Modes and tokens
Where the effect a hit plays comes from, and what the token and the remover do.
The three modes
behaviour.mode decides where the effect comes from:
| Mode | Where it comes from | What it implies |
|---|---|---|
player | Only what the player picked in /hiteffect. | It follows the player and plays whatever they hit with. Tokens do nothing. |
weapon | Only what is bound to the weapon. | It is traded, dropped and lost with the weapon. The menu refuses to open and says so. |
both | The weapon's own effect, and the player's choice for a weapon carrying none. | The default. |
In both the weapon wins: a bound weapon plays its own effect, and the menu choice only covers
weapons carrying none.
behaviour:
mode: both
consume-token: true
consume-remover: true
require-permission: true
hide-without-permission: falseThe token
An item that carries one effect. It is used by dragging it onto a weapon in your own inventory: pick the token up with the cursor and click it onto the weapon.
| Rule | Detail |
|---|---|
| Weapons only | Swords, axes, tridents, maces, bows and crossbows. Anything else is ignored and the click carries on normally. |
| One at a time | A weapon that already carries an effect is refused — take the first one off with a remover. |
| Fitting | An effect declaring weapons is refused on a weapon it does not list. |
| Permission | With require-permission on, the token needs the effect's own node. |
| Consumed | consume-token decides whether it is spent. Off, the token is reusable. |
What is written onto the weapon is one value: exyliahiteffect:effect, the effect id. Nothing
else on the item changes.
Tokens and removers are inert: drawn as an ender pearl one cannot be thrown, drawn as food it cannot be eaten. Whatever it looks like, it can only be dropped onto a weapon.
The remover
Dragged the same way onto a bound weapon. The effect comes off and comes back as a token in the inventory of whoever removed it.
| Rule | Detail |
|---|---|
| A free slot first | With a full inventory nothing happens at all: the weapon is only written once the token is known to fit. |
| Unknown effects | A weapon carrying an id the file no longer declares is refused rather than turned into nothing. |
| Consumed | consume-remover decides whether the remover is spent. |
The lines under a bound weapon
weapon-lore:
enabled: true
lines:
- "{secondary}Hit Effect:"
- " {letters_black}▎ {highlight}%effect%"They travel on packets only and are never written to the item. Consequences worth knowing:
- A shop, a crate or any plugin reading that weapon finds exactly the lore it had.
- Renaming an effect updates every weapon on the server at once.
- Turning
weapon-loreoff hides the lines without touching a single item.
Permission, and what happens when it lapses
| Switch | What it does |
|---|---|
require-permission | Whether playing an effect needs its node at all. Commands and the API are never limited by it. |
hide-without-permission | Whether an effect the player may not use is hidden in the menu instead of shown locked. |
A choice the player can no longer justify is taken off, not quietly skipped: it is dropped on the
next hit, on the next menu open, on join, and on /hiteffectsadmin validate. A starred effect is
never dropped — a shortlist is what somebody is saving up for as much as what they already have.
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