Added comments on the panel templates.

This commit is contained in:
tastybento 2023-12-18 17:57:36 -08:00
parent cec620162b
commit 82174649b4
2 changed files with 56 additions and 3 deletions

View File

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

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@ -1,15 +1,28 @@
# Name of panel used for indentification in the code
top_panel:
# Title of the panel shown to the user. This is a reference and the reference will be translatable in the locale file
title: level.gui.titles.top
# The type of panel to show. Options are INVENTORY, HOPPER, DROPPER. INVENTORY is that standard chest inventory and
# the others refer to the inventories shown for those items.
type: INVENTORY
# The background of the panel. These items will be shown if other items are not there. STAINED_GLASS_PANEs give a good effect.
background:
icon: BLACK_STAINED_GLASS_PANE
# Each item may have text applied to it, but usually for background items, nothing is shown.
title: "&b&r" # Empty text
border:
# The border of each panel may be shown as a different item.
# It can be used to provide a contrast to items in the panel.
icon: BLACK_STAINED_GLASS_PANE
title: "&b&r" # Empty text
# This tag indicates which rows in the panel must be shown. The panel will be sized vertically accordingly. This does not include the borders.
# This can be a list and rows must be between 1 and 6, if used.
force-shown: [2,3,4,5]
# The content section contains details of each item/button in the panel. The numbers indicate the rows and then then columns of each item.
content:
# Row number
2:
# Column number
5:
#icon: PLAYER_HEAD
title: level.gui.buttons.island.name