Content generated with AI — it may contain mistakes.

Reference

Commands

What a player can do to their own effect, and the admin subcommands, grouped by subject.

Player commands

/arrows, with the aliases arroweffects and arrow-effects. Everything under it needs exyliarrows.command.arrows.

CommandWhat it does
/arrowsOpens the menu, on the tab it was last left on.
/arrows preview <effect>Plays an effect on the server's preview stage. Owning it is not required.
/arrows crateOpens the crate. Aliases: crates, case.
/arrows randomDraws a different effect from the ones they own on every shot. Alias: shuffle.
/arrows visibility [mode]Sets who sees arrow effects for them. With no mode it steps to the next one. Alias: toggleParticles.
/arrows favouritesOpens the menu straight onto the shortlist. Aliases: favorites, favs.
/arrows favourite <effect>Stars an effect, or unstars it. Aliases: favorite, fav.
/arrows favourites clearEmpties the shortlist.
/arrows clearTakes the effect off. Alias: reset.

Admin commands

/arrowsadmin, aliases /arrowadmin and /arrowseffectsadmin. Everything under it needs exyliarrows.admin. The subcommands are grouped by what they act on.

item — tokens and removers

CommandWhat it does
item give <player> <effect> [1-64]Gives effect tokens.
item remover <player> [1-64]Gives effect removers.
item key <player> [1-64]Gives crate keys as items, to be right clicked on a crate block. Alias: item keys.

bow — the bow in hand

CommandWhat it does
bow bind <effect> [player]Binds an effect to the bow in hand, replacing whatever it carried.
bow unbind [player]Strips the effect from the bow in hand, giving nothing back.

player — somebody's choice

CommandWhat it does
player set <player> <effect>Sets what a player wears.
player clear <player>Takes a player's effect off.
player favourites clear <player>Empties a player's shortlist.
player validate [player]Takes off an effect the target may no longer use. With no player, everyone online.

keys — what a crate costs

CommandWhat it does
keys give <player> <amount>Adds crate keys to the player's row. Alias: keys add. The keys that can be held are item key.
keys take <player> <amount>Takes them away, never below zero. Alias: keys remove.
keys set <player> <amount>Sets the number outright.
keys check <player>Prints what they hold.

unlocks — what a crate handed over

CommandWhat it does
unlocks grant <player> <effect>Marks an effect as won, without a crate. Alias: unlocks give.
unlocks revoke <player> <effect>Takes a won effect back. Alias: unlocks take.
unlocks clear <player>Wipes everything they won.

crate — the blocks that open it

CommandWhat it does
crate block addBinds the block you are looking at.
crate block removeUnbinds it.
crate block listPrints every bound block.
crate block clearUnbinds all of them.
CommandWhat it does
menu open <player>Opens the effects menu for someone.
menu crate <player>Opens the crate for someone.
preview play <effect> [player]Previews an effect, for yourself or for someone else.
preview locationSets where previews play to where you are standing.

The rest

CommandWhat it does
list [category]Prints every effect, or just one category's.
refresh [player]Redraws what a player is holding. With no player, everyone online.
reloadRe-reads this plugin's files.
bind, set, give and grant ignore permissions

They are admin verbs: a crate, a rank reward or a support ticket has already decided the player may have the effect. require-permission governs what a player can do, never what an admin or the API does.

What each one actually does

bow bind

Acts on the target's main hand. An empty hand answers empty-hand. A bow that already carries an effect has it replaced — the old one is dropped, not returned as a token. The bow that does not fit the effect's bows list is refused.

bow unbind

Strips the value and hands nothing back, which is the difference from a remover item. For giving the token back, have the player use a remover.

player validate

Re-checks the target's choice against their permissions and takes it off if it no longer holds. The same check runs on join, on the next shot and on every menu open — validate is how you make it immediate after changing a rank. An effect they won from the crate is theirs and is never taken off by it.

keys and unlocks

Keys are virtual and live on the player's row, so they cannot be dropped, duped or lost to a full inventory, and every one of these subcommands runs from console — which is how a shop, a vote listener or a reward plugin hands them out. See Rarities and the crate.

preview location

Previews play on one stage the whole server shares, set by standing where they should play and running this. Only the position is stored: a preview always faces north, so every effect is seen from the side it was drawn for, and a room built for it wants its north side left open. Until the stage is set, /arrows preview and the menu's right click say so rather than playing an effect somewhere nobody can see it.

refresh

Re-sends the player's inventory so the lines under a bound bow are redrawn. It touches no file and plays no effect: it is the answer to a bow whose line went stale.

reload

Runs one step, configs, which re-reads config.yml, effects.yml and every file in menus/, recompiles every sequence and reapplies the message prefix. Edits made to the menu files survive.

It deliberately does not reload ExyliaLib — recolouring every plugin on the server is what /exylialib reload is for.

A reload republishes the catalogue

Effects are recompiled before the new catalogue is published, so nothing plays a half-compiled sequence. But an effect whose key you renamed is a new effect: anyone wearing the old one loses it, any bow bound to it now carries an id the file no longer declares, and anyone who won it from the crate owns an id nothing answers for.

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