Show Time
Show_Time:
Delay_Between_Shots: <Timer>
Shoot_Delay_After_Scope: <Timer>
Weapon_Equip_Delay: <Timer>
Reload: <Timer>
Firearm_Actions: <Timer>
Melee_Hit_Delay: <Timer>
Melee_Miss_Delay: <Timer>
Each option here uses the Timer serializer.
Shoot -> Useful for semi-auto for burst weapons
Scope -> The time players cannot shoot after scoping in.
Info -> The time players cannot shoot after equipping their weapons.
Reload -> Total time to complete reload
Firearm_Action -> Time to open/close weapon
Melee -> Delay to hit again after hitting a swing
Melee -> Delay to hit again after missing a swing
Timer Serializer
Timer:
Item_Cooldown: <true/false>
Exp: <true/false>
Action_Bar: <Message>
Action_Bar_Cancelled: <Message>
Title: <Message>
Subtitle: <Message>
Boss_Bar:
Message: <Message>
Color: <PINK/BLUE/RED/GREEN/YELLOW/PURPLE/WHITE>
Style: <PROGRESS/NOTCHED_6/NOTCHED_10/NOTCHED_12/NOTCHED_20>
Bar:
Left_Color: <Color>
Right_Color: <Color>
Left_Symbol: <Symbol>
Right_Symbol: <Symbol>
Symbol_Amount: <Amount>
Whenever you see <Message>
, you can use two additional placeholders:
<time>
: Thex.x
amount of time left. Updates every two ticks.<bar>
: Shows the bar defined byBar
. See the example below.
Item_Cooldown
Uses the pearl cooldown for your items..
Due to Minecraft limitations, this cooldown shows for all items of the same type. This means that if your weapon is a feather, this cooldown will show for ALL feather items.
This effect is only visual, and does not prevent using the item.
Exp
Use true
to show the progress in the exp bar. This will not change your experience; it is only visual.
Action_Bar
The message to put in the action bar. Can use <time>
and <bar>
variables to show the remaining time and the visual timer bar.
Action_Bar_Cancelled
The message to put in the action bar if the timer was canceled early. CANNOT use <time>
and <bar>
.
Title
The message to put in the title. Can use <time>
and <bar>
. The title fades five ticks after the timer completes.
Subtitle
The message to put in the subtitle. Can use <time>
and <bar>
. The subtitle fades five ticks after the timer completes.
Boss_Bar
The boss bar is shown at the top of the screen.
Message
-> The title of the boss bar. Can use<time>
and<bar>
.Color
-> One ofPINK
,BLUE
,RED
,GREEN
,YELLOW
,PURPLE
,WHITE
Style
-> One ofPROGRESS
,NOTCHED_6
,NOTCHED_10
,NOTCHED_12
,NOTCHED_20
Bar
This section replaces all instances of <bar>
in your messages. It's a nice visual way to show a progress bar without using the Exp
or Boss_Bar
feature.
Left_Color
-> A message color code, like<red>
Right_Color
-> A message color code that is DIFFERENT thenLeft_Color
.Left_Symbol
-> The symbol to use for the bar. I recommend using one character. Try:|
, or:
.Right_Symbol
-> If you want to use different symbols, you can use another one character symbol. I recommend skipping this feature.Symbol_Amount
-> The amount of symbols to use in a full bar.
Examples
AK-47:
Show_Time:
Reload:
Item_Cooldown: true
Action_Bar: "<gray>Reloading %bar% %time%<gray>s"
Action_Bar_Cancelled: "<red>Reload Cancelled"
Exp: true
Bar:
Left_Color: "<gold>"
Right_Color: "<gray>"
Left_Symbol: "|"
Symbol_Amount: 25
Weapon_Equip_Delay:
Item_Cooldown: true
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