Content generated with AI — it may contain mistakes.

Reference

Commands

Every /crates and /cratesadmin subcommand, who can run it, and what it does.

Two roots: /crates for players and /cratesadmin, also /cratesa, for staff. Building and editing crates happens in the menus /cratesadmin opens; the subcommands are for keys, which a store or a script has to reach without a menu.

Player commands

Every command here needs exyliacrates.use, which everybody has by default, and runs for players only. The Needs too column lists the feature node each one also checks; everybody holds those by default as well (see Permissions).

CommandNeeds tooWhat it does
/cratesOpens Crates: every enabled crate with how many of its keys you hold, items and balance together, and your total at the bottom. Click a crate to see its contents.
/crates preview <crate>exyliacrates.previewOpens the crate's contents with the real odds for you.
/crates open <crate> [true]exyliacrates.open.remote, the crate's node; with true, exyliacrates.multiopenOpens the crate in front of you, wherever you are. With true, as many times as you can pay for, up to your multi-open limit.
/crates historyexyliacrates.historyYour latest openings.

<crate> suggests every crate's id. An unknown one answers "That crate does not exist."

/crates open follows every rule of opening at the block — costs, the crate being enabled, one opening at a time — plus the crate's own exyliacrates.crate.<id> node. See Openings.

Admin commands

Every command here needs exyliacrates.admin, operators by default. The Console column says which also run from the console.

CommandConsoleWhat it does
/cratesadminOpens the crate list, whose Settings button edits config.yml, tiers.yml and the animation files in game. See Crates.
/cratesadmin keysOpens the key list. See Keys and costs.
/cratesadmin historyThe latest openings of every crate on the server.
/cratesadmin reloadyesReads the files, the animations and the menus again.
/cratesadmin key give <player> <key> <amount>yesHands an online player key items.
/cratesadmin key giveall <key> <amount>yesHands everybody online on this server key items.
/cratesadmin key virtual <player> <key> <amount>yesAdds to a player's key balance, online or not. What a web store should call.
/cratesadmin key take <player> <key> <amount>yesTakes from a player's key balance, never below 0.
/cratesadmin key set <player> <key> <amount>yesSets a player's key balance; a negative amount sets 0.
/cratesadmin key create <id>yesCreates a key no crate takes yet and, for a player, opens its screen. Ids are lowercase letters, numbers, - and _, up to 64 characters.
/cratesadmin key delete <key>yesDeletes a key and takes it out of every crate's costs. A player is asked to confirm, with how many crates take it; the console is not.
/cratesadmin key listyesFor a player, opens the key list (the same as /cratesadmin keys); from the console, every key, its name and how many crates take it.

<key> suggests every key's id. It also accepts a crate's id, read as that crate's key — the first key its cost lists — so a store command can name the crate.

take and set act on the balance only, never on key items. What each give, take or set tells the player, and how key items reach a full inventory, is on Keys and costs.

There is no command to create, edit or place a crate: that is the crate list's job, and the wand's. There is no wipe or reset command either: ExyliaLib's /exylialib wipe and /exylialib resetplayer cover this plugin's tables. See Installation.

What reload does

/cratesadmin reload reads config.yml, tiers.yml, messages.yml and every animation file again, throws away the compiled effect lines so edited ones play next time, restarts the idle loop with its new interval, and recompiles the menus. Openings already playing finish as they started.

It does not redraw holograms already standing; see Crates. Crates and keys are not re-read from the database: they are only ever loaded at startup.

Something missing on this page? Tell us on Discord