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Update Player Skills
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Player-Skills.md
151
Player-Skills.md
@ -206,7 +206,7 @@ If you want to make a passive skill (using MythicMobs) all you have to do is add
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The caster of the skill will ALWAYS be the player, but the `@Trigger` targeter in the skill can change depending on which passive type you use.
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### Available Skill Triggers:
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### Available Skill Triggers
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| Skill Trigger | Description | Trigger Target |
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|--------------------|--------------------------------------|---------------------------------------|
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@ -234,3 +234,152 @@ The caster of the skill will ALWAYS be the player, but the `@Trigger` targeter i
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| **Misc** |
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| LOGIN | Activates the skill when a player logins | The player |
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| SNEAK | Activates the skill when a player sneaks | The player |
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## Editing the skill menu
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```
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# GUI display name
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name: Your Skills
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# Number of slots in your inventory. Must be
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# between 9 and 54 and must be a multiple of 9.
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slots: 45
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items:
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skill:
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slots: [11,12,13,14,15]
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# Index from 'slots' of the skill
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# currently selected in the GUI
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selected-slot: 2
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function: skill
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name: '&a{skill} &6[{level}]'
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lore:
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- ''
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- '{unlocked}&a✔ Requires Level {unlock}'
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- '{locked}&c✖ Requires Level {unlock}'
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- '{max_level}&e✔ Maximum Level Hit!'
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- ''
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- '{lore}'
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next:
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slots: [16]
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function: next
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item: PLAYER_HEAD
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texture: eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvMTliZjMyOTJlMTI2YTEwNWI1NGViYTcxM2FhMWIxNTJkNTQxYTFkODkzODgyOWM1NjM2NGQxNzhlZDIyYmYifX19
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name: '&aNext'
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lore: {}
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previous:
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slots: [10]
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function: previous
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item: PLAYER_HEAD
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texture: eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvYmQ2OWUwNmU1ZGFkZmQ4NGU1ZjNkMWMyMTA2M2YyNTUzYjJmYTk0NWVlMWQ0ZDcxNTJmZGM1NDI1YmMxMmE5In19fQ==
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name: '&aPrevious'
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lore: {}
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switch:
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slots: [28]
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function: switch
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item: PLAYER_HEAD
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binding:
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item: PINK_STAINED_GLASS
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name: '&aSwitch to Binding'
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lore: {}
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upgrading:
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item: PINK_STAINED_GLASS
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name: '&aSwitch to Upgrading'
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lore: {}
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skill-slot:
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slots: [29,30,31,32,33,34]
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function: slot
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item: BOOK
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# Material used when the slot is empty
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empty-item: GRAY_DYE
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name: '&aSkill Slot {slot}'
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no-skill: '&cNone'
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lore:
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- '&7Current Skill: &6{skill}'
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- ''
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- '&7&oCast this spell by pressing [F] followed'
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- '&7&oby the keybind displayed on the action bar.'
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- ''
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- '&e► Left click to bind {selected}.'
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- '&e► Right click to unbind.'
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skill-level:
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slots: [29,30,31,32,33,34]
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function: level
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# Skill level offset, should be changed
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# according to the amount of inventory
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# slots the skill-level item occupies.
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offset: 2
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# Item displayed if the skill level is
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# too low to display a level item in the GUI
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too-low:
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item: AIR
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item: LIME_DYE
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name: '&a{skill} Level {roman}'
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lore:
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- ''
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- '{lore}'
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upgrade:
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slots: [31]
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function: upgrade
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item: GREEN_STAINED_GLASS_PANE
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name: '&a&lUPGRADE {skill_caps}'
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lore:
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- '&7Costs 1 skill point.'
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- ''
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- '&eCurrent Skill Points: {skill_points}'
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```
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First of all you can edit the general GUI settings like its name and slots.
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```
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name: Your Skills
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slots: 45
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```
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Notice how the config sections that fall under the `items` section share very similar properties: `name` (the item display name), `lore` (the item description/lore), `item` (the item material), `slots` (where the item is placed in the inventory, it can be a list) and `function` (what the item does). These can (and should) all be edited to your needs.
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### Editing Item Slots
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If you want to have your item displayed on multiple slots, use something like
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```
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slots: [1, 2, 3, 4]
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```
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The following formats won't work
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```
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slots: 1
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```
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```
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slot: 1
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```
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### Item Functions
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`function` is the most confusing option when editing MMOCore custom GUIs. This option dictates how the item behaves when clicked, and what placeholders to parse in the item lore. Let's go over all the items in the GUI specifically.
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`next` and `previous` are the easiest ones, these are the items used for pagination.
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`skill` is the item displayed for every skill available to the player. Its lore is a bit complicated
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- The line starting with {unlocked} only displays if the player has unlocked the skill
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- The line starting with {locked} only displays if the player has NOT unlocked the skill yet
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- The line starting with {max_level} displays when the player has reached the max skill level
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- {lore} pastes the entire skill description (see [this](https://git.lumine.io/mythiccraft/mmocore/-/wikis/Player%20Skills#example-skill))
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`switch` is the item that you'd click when switching from binding to upgrading mode\
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`skill-slot` is the item used in the binding mode\
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`skill-level` are the items used to tell the player how the selected skill would behave if it had a higher level\
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`upgrade` is the item clicked when you want to upgrade the selected skill\
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