Activators simply check conditions. They are used in usages. When all activators in a usage are active, the usage will be used (an will run its actions). The type
of the activator specifies what it needs to be active and additional settings specify when exactly it activates.
Technically speaking, activators in usages are checked every tick (20 times per second). If there are no activators in a usage, it will run 20 times a second, all the time. Be careful with this. There is a special trigger
activator which can be configured to activate only after the player has clicked with the appropriate mouse button. There's also an interval
activator, which is active only once in n ticks. Use this to run the usage less often. Note that trigger
and interval
activators (in this order) together will make only _n_th trigger work (in the opposite order you will have 1/n chance of the trigger working.)
trigger
This activator is activated when a specified trigger occurs. Currently there are these triggers:
left_click
right_click
leftClick:
type: trigger
trigger: [trigger type]
interval
This activator is activated once in n checks. Since activators are checked every tick in the order they were defined and the check fails as soon as some activator fails, placing interval
correctly is essential. For example when it's after the trigger
activator, it will pass every n times that trigger happens. However, placing it before makes the behavior undefined because you never know if the trigger
will happen at the _n_th tick.
slow:
type: interval
interval: [positive integer]
wingsHealth
This activator is activated when the Wings health is between min
and max
value. It can be either in absolute values or percentage of maximum health.
wing_health:
type: wingsHealth
min: [non-negative decimal]
max: [non-negative decimal]
number_type: [type of a number]
min
(required) is the lower bound of acceptable health level.max
(default:min
value) is the upper bound of acceptable health level.number_type
(default:absolute
) is the type of the number. Available values are:absolute
percentage
item
This activator is activated when the player has specified item in the inventory.
has_item:
type: item
item: [item name]
item
the name of the item, as in items.yml file.
blockStanding
This activator is activated when the player is standing on a specified block.
on_a_block:
type: blockStanding
block: [block]
block
is the type of a block.