Content generated with AI — it may contain mistakes.

Reference

Commands

What a player can do to their own effect, and the admin verbs behind /hiteffectsadmin.

Player commands

/hiteffect, with the alias hiteffects. Everything under it needs exyliahiteffect.command.hiteffect.

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

Admin commands

/hiteffectsadmin, alias /hiteffectadmin. Everything under it needs exyliahiteffect.admin.

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.
weapon bind <effect> [player]Binds an effect to the weapon in hand, replacing whatever it carried.
weapon unbind [player]Strips the effect from the weapon in hand, giving nothing back.
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 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>Removes crate keys. Alias: keys remove.
keys set <player> <amount>Sets the balance outright.
keys check <player>Prints what they hold. Written as keys <player> too.
unlocks grant <player> <effect>Writes an effect onto their row, as a crate win does. Alias: unlocks give.
unlocks revoke <player> <effect>Takes one back off. Alias: unlocks take.
unlocks clear <player>Takes every won effect off their row.
crate block addBinds the block you are looking at as a crate opener.
crate block removeUnbinds the block you are looking at.
crate block listPrints every bound block.
crate block clearUnbinds all of them.
menu open <player>Opens the effect 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 the preview stage to where you stand.
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.

Every verb is a group: keys on its own completes to give, take, set and check, and crate completes to block. Nothing is spelled out twice.

bind, set and unlocks 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

weapon bind

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

weapon 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 hit and on every menu open — player validate is how you make it immediate after changing a rank. An effect won out of the crate is never taken off by it: it is on the player's row rather than on a node.

preview location

Previews play on a stage rather than on top of the player: they are moved there, the effect plays in front of them where only they can see it, and they are put back exactly where they were. Until a stage is set, /hiteffect preview says previews are unavailable — and tells an admin how to set one.

Stand where the preview should happen and run it. Only the position is taken: a preview always faces north, so every effect is seen from the side it was drawn for — leave the north side of the room open. The location is written to config.yml as preview.location.

refresh

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

reload

Runs one step, configs, which re-reads config.yml, effects.yml and every file under menus/, recompiles every sequence and reapplies the message prefix. Edits made to the menu file 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, and any weapon bound to it now carries an id the file no longer declares.

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