Core Body
You can put the core anywhere in the text file, but it is suggested to place this under your settings skeleton body.
The core is a skeleton body that defines what actually happens during the disaster and for what level. If you want your disaster to have all 6 levels then you will need to define all 6 levels in the core body. The maximum levels you can have is 6. You do not need to define all 6 levels, let's say you want only a disaster that can only be levels 1 and 2 then you need to only define those levels. This is an example of a very basic core body that has only level 1 and 2 with comments, it is pretty straightforward:
core:
# Define the level that this sequence will be run on
level 1:
# The operation field has two variations ('ordered' OR 'random') the ordered operation will run your events in order from event 1 to the last event, the random operation will run your events in a random order one by one until its gone through them all
operation: 'ordered'
# Interval seconds is the amount of time in seconds between events run, the example set to 10 will run event 1 and then wait 10 seconds and run event 2 and so on
interval_seconds: 10
events:
# This is an event, label events in order like this. An event is a series of actions that gets run so for example when an event is run you can start a disaster, spawn mobs, send messages, etc.
event 1:
# This is an action, you can have as many actions as you want in an event, this action will start a disaster. There are multiple types of actions refer to the actions page for more info
disaster 1:
# Here I used a disaster action and within a disaster action you can start any disaster you want and specify modifiers, every disaster has different modifiers refer to the modifiers page for more info
type: 'acidstorm'
level: 2
# Specify how long the acidstorm will last
time: 60
# Damage setting for the acidstorm
damage: 2.0
# Particle setting for the acid storm
particles: false
# This setting is for if the disaster should be announced in chat, here it will be
broadcastAllowed: true
# This is a broadcast action, this action will also be run when event 1 is run since it is inside the 'event 1' section. This will just broadcast a message to the world
broadcast 1:
message: '&cYou feel a cold chill down your spine..'
# Target means what players to target, there are three types of targets ('all' will target all players; 'player' will target the player the disaster was started upon; 'random' will target random players you can specify how many under the target setting with 'targetAmount'; and finally 'startPos' this is used for other actions to happen where the disaster is started at)
target: 'all'
# This is a second event 'event 2' in this disaster it will be run 10 seconds after 'event 1' is run at the start since our 'interval_seconds' is set to 10
event 2:
# A disaster action which will start a sinkhole on the origin player of the disaster
disaster 1:
type: 'sinkhole'
size: 0.5
target: 'player'
# This is the offset of the disaster in blocks (radius from the player which the disaster can start on, this is randomly selected)
offset: 5
# This is a second disaster action which will be started also when event 2 is run, so both a sinkhole and earthquake will happen at the same time
disaster 2:
type: 'earthquake'
level: 3
force: 0.5
target: 'player'
offset: 10
# You can also make a pause for your disaster in the events, so here this event will do nothing and then 10 seconds later (our 'interval_seconds') event 4 will start
event 3:
wait:
event 4:
disaster 1:
type: 'supernova'
level: 1
target: 'player'
# We finished with the level 1 of our disaster, now we define a level 2 for our disaster and we will make it slightly harder then level 1
level 2:
# This time we use the 'random' operation so our events will be run in a random order
operation: 'random'
# This is an optional feature for the random operation, this will specify how many events to run for the disaster so if we had 9 events in our level 2 then only 3 will run and in a random order
number_of_events: 3
# To make it slightly harder we set the 'interval_seconds' to 9 instead of 10 which means that events will be run 9 seconds after eachother instead of 10
interval_seconds: 9
events:
event 1:
disaster 1:
type: 'acidstorm'
level: 2
time: 60
damage: 2.0
particles: true
event 2:
disaster 1:
type: 'sinkhole'
size: 0.6
# We use the 'all' target which means that all players in the world will have a sinkhole start
target: 'all'
offset: 5
disaster 2:
type: 'earthquake'
level: 3
force: 1.2
# This is the third type of target the 'random' target which will pick an amount of random players in the world to start the earthquake on
target: 'random'
# When using the 'random' target you must add a 'targetAmount' under it to specify how many players will be randomly selected
targetAmount: 3
offset: 10
# When you want to make a cooldown event where nothing happens so just a pause you can add it just like this the reason why I added the 'wait:' previously was to keep it more organized
event 3:
event 4:
disaster 1:
type: 'supernova'
level: 2
target: 'random'
targetAmount: 1
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