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