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Added comments on the panel templates.
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@ -1,25 +1,49 @@
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# Name of panel used for indentification in the code
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detail_panel:
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# Title of the panel shown to the user. This is a reference and the reference will be translatable in the locale file
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title: level.gui.titles.detail-panel
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# The type of panel to show. Options are INVENTORY, HOPPER, DROPPER. INVENTORY is that standard chest inventory and
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# the others refer to the inventories shown for those items.
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type: INVENTORY
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# The background of the panel. These items will be shown if other items are not there. STAINED_GLASS_PANEs give a good effect.
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background:
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icon: BLACK_STAINED_GLASS_PANE
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title: "&b&r" # Empty text
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# Each item may have text applied to it, but usually for background items, nothing is shown.
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title: "&b&r" # Empty text. This is using the Bukkit chat color coding with &'s.
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border:
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# The border of each panel may be shown as a different item.
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# It can be used to provide a contrast to items in the panel.
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icon: BLACK_STAINED_GLASS_PANE
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title: "&b&r" # Empty text
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# This tag indicates which rows in the panel must be shown. The panel will be sized vertically accordingly. This does not include the borders.
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# This can be a list and rows must be between 1 and 6, if used.
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force-shown: []
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# The content section contains details of each item/button in the panel. The numbers indicate the rows and then then columns of each item.
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content:
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# Row number
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1:
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# Column number
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2:
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# Icon is a Bukkit Material.
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icon: STONE
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# Title of the button shown to the user. This is a reference and the reference will be translatable in the locale file
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title: level.gui.buttons.all_blocks.name
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# Description of the button shown to the user in the lore. This is a reference and the reference will be translatable in the locale file
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description: level.gui.buttons.all_blocks.description
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# The data section is a key-value list of data relavent for this button. It is interpreted by the code implemented the panel.
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# The convention is to specify the type and the panel tab that will open if pressed. These are Enums in the code.
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data:
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# Type button will go to the ALL_BLOCKS tab when clicked.
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type: TAB
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tab: ALL_BLOCKS
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# Actions cover what happens if the button is clicked or the mouse is moved over it. There can be multiple actions possible for different
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# click-types.
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actions:
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# Each action has an arbitrary descriptive name to define it.
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view:
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# The click-type is the same as the bukkit {@link org.bukkit.event.inventory.ClickType}. UNKNOWN is the default.
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click-type: unknown
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# tooltip is a locale reference that will be translated for the user and shown when they hover over the button.
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tooltip: level.gui.tips.click-to-view
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3:
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icon: GRASS_BLOCK
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@ -57,12 +81,12 @@ detail_panel:
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9:
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# You can create multiple buttons. By default it is one.
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icon: IRON_TRAPDOOR
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# [filter] is placeholder for different filter types. It will be replaced with name, value, count.
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# [filter] is a placeholder for different filter types. It will be replaced with name, value, count.
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title: level.gui.buttons.filters.[filter].name
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description: level.gui.buttons.filters.[filter].description
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data:
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type: FILTER
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# the value of filter button. Suggestion is to leave fist value to name if you use single button.
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# the value of filter button. Suggestion is to leave first value to name if you use single button.
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filter: NAME
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actions:
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up:
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@ -76,6 +100,7 @@ detail_panel:
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# click-type: unknown
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# tooltip: level.gui.tips.click-to-select
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2:
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# If a button is used repeatedly then it can be mentioned by name and then defined in the 'reusable' section
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2: material_button
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3: material_button
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4: material_button
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@ -85,6 +110,17 @@ detail_panel:
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8: material_button
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3:
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1:
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# In this case, the icon is defined as a TIPPED_ARROW with and enchantment applied. The format for the enchantment is
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# define in {@link world.bentobox.bentobox.util.ItemParser} and available for POTIONS or TIPPED_ARROWs.
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# Format TIPPED_ARROW:NAME:<LEVEL>:<EXTENDED>:<SPLASH/LINGER>:QTY
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# LEVEL, EXTENDED, SPLASH, LINGER are optional.
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# LEVEL is a number, 1 or 2
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# LINGER is for V1.9 servers and later
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# Examples:
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# TIPPED_ARROW:STRENGTH:1:EXTENDED:SPLASH:1
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# TIPPED_ARROW:INSTANT_DAMAGE:2::LINGER:2
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# TIPPED_ARROW:JUMP:2:NOTEXTENDED:NOSPLASH:1
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# TIPPED_ARROW:WEAKNESS::::1 - any weakness enchantment
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icon: TIPPED_ARROW:INSTANT_HEAL::::1
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title: level.gui.buttons.previous.name
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description: level.gui.buttons.previous.description
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@ -121,8 +157,12 @@ detail_panel:
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6: material_button
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7: material_button
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8: material_button
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# This is where reuable buttons are defined.
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reusable:
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# This is the name of the button that is referenced
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material_button:
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# If the icon for a button is not defined, it defaults to AIR and so effectively will not be shown.
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# icons are usually not defined if the icon is going to be dynamically set in the panel, e.g. in this case the material will vary
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#icon: STONE
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title: level.gui.buttons.material.name
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description: level.gui.buttons.material.description
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@ -1,15 +1,28 @@
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# Name of panel used for indentification in the code
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top_panel:
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# Title of the panel shown to the user. This is a reference and the reference will be translatable in the locale file
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title: level.gui.titles.top
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# The type of panel to show. Options are INVENTORY, HOPPER, DROPPER. INVENTORY is that standard chest inventory and
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# the others refer to the inventories shown for those items.
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type: INVENTORY
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# The background of the panel. These items will be shown if other items are not there. STAINED_GLASS_PANEs give a good effect.
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background:
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icon: BLACK_STAINED_GLASS_PANE
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# Each item may have text applied to it, but usually for background items, nothing is shown.
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title: "&b&r" # Empty text
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border:
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# The border of each panel may be shown as a different item.
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# It can be used to provide a contrast to items in the panel.
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icon: BLACK_STAINED_GLASS_PANE
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title: "&b&r" # Empty text
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# This tag indicates which rows in the panel must be shown. The panel will be sized vertically accordingly. This does not include the borders.
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# This can be a list and rows must be between 1 and 6, if used.
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force-shown: [2,3,4,5]
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# The content section contains details of each item/button in the panel. The numbers indicate the rows and then then columns of each item.
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content:
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# Row number
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2:
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# Column number
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5:
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#icon: PLAYER_HEAD
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title: level.gui.buttons.island.name
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