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Classes
Classes are chosen by players right before a match. They allow players to get some benefit. For example you can create three classes:
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lets players choose a potion to jump higher
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lets players choose a potion to run faster
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gives players a stronger sword
It is up to you to create balanced classes that players choose different ones depending on their style.
To create a class add a section with some internal name inside classes.yml or edit the existing ones.
| Name | Default | Description |
|---|---|---|
| name | - | Display Name |
| items | - | The items, see description below |
| lore | - | Some detailed description displayed as text lore |
| requires_money | false | set this to true to interact with economy |
| money_amount | 100 | Money within economy System for using this class once |
| requires_permission | false | set this to true for VIP classes |
| permission_node | - | text name of the permission for VIP classes |
| enabled | true | set to false to disable this class |
Some games have special classes identifies by name. For example class "Extra_Life" allos you to get an extra live in sky wars. This is hard coded and cannot be mixed with your own custom class.
- Multiple items will be separated by '
;'. Example: "261;262" gives you a bow (id 261) and a single arrow (id 262). - Using a '
:' character after the item id lets you declare the item variant. Example: "1:3" gives you diorite. - By using a '
*' at the end you can set the item amount. Example: "1*20" gives you 20 stones (id 1). - By using a '
=' at the end of the item you can create a display name. Example: "262*15=Sniper" creates 15 arrows called 'Sniper'. - By using a '
#' you can give one or more enchantments to your items. - Enchantments are made of the enchantment name and the level. "
262*15#KNOCKBACK:2" gives you a knockback arrow of level 2.
Instead using an id you can use crackshot items:
Simply use the prefix "crackshot:" with gun name, for example "crackshot:python"
Instead using an id you can use potions with effects:
Simply use the prefix "potioneffect:" with effect Name, for example "potioneffect:ABSORPTION:99999#2"
The number 99999 is the time amount this potion is added and the number 2 is the potion level.
see https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/enchantments/Enchantment.html for Details
see https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/potion/PotionEffectType.html for Details
see https://github.com/Shampaggon/CrackShot/wiki/Default-weapons for details
35:14*64;262*15=Sniper;potioneffect:ABSORPTION:99999#2