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Update Player Skills
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Player-Skills.md
187
Player-Skills.md
@ -13,9 +13,9 @@ decided to follow. Upgrading a skill takes **one skill point** which are
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earned when leveling up. You can upgrade your skills in the skill GUI
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(`/skills`).
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Select the skill you'd like to upgrade by clicking on it, once it is selected
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it will change the GUI name. You can then click on the
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upgrade item. On the upgrade item column, you can see how powerful the
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Select the skill you'd like to upgrade by clicking on it, once it's selected
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it will change the GUI name. You can then upgrade the selected skill by clicking on the
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correspondng item. On the upgrade item column, you can see how powerful the
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spell would be with a higher level.
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Binding active skills
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@ -90,101 +90,102 @@ If you want to make a passive skill (using MythicMobs or SkillAPI) all you have
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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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name: 'Selected Skill: &6{skill}'
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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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slots: 54
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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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skill:
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slots: [ 10,11,12,19,20,21,28,29,30,37,38,39]
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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: [ 47 ]
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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: [ 2 ]
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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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#
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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: [ 8,17,26,35,44,53 ]
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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: [ 6,15,24,33,42,51 ]
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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: [ 15 ]
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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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