Update Player Skills

Guillaumemartinfesta 2022-07-20 15:53:56 +00:00
parent 61fc1ff238
commit 9d52f8173f

@ -13,9 +13,9 @@ decided to follow. Upgrading a skill takes **one skill point** which are
earned when leveling up. You can upgrade your skills in the skill GUI earned when leveling up. You can upgrade your skills in the skill GUI
(`/skills`). (`/skills`).
![](https://i.imgur.com/KigoNHh.gif) ![](https://i.imgur.com/KigoNHh.gif)
Select the skill you'd like to upgrade by clicking on it, once it is selected Select the skill you'd like to upgrade by clicking on it, once it's selected
it will change the GUI name. You can then click on the it will change the GUI name. You can then upgrade the selected skill by clicking on the
upgrade item. On the upgrade item column, you can see how powerful the correspondng item. On the upgrade item column, you can see how powerful the
spell would be with a higher level. spell would be with a higher level.
Binding active skills Binding active skills
@ -90,101 +90,102 @@ If you want to make a passive skill (using MythicMobs or SkillAPI) all you have
## Editing the skill menu ## Editing the skill menu
``` ```
# GUI display name # GUI display name
name: Your Skills name: 'Selected Skill: &6{skill}'
# Number of slots in your inventory. Must be # Number of slots in your inventory. Must be
# between 9 and 54 and must be a multiple of 9. # between 9 and 54 and must be a multiple of 9.
slots: 45 slots: 54
items: items:
skill: skill:
slots: [11,12,13,14,15] slots: [ 10,11,12,19,20,21,28,29,30,37,38,39]
# Index from 'slots' of the skill function: skill
# currently selected in the GUI name: '&a{skill} &6[{level}]'
selected-slot: 2 lore:
- ''
function: skill - '{unlocked}&a✔ Requires Level {unlock}'
name: '&a{skill} &6[{level}]' - '{locked}&c✖ Requires Level {unlock}'
lore: - '{max_level}&e✔ Maximum Level Hit!'
- '' - ''
- '{unlocked}&a✔ Requires Level {unlock}' - '{lore}'
- '{locked}&c✖ Requires Level {unlock}' next:
- '{max_level}&e✔ Maximum Level Hit!' slots: [ 47 ]
- '' function: next
- '{lore}' item: PLAYER_HEAD
next: texture: eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvMTliZjMyOTJlMTI2YTEwNWI1NGViYTcxM2FhMWIxNTJkNTQxYTFkODkzODgyOWM1NjM2NGQxNzhlZDIyYmYifX19
slots: [16] name: '&aNext'
function: next lore: { }
item: PLAYER_HEAD previous:
texture: eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvMTliZjMyOTJlMTI2YTEwNWI1NGViYTcxM2FhMWIxNTJkNTQxYTFkODkzODgyOWM1NjM2NGQxNzhlZDIyYmYifX19 slots: [ 2 ]
name: '&aNext' function: previous
lore: {} item: PLAYER_HEAD
previous: texture: eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvYmQ2OWUwNmU1ZGFkZmQ4NGU1ZjNkMWMyMTA2M2YyNTUzYjJmYTk0NWVlMWQ0ZDcxNTJmZGM1NDI1YmMxMmE5In19fQ==
slots: [10] name: '&aPrevious'
function: previous lore: { }
item: PLAYER_HEAD
texture: eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvYmQ2OWUwNmU1ZGFkZmQ4NGU1ZjNkMWMyMTA2M2YyNTUzYjJmYTk0NWVlMWQ0ZDcxNTJmZGM1NDI1YmMxMmE5In19fQ==
name: '&aPrevious' #switch:
lore: {} #
switch: # slots: [28]
slots: [28] # function: switch
function: switch # item: PLAYER_HEAD
item: PLAYER_HEAD # binding:
binding: # item: PINK_STAINED_GLASS
item: PINK_STAINED_GLASS # name: '&aSwitch to Binding'
name: '&aSwitch to Binding' # lore: {}
lore: {} # upgrading:
upgrading: # item: PINK_STAINED_GLASS
item: PINK_STAINED_GLASS # name: '&aSwitch to Upgrading'
name: '&aSwitch to Upgrading' # lore: {}
lore: {} skill-slot:
skill-slot: slots: [ 8,17,26,35,44,53 ]
slots: [29,30,31,32,33,34] function: slot
function: slot item: BOOK
item: BOOK
# Material used when the slot is empty
# Material used when the slot is empty empty-item: GRAY_DYE
empty-item: GRAY_DYE
name: '&aSkill Slot {slot}'
name: '&aSkill Slot {slot}' no-skill: '&cNone'
no-skill: '&cNone' lore:
lore: - '&7Current Skill: &6{skill}'
- '&7Current Skill: &6{skill}' - ''
- '' - '&7&oCast this spell by pressing [F] followed'
- '&7&oCast this spell by pressing [F] followed' - '&7&oby the keybind displayed on the action bar.'
- '&7&oby the keybind displayed on the action bar.' - ''
- '' - '&e► Left click to bind {selected}.'
- '&e► Left click to bind {selected}.' - '&e► Right click to unbind.'
- '&e► Right click to unbind.' skill-level:
skill-level: slots: [ 6,15,24,33,42,51 ]
slots: [29,30,31,32,33,34] function: level
function: level
# Skill level offset, should be changed
# Skill level offset, should be changed # according to the amount of inventory
# according to the amount of inventory # slots the skill-level item occupies.
# slots the skill-level item occupies. offset: 2
offset: 2
# Item displayed if the skill level is
# Item displayed if the skill level is # too low to display a level item in the GUI
# too low to display a level item in the GUI too-low:
too-low: item: AIR
item: AIR
item: LIME_DYE
item: LIME_DYE name: '&a{skill} Level {roman}'
name: '&a{skill} Level {roman}' lore:
lore: - ''
- '' - '{lore}'
- '{lore}' upgrade:
upgrade: slots: [ 15 ]
slots: [31] function: upgrade
function: upgrade item: GREEN_STAINED_GLASS_PANE
item: GREEN_STAINED_GLASS_PANE name: '&a&lUPGRADE {skill_caps}'
name: '&a&lUPGRADE {skill_caps}' lore:
lore: - '&7Costs 1 skill point.'
- '&7Costs 1 skill point.' - ''
- '' - '&eCurrent Skill Points: {skill_points}'
- '&eCurrent Skill Points: {skill_points}'
``` ```
First of all you can edit the general GUI settings like its name and slots. First of all you can edit the general GUI settings like its name and slots.