EventAdministrator v1.00b

Introduction: EventAdministrator aims to allow users to set events that will run automatically on a recurring time while regenerating the event before each run. It can handle mob spawning and will have certain conditions to trigger event completion. The regeneration allows for destructible event types.

Event Setup Commands (v1.97a+):

CommandDescriptionPermission
/ea name <name>Select the name of the event to manage. If argument is blank it will display current event.ea.name
/ea saveSave the event to a schematic and create the pasteLocation. Use WorldEdit to select first and second position, use the copy command and then use this command.ea.save
/ea loc{ation} [en{trance}/ex{it}Set event entrance and exit locations. Exit is where everyone is teleported before event start.ea.locations
/ea cycle <time (seconds)>Set how often the event will restart. If argument is blank it will display current event cycle.ea.cycle
/ea start [event name]Start the event. If argument is blank it will start the current event.ea.start
/ea a{uto}s{tart} [true/false]Start the event upon plugin load.ea.autostart
/ea stop [event name]Stop the event. If argument is blank it will stop the current event.ea.stop
/ea clear [event name]Clear all entities from the event. If argument is blank it will clear the current event.ea.clear
/ea loadThis will load the event at the pasteLocation from the config. The pasteLocation is set upon /ea save.ea.load
/ea rem{inder} m{essage} <message>Set the reminder message for the event. If argument is blank it will display current event reminder message.ea.reminder.message
/ea rem{inder} c{ycle} <message>Set how often a message will display reminding users about the event. If argument is blank it will display current event reminder message.ea.reminder.cycle

Spawn Setup Commands (v1.97a+):

CommandDescriptionPermission
/ea s{pawn} name <name>Select the name of the spawn to manage.ea.spawn.name
/ea s{pawn} mob [mob name]Set the mob type. I will post a list of viable options later. Should be intuitive.ea.spawn.mob
/ea s{pawn} loc{ation}Set the location of the spawn.ea.spawn.location
/ea s{pawn} amount <integer>How many mobs should spawn during a cycle.ea.spawn.amount
/ea s{pawn} start <time (seconds)>When the spawn should start once the event has started.ea.spawn.start
/ea s{pawn} cycle <time (seconds)>How often mobs should spawn at this location.ea.spawn.cycle
/ea s{pawn} isboss [true/false]Set as a boss. Any bosses that die will stop the event schedules but the event will still restart at the cycle time.ea.spawn.isboss

Teleport Commands (v1.97a+):

CommandDescriptionPermission
/ea t{ele}p{ort} en{trance}Teleport to the entrance of the event.ea.teleport.entrance
/ea t{ele}p{ort} ex{it}Teleport to the exit of the event.ea.teleport.exit

List Commands (v1.00b):

CommandDescriptionPermission
/ea l{ist} e{vents}List the available events.ea.list.events
/ea l{ist} e{vents} a{ctive}List the active events.ea.list.events.active
/ea l{ist} s{pawns} <event name>List the spawns of the event. If argument is blank it will display current event.ea.list.spawns

Instructions (v1.00a+):

Triggers (v1.00a+):

  • Event schedules (i.e. spawning, messages) will end when any boss spawned for that event is killed.

Files (v1.97a+):

  • config.yml
  • Each event will have it's own YAML file as well as it's own schematic file.

Dependencies (v1.00b):

Upcoming Features:

  • Custom player items.
  • Custom mob items.
  • Looking for suggestions.

Donate:

Misc:


Comments

Posts Quoted:
Reply
Clear All Quotes