})}),(0,s.jsx)(n.td,{children:"A firework design containing one or more explosion effect."})]})})]}),(0,s.jsxs)(n.table,{children:[(0,s.jsx)(n.thead,{children:(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.th,{children:"Sub-element"}),(0,s.jsx)(n.th,{})]})}),(0,s.jsx)(n.tbody,{children:(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:" "})}),(0,s.jsx)(n.td,{children:"Define an explosion effect design."})]})})]})]}),"\n",(0,s.jsx)(n.h5,{id:"firework-attributes",children:"Firework Attributes"}),"\n",(0,s.jsx)("div",{className:"table-container",children:(0,s.jsxs)(n.table,{children:[(0,s.jsx)(n.thead,{children:(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.th,{children:"Attribute"}),(0,s.jsx)(n.th,{children:"Description"}),(0,s.jsx)(n.th,{children:"Value"}),(0,s.jsx)(n.th,{children:"Default"})]})}),(0,s.jsx)(n.tbody,{children:(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"power"})}),(0,s.jsx)(n.td,{children:"Defines the power of the firework. This also determines how high it will travel."}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"Number"})}),(0,s.jsx)(n.td,{children:"1"})]})})]})}),"\n",(0,s.jsx)(n.h5,{id:"explosion-attributes",children:"Explosion Attributes"}),"\n",(0,s.jsx)("div",{className:"table-container",children:(0,s.jsxs)(n.table,{children:[(0,s.jsx)(n.thead,{children:(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.th,{children:"Attribute"}),(0,s.jsx)(n.th,{children:"Description"}),(0,s.jsx)(n.th,{children:"Value"}),(0,s.jsx)(n.th,{children:"Default"})]})}),(0,s.jsxs)(n.tbody,{children:[(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"type"})}),(0,s.jsx)(n.td,{children:"Defines the power of the firework. This also determines how high it will travel."}),(0,s.jsxs)(n.td,{children:[(0,s.jsx)(n.code,{children:"ball"}),", ",(0,s.jsx)(n.code,{children:"ball large"}),", ",(0,s.jsx)(n.code,{children:"burst"}),", ",(0,s.jsx)(n.code,{children:"creeper"}),", ",(0,s.jsx)(n.code,{children:"star"})]}),(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"burst"})})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"flicker"})}),(0,s.jsx)(n.td,{children:"Whether the effect should flicker."}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"true/false"})}),(0,s.jsx)(n.td,{children:"false"})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"trail"})}),(0,s.jsx)(n.td,{children:"Whether the effect should have a trail."}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"true/false"})}),(0,s.jsx)(n.td,{children:"false"})]})]})]})}),"\n",(0,s.jsx)(n.h5,{id:"explosion-sub-elements",children:"Explosion Sub-elements"}),"\n",(0,s.jsx)("div",{className:"table-container",children:(0,s.jsxs)(n.table,{children:[(0,s.jsx)(n.thead,{children:(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.th,{children:"Element"}),(0,s.jsx)(n.th,{children:"Description"}),(0,s.jsx)(n.th,{children:"Value"})]})}),(0,s.jsxs)(n.tbody,{children:[(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:""})}),(0,s.jsxs)(n.td,{children:[(0,s.jsx)("span",{className:"badge badge--danger",children:"Required"}),"Define a color of the firework."]}),(0,s.jsx)(n.td,{children:(0,s.jsx)(n.a,{href:"/docs/reference/misc/colors",children:"Hex Firework Color"})})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:""})}),(0,s.jsxs)(n.td,{children:["Define a fade color of the firework. Multiple fade colors can be defined for each explosion.",(0,s.jsx)("br",{}),(0,s.jsx)(n.em,{children:"If no fade colors are defined, the explosion will not fade."})]}),(0,s.jsx)(n.td,{children:(0,s.jsx)(n.a,{href:"/docs/reference/misc/colors",children:"Hex Firework Color"})})]})]})]})}),"\n",(0,s.jsx)(n.pre,{children:(0,s.jsx)(n.code,{className:"language-xml",children:'\n \x3c!-- Defines an explosion --\x3e\n \n \x3c!-- One or more colors can be defined as hex values --\x3e\n 193bcf\n edea18\n \x3c!-- Defines a fade color as a hex value (optional) --\x3e\n e2a31a\n \n \x3c!-- Another explosion with different attributes --\x3e\n \n b319af\n \x3c!-- Multiple fade colors can be defined --\x3e\n e2a31a\n e2a31a\n \n\n'})}),"\n",(0,s.jsx)(n.h3,{id:"enchantments",children:"Enchantments"}),"\n",(0,s.jsxs)(n.p,{children:["Any enchantment can be applied to any item and an item can have one or multiple enchantments.\nThe enchantment type can be specified by its\n",(0,s.jsx)(n.a,{href:"https://minecraft.wiki/w/Java_Edition_data_values/Pre-flattening#Enchantment_IDs",children:"Minecraft name"})," or\n",(0,s.jsx)(n.a,{href:"/docs/reference/items/enchantments",children:"Bukkit name"}),"."]}),"\n",(0,s.jsxs)(n.p,{children:["To store an enchantment in an enchanted book (instead of enchanting the book itself),\nsimply replace the tag ",(0,s.jsx)(n.code,{children:"enchantment"})," with ",(0,s.jsx)(n.code,{children:"stored-enchantment"}),"."]}),"\n",(0,s.jsx)(n.h5,{id:"enchantment-element",children:"Enchantment Element"}),"\n",(0,s.jsx)("div",{className:"table-container",children:(0,s.jsxs)(n.table,{children:[(0,s.jsx)(n.thead,{children:(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.th,{children:"Element"}),(0,s.jsx)(n.th,{children:"Description"}),(0,s.jsx)(n.th,{children:"Value"})]})}),(0,s.jsxs)(n.tbody,{children:[(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:" "})}),(0,s.jsx)(n.td,{children:"An item enchantment."}),(0,s.jsx)(n.td,{children:(0,s.jsx)(n.a,{href:"/docs/reference/items/enchantments",children:"Enchantment Name"})})]}),(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:" "})}),(0,s.jsx)(n.td,{children:"An enchantment stored in an enchanted book."}),(0,s.jsx)(n.td,{children:(0,s.jsx)(n.a,{href:"/docs/reference/items/enchantments",children:"Enchantment Name"})})]})]})]})}),"\n",(0,s.jsx)(n.h5,{id:"enchantment-attributes",children:"Enchantment Attributes"}),"\n",(0,s.jsx)("div",{className:"table-container",children:(0,s.jsxs)(n.table,{children:[(0,s.jsx)(n.thead,{children:(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.th,{children:"Element"}),(0,s.jsx)(n.th,{children:"Description"}),(0,s.jsx)(n.th,{children:"Value"}),(0,s.jsx)(n.th,{children:"Default"})]})}),(0,s.jsx)(n.tbody,{children:(0,s.jsxs)(n.tr,{children:[(0,s.jsx)(n.td,{children:(0,s.jsx)(n.code,{children:"level"})}),(0,s.jsx)(n.td,{children:"The specified enchantment's level."}),(0,s.jsx)(n.td,{children:(0,s.jsx)("span",{className:"badge badge--primary",children:"Number"})}),(0,s.jsx)(n.td,{children:"1"})]})})]})}),"\n",(0,s.jsx)(n.p,{children:(0,s.jsx)(n.em,{children:"Examples"})}),"\n",(0,s.jsx)(n.pre,{children:(0,s.jsx)(n.code,{className:"language-xml",children:'\x3c!-- A sharpness II iron sword --\x3e\n\n sharpness\n\n'})}),"\n",(0,s.jsx)(n.pre,{children:(0,s.jsx)(n.code,{className:"language-xml",children:'\x3c!-- A knockback IV stick --\x3e\n\n knockback\n\n'})}),"\n",(0,s.jsx)(n.pre,{children:(0,s.jsx)(n.code,{className:"language-xml",children:'\x3c!-- Feather falling 2 boots --\x3e\n\n feather_falling\n\n'})}),"\n",(0,s.jsx)(n.pre,{children:(0,s.jsx)(n.code,{className:"language-xml",children:'\x3c!-- Enchanted book of Luck --\x3e\n\n luck\n\n'})}),"\n",(0,s.jsx)(n.h3,{id:"attribute-modifiers",children:"Attribute Modifiers"}),"\n",(0,s.jsxs)(n.p,{children:["Attribute modifiers can be applied to items in the same way they are applied to kits.\nSee ",(0,s.jsx)(n.a,{href:"/docs/modules/gear/kits#attribute-modifier-kits-removable",children:"Attribute Kits"})," for details."]}),"\n",(0,s.jsxs)(n.p,{children:["Additionally, a ",(0,s.jsx)(n.code,{children:"slot"})," can be specified, in which case the modifier will only be applied\nwhen the item is in that slot. This must be an ",(0,s.jsx)(n.a,{href:"/docs/reference/items/inventory",children:"armor or hand slot"}),"."]}),"\n",(0,s.jsx)(n.p,{children:(0,s.jsx)(n.em,{children:"Examples"})}),"\n",(0,s.jsx)(n.pre,{children:(0,s.jsx)(n.code,{className:"language-xml",children:'\n generic.knockbackResistance\n\n'})}),"\n",(0,s.jsx)(n.pre,{children:(0,s.jsx)(n.code,{className:"language-xml",children:'\n generic.movementSpeed\n\n'})}),"\n",(0,s.jsx)(n.admonition,{type:"note",children:(0,s.jsx)(n.p,{children:"Negative attribute values are allowed, however, they sometimes do not work as expected."})}),"\n",(0,s.jsx)(n.h3,{id:"grenades",children:"Grenades"}),"\n",(0,s.jsxs)(n.p,{children:["The ",(0,s.jsx)(n.code,{children:'grenade="true"'})," attribute will make the item explode on impact, just like a grenade.\nThis option only works on items that can turn into projectiles.\nFor example, ender pearls, snowballs, eggs, and arrows all work."]}),"\n",(0,s.jsxs)(n.p,{children:["The ",(0,s.jsx)(n.code,{children:'grenade-power="1.0"'})," attribute sets the explosion power.\nThe default value of ",(0,s.jsx)(n.code,{children:"1.0"})," will not destroy blocks, but it will damage players and set off TNT."]}),"\n",(0,s.jsxs)(n.p,{children:["The attributes ",(0,s.jsx)(n.code,{children:'grenade-fire="true"'})," and ",(0,s.jsx)(n.code,{children:'grenade-destroy="true"'})," determine if the explosion creates fire and/or destroys blocks."]}),"\n",(0,s.jsx)(n.admonition,{type:"note",children:(0,s.jsx)(n.p,{children:"If an ender pearl is used as a grenade, the player will teleport to the location and the explosion will occur."})}),"\n",(0,s.jsx)(n.pre,{children:(0,s.jsx)(n.code,{className:"language-xml",children:'\n\n'})}),"\n",(0,s.jsx)(n.h3,{id:"can-destroy--can-place-on",children:"Can-Destroy / Can-Place-On"}),"\n",(0,s.jsxs)(n.p,{children:["In adventure mode, no blocks can be placed or mined by default. The ",(0,s.jsx)(n.code,{children:""})," element allows an item to mine a specified list of blocks.\nThe ",(0,s.jsx)(n.code,{children:""})," element allows a block item to be placed against a specified list of blocks. 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