Content generated with AI — it may contain mistakes.

Reference

Permissions

The kinds of node, how a category is sold as one line, and the half of ownership that is not a node at all.

The nodes

PermissionGrants
exyliahiteffect.command.hiteffect/hiteffect and everything under it.
exyliahiteffect.adminEvery subcommand of /hiteffectsadmin.
exyliahiteffect.effect.<id>One effect, by its id in lowercase.
exyliahiteffect.effect.*Every effect.
exyliahiteffect.category.<id>Every effect in that category.
exyliahiteffect.tier.<id>Every effect of that rarity.

An effect is owned if any of the four effect nodes applies: its own, the wildcard, its category's, or its rarity's.

Or if it was won

An effect out of the crate is written to the player's own row, not granted as a node. Ownership is read as "a permission grants it or their row says they unlocked it", which is what lets a win outlive the rank that paid for the key. See The crate.

The id is the node

There is no permission key in effects.yml. The node is derived from the key, lowercased:

CRIT_SPARK  →  exyliahiteffect.effect.crit_spark
impact      →  exyliahiteffect.category.impact
legendary   →  exyliahiteffect.tier.legendary

Case is not part of it, so recapitalising a key changes nothing. Renaming one changes everything: it is a different node, and everybody who had the old one loses the effect.

Selling it

/lp group default permission set exyliahiteffect.command.hiteffect true
/lp group vip     permission set exyliahiteffect.category.impact true
/lp group mvp     permission set exyliahiteffect.effect.crit_spark true
/lp group elite   permission set exyliahiteffect.tier.legendary true
/lp group legend  permission set exyliahiteffect.effect.* true

Six categories of fifteen is what makes a category node worth selling: "every Impact effect" is one line instead of fifteen. A rarity node cuts the other way — "every Legendary" is a rank sold on how rare its effects are rather than on what they look like.

Give the menu away

Without exyliahiteffect.command.hiteffect the catalogue cannot be opened at all. A player who cannot see what is for sale cannot want it.

What the node is checked for

Wearing

Choosing an effect in the menu without its node is refused with no-permission. Governed by behaviour.require-permission.

Playing what the menu chose

The choice is re-checked at the moment of the hit. One that no longer holds is taken off there and then, rather than left sitting in the menu until the next relog.

Binding a token

Dropping a token onto a weapon without the effect's node is refused, and nothing is consumed.

Being drawn

behaviour.hide-without-permission decides whether a locked effect is hidden in the menu or shown locked. Either way it can be previewed, and on the favourites tab it is always shown.

A bound weapon is not re-checked

The node is asked for when a token is bound, never again. After that the effect belongs to the weapon: it plays for whoever is holding it, including a player who never owned the node — which is the point of an effect you can trade. What permissions govern on the weapon side is who can put one there.

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