Buttons
Buttons format
Example
#
# Menu Button
#
Buttons:
# The identifier of the icon which can be used in the layout.
'|':
#The dynamic update interval of the button's properties.
#If multiples intervals are set, they will correspond in that
#order to the Material, the Name, the Lore and the Slots.
#If you set only one number like that `update: #` it will apply for all
update: [-1, 10, 15, -1]
#The display section of the item
display:
material: 'Gray Stained Glass Pane'
name: ['&fTr&7Menu', '&7Tr&8Menu', '&8Tr&0Menu','&7Tr&8Menu']
lore:
- - '&7Thanks &f:> &7for using!'
- - '&7Thanks &f:) &7for using!'
#
actions:
all: 'sound: BLOCK_NOTE_BLOCK_PLING-1-2'
#
# 优先级图标示例
#
Icons:
'#':
update: 20
display:
material: 'Gray Stained Glass Pane'
name: '&7Normal'
actions:
all: 'sound: BLOCK_NOTE_BLOCK_PLING-1-2'
icons:
# 条件,拥有 mvp.user
- condition: 'hasPerm.mvp.user'
prioriry: 2
# 深度继承默认图标
inherit: true
display:
name: '&bMVP'
actions:
all: 'tell: Hello, MVP User!'
# 条件,拥有 vip.user
- condition: 'hasPerm.vip.user'
priority: 1
display:
name: '&aVIP'
actions:
all: 'tell: Hello, VIP User!'
Structure
Update cycle
Material
Name
Lore
Slot
Refresh cycle (recalculates icons priorities)
Display section
Actions section
Conditionnal icons
Condition
Priority
Inherit
Display section
Actions section
Note
All conditionnal icons are configured under the Icons section
You can set a different update cycle for each properties. If only is set, all will be affected.
For icons, the higher the number is, the higher the priority is.
By default, all conditionnal icons inherit the materials and slots. If `inherit: true` is defined, it will also inherit the name, lore and amount (except if they are specified).
The material, the name, lore, slots, etc... all support dynamic effects.
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