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Updated Scripts (markdown)
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Scripts.md
54
Scripts.md
@ -6,6 +6,7 @@ A *script* is a [YAML](https://en.wikipedia.org/wiki/YAML) file located at _plug
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2. [Classes](#classes)
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2. [Classes](#classes)
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3. [Mobs](#mobs)
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3. [Mobs](#mobs)
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4. [Signs](#signs)
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4. [Signs](#signs)
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5. [Loot tables](#loot-tables)
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***
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***
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@ -162,3 +163,56 @@ Sometimes, it is hard to put all the triggers at one tiny line of a sign. And so
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- "0,1"
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- "0,1"
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- "D 4"
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- "D 4"
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```
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```
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## Loot tables
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```
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0:
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# For more information about the Caliburn item serialization format,
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# please have a look at the Caliburn wiki:
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# https://github.com/DRE2N/CaliburnAPI/wiki/Custom-item-script
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item:
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==: io.github.dre2n.caliburn.item.UniversalItemStack
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type: "CUSTOM_DEFAULT"
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material: "IRON_SWORD"
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durability: 35
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name: "&4CustomName"
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amount: 1
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lores:
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- "&4This is the first line."
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- "&6This is the second line."
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enchantments:
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"PROTECTION_ENVIRONMENTAL": 4
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"THORNS": 1
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attributes:
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name:
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type: "GENERIC_ATTACK_DAMAGE"
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slots:
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- "MAIN_HAND"
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- "HEAD"
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operation: "ADD_NUMBER"
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amount: 8.5
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# The loot chance in percent
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chance: 75.0
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1:
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# This is the simple way to store items.
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# Valid input:
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# The first value may be any ID (be it a Vanilla ID or an ID of an ItemsXL item),
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# the second value is the amount
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# and the third, optional value is the durability value.
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item: "261,1,16"
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chance: 100.0
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2:
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# The Caliburn API also supports the usual Bukkit ItemStack deserialization format.
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# If you don't know how to use this and have ItemsXL installed,
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# put the item stack into your main hand and enter the "/ixl serialize" command.
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# You will find a valid, automatically generated YAML representation of your item
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# in the ItemsXL/serialized.yml file.
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item:
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==: org.bukkit.inventory.ItemStack
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type: IRON_SWORD
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damage: 55
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amount: 1
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chance: 37.5
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```
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