Items settings
Setup gui items
DisplayName
- Displaying the item name
Enchanted
- Has 2 data types: true
or false
, if true
- the item will be enchanted
Lore
- Description of the item
ModelData (optional)
- Custom model data
Example lore
Lore:
- "&cVery cool lore"
- "&dYeah, its colored"
- "&bPlaceholders? %keys%"
Placeholders
%keys%
- Number of player keys%case%
- Name of the case
Slots
- A list or range of slots that this item will be in
Example list
Slots:
- 0
- 8
- 9-16 # can be like range
Material
- Item material, all item types are described here
Rgb (optional)
- Ability to change the color of leather items
Example RGB
Rgb: 123, 50, 15
Type
- Type of item, there are 3 types:
DEFAULT
- a normal item for the beauty of GUIOPEN
- an item that opens the case (or you can use OPEN_<anotherCaseName> for opening another case)HISTORY
- an item that displays the history of recent case openings
Example type for opening another case
Type: OPEN_donate
# donate - another case name
Setting up an item with type HISTORY
Placeholders:
%player%
- Player name%group%
- Group name%groupdisplayname%
- Group display name%time%
- Case opening time%action%
- RandomAction name%actiondisplayname%
- RandomAction display name%casename%
- Case name%casedisplayname%
- Case display name%casetitle
- Case title
Type: HISTORY-[index]-[case] (index - index of recent case openings, range 0-9; case - case type optional)
History0:
DisplayName: "&c%player%"
Enchanted: false
Lore:
- '&6Group &f- &c%group%'
- '&6Time &f- &c%time%'
- ''
Slots:
- 36
# Material: TRIPWIRE_HOOK - The material will already be like player_head, if commented, can be DEFAULT, if you want to use win item material
Type: HISTORY-0-case # 0 is the index of recent case openings, range 0-9; case is the case type, if null, then default case type (optional)
You can use HISTORY-[index]-GLOBAL
option, if you want to display sorted opens of all cases
Setup win items
Group
- A group that is given to the player as a prize
Chance
- The chance at which this prize is awarded
GiveType
- Award type, if ONE, then the player is given only one prize (Actions), if RANDOM, then a prize with different chances is selected (RandomActions)
Placeholders
%player%
- Player name%group%
- Group name%groupdisplayname%
- Group display name%casename%
- Case name%casedisplayname%
- Case display name%casetitle
- Case title
Actions
[command]
- a console command will be executed[broadcast]
- a message will be sent to all players[message]
- a message will be sent to player who opened case[title]
- the title will be sent to the player who opened the case (sign;
separates the title from the subtitle)
GiveType: ONE
Actions: # GiveType: ONE
- '[command] lp user %player% parent set %group%'
- '[title] &aCongratulations!;&5you won %groupdisplayname%'
- '[broadcast] &a>&c>&e> &c%player% &6won a donate %groupdisplayname% &6from &5Ultra-Case.'
GiveType: RANDOM
RandomActions: # GiveType: RANDOM
first:
Chance: 50 # Chance between random actions
DisplayName: "something" # displayname for historydata displaying
Actions:
- '[command] say something'
- '[broadcast] &a>&c>&e> &c%player% &6won a donate %groupdisplayname% &6from &5Ultra-Case.'
second:
Chance: 50 # Chance between random actions
Actions:
- '[command] say something'
- '[broadcast] &a>&c>&e> &c%player% &6won a donate %groupdisplayname% &6from &5Ultra-Case.'
Alternative actions
It is performed when the player's group is higher than the one he won (available for both types of GiveType)
AlternativeActions: # GiveType: any, it doesn't matter; is performed if the group is lower in rank than the player's group in LevelGroups
- "[message] &cI'm sorry %player%, but you have group a stronger group than you won:("
Actions cooldown
[cooldown:<delay in seconds)]
With this option, you will be able to perform actions with a certain delay.
Actions: # This command will be executed 1 second after the case is opened
- '[cooldown:1][command] lp user %player% parent set %group%'