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Special items

States

The twelve states an ability can put on a player — invulnerable, frozen, silenced, lifesteal, flight, vanished, last stand and the rest — what each one does, how long it lasts and how it is shown.

A state is a temporary condition on a player, given by the flag step and taken away by unflag or when it runs out:

- action: flag
  flag: FROZEN
  seconds: 3

Giving a state a player already has replaces it: the new length starts from now. A negative seconds lasts until it is removed, the player dies or leaves. With states.clear-on-death (default true) every state ends on death; every state ends when the player leaves.

While a state lasts the player sees a boss bar counting it down, for example ❄ FROZEN » 2.4 ⌚. Each bar is under states.<state> in messages.yml and can be changed to a title, action bar, sound or nothing.

The states

StateWhat it does
INVULNERABLENo damage, except the void and /kill.
FROZENCannot move from their block. They can still look around.
NO_BUILDCannot place or break blocks. With only, just those blocks.
NO_ITEM_USECannot use items, eat or drink, and cannot glide with an elytra (gliding stops when it starts). With only, just those items.
EFFECT_IMMUNITYNew or changed potion effects are refused. With only, just those effects.
UNSTOPPABLENo knockback, and Slowness, Mining Fatigue and Weakness are refused.
SILENCEDSpecial items are refused: "Your special items are silenced."
LIFESTEALMelee damage dealt to players heals the holder by value — a share, 0.5 = half.
FLIGHTCan fly, in survival and adventure. When it ends they stop flying and take no fall damage for states.flight-landing-grace (4 s), told "Your flight has ended."
NO_FALL_DAMAGENo fall damage.
VANISHEDHidden from every player, including those who join later. With states.reveal-on-attack (default true) attacking someone reveals them: "You struck from the shadows and were revealed."
UNDYINGOne lethal hit — except the void and /kill — is refused: the player is healed to value of their maximum health (default 0.5), fire and falling are cleared, states.undying-effects play and a LAST STAND title shows. The state then ends.

Names are case-insensitive, and no-build works as well as NO_BUILD.

Narrowing with only

NO_BUILD, NO_ITEM_USE and EFFECT_IMMUNITY take an only list. Empty means everything.

For NO_BUILD and NO_ITEM_USE an entry is a material or a group:

EntryMatches
COBWEBThat material.
@FOODAnything edible.
@POTIONPotions.
@BLOCKAny block.
@SWORD, @PEARL...Materials whose name ends with _SWORD, _PEARL...
- action: flag
  flag: NO_ITEM_USE
  seconds: 10
  only: ['@FOOD', '@POTION']    # cannot eat or drink, can still fight

For EFFECT_IMMUNITY the entries are effect names:

- action: flag
  flag: EFFECT_IMMUNITY
  seconds: 60
  only: [POISON, WITHER, LEVITATION]

Checking a state

  • In a chain: require with flag: or missing-flag:. See Action language.
  • Anywhere: %exyliaspecials_state_<state>% and %exyliaspecials_state_<state>_remaining%. See Placeholders.
  • From another plugin: isFrozen and isInvulnerable. See API.

Settings

Under states: in config.yml:

KeyDefaultWhat it does
clear-on-deathtrueEvery state ends on death.
flight-landing-grace4sNo fall damage for this long after FLIGHT ends.
reveal-on-attacktrueVANISHED ends when its holder attacks.
undying-effectsthree linesEffect lines played when UNDYING saves a player.

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