NightExpress's Plugins Wiki

PlaceholderAPI

General:

  • %qrpg_itemstat_STAT% - Displays your current value of specified ItemStat.
  • %qrpg_damage_NAME% - Displays your current value of specified Damage Type.
  • %qrpg_defense_NAME% - Displays your current value of specified Defense Type.

Classes:

  • %qrpg_class_id% - Displays internal class name.
  • %qrpg_class_skill_points% - Displays amount of skill points.
  • %qrpg_class_aspect_points% - Displays amount of aspect points.
  • %qrpg_class_level% - Displays current player class level.
  • %qrpg_class_level-max% - Displays max. class level.
  • %qrpg_class_exp% - Displays current player class exp.
  • %qrpg_class_exp-to-up% - Displays amount of exp to next level.
  • %qrpg_class_exp-max% - Displays total amount of exp for next level.
  • %qrpg_class_stat_CLASS_STAT% - Displays current value of specified class stat.
  • %qrpg_class_attribute_CLASS_ATTRIBUTE% - Displays current value of specified class attribute.
  • %qrpg_class_aspect_CLASS_ASPECT% - Displays current value of specified class aspect.

Citizens Traits

  • sell - Opens Sell GUI when click NPC.
  • repair - Opens Repair GUI when click NPC.
  • resolver - Opens Resolve GUI when click NPC.
  • extractor - Opens Extractor GUI when click NPC.

Custom Actions Engine

Allows you to create custom effects and actions on item usage and in other cases.

Example Format:

    actions:
      # Defines the targets for 'action-executors'
      target-selectors:
        # Target selector name. Used in 'action-executors' to define the action target.
        any:
        - '[RADIUS] ~distance: 20; ~allow-self: false; ~entity-type: pig;'
        self:
        - '[SELF]'
      # Executes the specified actions with custom parameters.
      action-executors:
      - '[COMMAND_CONSOLE] ~message: smite %target%; ~target: any;'
      - '[PROJECTILE] ~name: SHULKER_BULLET; ~target: any; ~speed: 3.5;'
      - '[PARTICLE_LINE] ~offset: 0.1,0,0.1; ~speed: 0; ~name: FLAME; ~target: any; ~amount: 50;'
      - '[POTION] ~name: JUMP; ~amount: 2; ~duration: 200; ~target: any;'
      - '[BURN] ~duration: 0; ~target: any;'
      - '[SOUND] ~name: ENTITY_WOLF_AMBIENT; ~target: any;'


Target Selectors

Defines the targets for action executors. You can define as many as you want.


Target Selector Format:

Every target parameter name MUST starts with '~' and ends with ':'

Parameter value MUST ends with ';'

target-selectors:
  # Custom target selector name. Used in action executor's target parameter.
  any:
  - '[RADIUS] ~distance: 20; ~allow-self: true; ~entity-type: pig;'
  self:
   - '[SELF]'


Available Target Selectors:

Name Prefix Description Parameters
RED = Required
Usage Example
From Sight [FROM_SIGHT] Selects the target from executor's sight.
  • Distance
  • Allow Self
  • Attackable
  • Entity Type
  • Entity Health
  • Party Member
[FROM_SIGHT] ~distance: 25; ~attackable: true; ~allow-self: false; ~entity-type: zombie;
Radius [RADIUS] Selects the target within specified radius from executor.
  • Distance
  • Allow Self
  • Attackable
  • Entity Type
  • Entity Health
  • Party Member
[RADIUS] ~distance: 5; ~attackable: true; ~allow-self: false;
Self [SELF] Selects the executor as a target.
  • Entity Health
  • Party Member
[SELF] ~entity-health: >50%; ~party-member: false;

Action Executors

Defines the action type and parameters.


Action Executor Format:

Every action parameter name MUST starts with '~' and ends with ':'

Parameter value MUST ends with ';'

action-executors:
- '[PREFIX] ~param1: value; ~param2: value text;'

action-executors:
- '[POTION] ~name: JUMP; ~amount: 2; ~duration: 200; ~target: any;' # Adds Jump II potion effect for 10 seconds.


Available Action Executors:

Name Prefix Description Parameters
RED = Required
Usage Example
Action Bar [ACTION_BAR] Sends message to target's action bar.
  • Delay
  • Target
  • Message
[ACTION_BAR] ~message: &aHello, %executor%!; ~target: self;
Broadcast [BROADCAST] Broadcasts the message.
  • Delay
  • Message
[BROADCAST] ~message: &aHello everyone!;
Burn [BURN] Burns the target.
  • Delay
  • Target
  • Duration
[BURN] ~duration: 100; ~target: pigs;
Command Player [COMMAND_PLAYER] Executes a command by action executor.
  • Delay
  • Target
  • Message
[COMMAND_PLAYER] ~message: smite %target%; ~target: players;
Command Console [COMMAND_CONSOLE] Executes a command by console.
  • Delay
  • Target
  • Message
[COMMAND_CONSOLE] ~message: smite %target%; ~target: players;
Command Op [COMMAND_OP] Executes a command by action executor as OP.
  • Delay
  • Target
  • Message
[COMMAND_OP] ~message: smite %target%; ~target: players;
Damage [DAMAGE] Damages the target.
  • Delay
  • Target
  • Amount
[DAMAGE] ~amount: 10; ~target: pigs; - Will do additional 10 damage + executor's damage.
[DAMAGE] ~amount: 50%; ~target: all; - Will do 50% of executor's damage.
Firework [FIREWORK] Launch firework at the target location.
  • Delay
  • Target
[FIREWORK] ~target: self; ~delay: 20;
Hook [HOOK] Hooks target to the executor.
  • Delay
  • Target
[HOOK] ~target: pigs;
Message [MESSAGE] Sends message to target.
  • Delay
  • Target
  • Message
[MESSAGE] ~message: &cYo, %target%; ~target: players;
Lightning [LIGHTNING] Summons lightning at the target location.
  • Delay
  • Target
[LIGHTNING] ~target: pigs;
Particle Simple [PARTICLE_SIMPLE] Creates simple particle effect.
  • Delay
  • Target
  • Name
  • Offset
  • Speed
  • Amount
[PARTICLE_SIMPLE] ~name:REDSTONE; ~offset: 0.1,0.1,0.1; ~speed: 0.1; ~amount: 30; ~target: pigs;
Particle Line [PARTICLE_LINE] Draws a particle line to the target entity or block.
  • Delay
  • Target
  • Name
  • Offset
  • Speed
  • Amount
[PARTICLE_LINE] ~name:REDSTONE; ~offset: 0,0,0; ~speed: 0; ~amount: 10;
Particle Pulse [PARTICLE_PULSE] Creates a pulse particle around the target.
  • Delay
  • Target
  • Name
Name must be with 2 particle names: NAME1-NAME2
[PARTICLE_PULSE] ~name:REDSTONE-CRIT_MAGIC; ~target: self;
Potion [POTION] Adds a potion effect to target.
  • Delay
  • Target
  • Name
  • Duration
  • Amount
Amount = Level
[POTION] ~name:JUMP; ~amount: 2; ~duration: 300; ~target: self;
Progress Bar [PROGRESS_BAR] Displays title progress bar.
  • Delay
  • Target
  • Title
  • SubTitle
  • Duration
  • Color Empty
  • Color Filled
SubTitle = Bar Symbol
[PROGRESS_BAR] ~title: &cBar; ~subtitle: •; ~color-empty: &7; ~color-fill: &c; ~duration: 200; ~target: self;
Projectile [PROJECTILE] Launch projectile to the target.
  • Delay
  • Target
  • Name
  • Speed
Name = EntityType

[PROJECTILE] ~name: ARROW; ~speed: 3.5; ~target: around;
Sound [SOUND] Plays sound to the target.
  • Delay
  • Target
  • Name
[SOUND] ~name: ENTITY_WOLF_AMBIENT; ~target: around;
Teleport [TELEPORT] Teleports target to the specified location.
  • Delay
  • Target
  • Locatinon
[TELEPORT] ~location: world,25,10,25; ~target: self;
[TELEPORT] ~location: %executor.world%,%executor.x%,%executor.y%,%executor.z%; ~target: around;
Throw [THROW] Throws target away from the executor.
  • Delay
  • Target
[THROW] ~target: around; ~delay: 10;
Titles [TITLES] Sends titles to the target.
  • Delay
  • Target
  • Title
  • SubTitle
  • Fade In
  • Stay
  • Fade Out
[TITLES] ~title: &cTitle Text!; ~subtitle: &6SubTitle Text!; ~fadeIn: 10; ~stay: 50; ~fadeOut: 10; ~target: self;

Action and Target Parameters

Parameter description.


Available Parameters:

Name Flag Destination Description Usage Example
Allow Self allow-self Target Selector Allows/Disallows to select the executor in target selector as a target. False by default. ~allow-self: false; | ~allow-self: true;
Amount amount Both Defines the object amount for specified action. Negative values are allowed. ~amount: 10; | ~amount: -5;
Attackable attackable Target Selector Defines if target should be available to receive damage from the executor. This parameter only checks the WorldGuard and Residence flags and if target is a Citizens NPC. If this parameter is not provided, any entity will be selected. ~attackable: false; | ~attackable: true;
Delay delay Action Executor Delay in ticks (20 ticks = 1 second), before the action will be executed. ~delay: 100;
Distance distance Both Defines the distance (in blocks) from the executor to target OR distance for specified action. ~distance: 30;
Duration duration Action Executor Defines the action duration in ticks (20 ticks = 1 second). ~duration: 250;
Entity Health entity-health Target Selector You can use '>', '<' or '='. You can add '%' to check the current health of max. health. You can use decimal numbers. ~entity-health: 100%;
~entity-health: <25%;
~entity-health >0;
Entity Type entity-type Target Selector Defines the entity type for target selector. If no type provided, target selector will select any entity type. You can provide multiple types. ~entity-type: pig;
~entity-type: player,zombie,villager;
Location location Action Executor Defines the location for action.
Placeholders:
  • %executor.world%, %executor.x%, %executor.y%, %executor.z%
  • %target.world%, %target.x%, %target.y%, %target.z%
Target placeholders replaces for the first target in a list.
~location:world,10,20,30;
Message message Action Executor Defines the message text.
Placeholders:
  • %executor% - Executor name
  • %target% - Target name.
~message: &aHello there!;
Name name Action Executor Defines the object name for specified action. ~name: CLOUD;
Offset offset Action Executor Defines the object offset for specified action. Format: X,Y,Z. ~offset: 0.1,0.1,0.1;
~offset: 0,0,0;
Party Member party-member Target Selector Defines if the target player should be a member of the executor's party. If executor is not a player, or not in the party, this paramter will be skipped. ~party-member: true;
~party-member: false;
Speed speed Action Executor Defines the object speed for specified action. ~speed: 0.5;
Target target Action Executor Defines the target selector for action. You can provide multiple targets. Use target selector names ~target: selector-1;
~target: pigs,cows;
Title title Action Executor Defines the title text.
Placeholders:
  • %executor% - Executor name
  • %target% - Target name.
~title: &lHello, &f%executor%&e!;
SubTitle subtitle Action Executor Defines the subtitle text.
Placeholders:
  • %executor% - Executor name
  • %target% - Target name.
~subtitle: &lHello, &f%executor%&e!;
Fade In fadeIn Action Executor Defines the fade in time (in ticks) for titles. ~fadeIn: 10;
Stay stay Action Executor Defines the stay time (in ticks) for titles. ~stay: 40;
Fade Out fadeOut Action Executor Defines the fade out time (in ticks) for titles. ~fadeOut: 10;
Color Empty color-empty Action Executor Defines the color for unfilled elements of progress bar. ~color-empty: &7;
Color Filled color-fill Action Executor Defines the color for filled elements of progress bar. ~color-fill: &a;

Module Types

  • ACTIVE_ITEMS - Active Items module.
  • ARROWS - Arrows module.
  • BUFFS - Buffs module.
  • COMBAT_LOG - Combat Log module.
  • CONSUMABLES - Consumables module.
  • CUSTOM_ITEMS - Custom Items module.
  • DROPS - Drops module.
  • ESSENCES - Essences module.
  • EXTRACTOR - Extractor module.
  • GEMS - Gems module.
  • IDENTIFY - Identify module.
  • ITEM_HINTS - Item Hints module.
  • MAGIC_DUST - Magic Dust module.
  • NOTIFICATIONS - Notifications module.
  • PARTY - Party module.
  • REFINE - Refine module.
  • REPAIR - Repair module.
  • RESOLVE - Resolve module.
  • RUNES - Runes module.
  • SELL - Sell module.
  • SETS - Sets module.
  • SOULBOUND - Soulbound module.
  • TIERS - Tiers module.

Socket Types

  • GEM - Gem socket.
  • ESSENCE - Essence socket.
  • RUNE - Rune socket.

Bonus Types

These types are used in Buffs and Sets modules to define the bonus type.

  • ITEM_STAT - Adds bonus to some of Item Stat.
  • DAMAGE - Adds Damage bonus.
  • DEFENSE - Adds Defense bonus.

Particle Effects

Here is a list of all valid particles. Some of them requires few arguments to display.

  • BARRIER
  • BLOCK_CRACK - Must be with material name: BLOCK_CRACK:STONE
  • BLOCK_DUST - Must be with RGB color: BLOCK_DUST:255,255,255
  • BUBBLE_COLUMN_UP
  • BUBBLE_POP
  • CLOUD
  • CRIT
  • CRIT_MAGIC
  • CURRENT_DOWN
  • DAMAGE_INDICATOR
  • DOLPHIN
  • DRAGON_BREATH
  • DRIP_LAVA
  • DRIP_WATER
  • ENCHANTMENT_TABLE
  • END_ROD
  • EXPLOSION_HUGE
  • EXPLOSION_LARGE
  • EXPLOSION_NORMAL
  • FALLING_DUST - Must be with RGB color: FALLING_DUST:255,255,255
  • FIREWORKS_SPARK
  • FLAME
  • HEART
  • ITEM_CRACK - Must be with material name: ITEM_CRACK:APPLE
  • LAVA
  • MOB_APPEARANCE
  • NAUTILUS
  • NOTE
  • PORTAL
  • REDSTONE - Must be with RGB color: REDSTONE:255,255,255
  • SLIME
  • SMOKE_LARGE
  • SMOKE_NORMAL
  • SNOW_SHOVEL
  • SNOWBALL
  • SPELL
  • SPELL_INSTANT
  • SPELL_MOB
  • SPELL_MOB_AMBIENT
  • SPELL_WITCH
  • SPIT
  • SQUID_INK
  • SUSPENDED
  • SUSPENDED_DEPTH
  • SWEEP_ATTACK
  • TOTEM
  • TOWN_AURA
  • VILLAGER_ANGRY
  • VILLAGER_HAPPY
  • WATER_BUBBLE
  • WATER_DROP
  • WATER_SPLASH
  • WATER_WAKE
Navigation