ReActions
ReActions
ReActions bringing custom event processing system. It allows to check certain conditions and perform certain actions. If required conditions are not met, other actions will be carried out.
What is ReActions
ReActions is a tool that allows you to add new features to items, buttons and... events. You can add new actions that occur when you click the button or open the chest. You can change the state of lever or teleport the player to another location. You can check whether the player in the region and give him an enchanted item as reward for killing a Boss. Oh yeah! You can spawn a Boss-mob too... ReActions can interact with third-party plugins (Vault, Factions, Towny, etc...) to introduce the possibility of non-standard use of their capabilities or give you more flexible and fully customizable settings of the player. For example, you may charge a fee for the entrance to the territory or for opening the chest or pulling the lever. You can perform some actions when player is changing faction (provided by Factions plugin) or force player to join town (Towny plugin).
And... you don't need to learn scripting language. It takes just a few minutes to understand the principle of ReActions to then be limited only with your imagination.
Instructions
Detailed instruction available here: reactions.fromgate.me
Russian instruction (Инструкция на русском) is here: reactions.fromgate.ru
Dev Builds
Latest dev builds available on
Terminology
To understand further description let us clarify the terminology:
Subscription - the binding of the activator to any gaming event (getting damage, pressing a button, donning armor, clicking RMB with a specific item in hand). Thus, if the activator is subscribed to an event, it’s triggered when an event occurs.
Activator - set of "event-condition-action". I.e. the activator is caused by a specific event (which it is subscribed), checks for certain conditions (flags) and performs some actions.
Flag - condition to check.
Action - what makes activator after checking flags. Actions are of two types:
- action - is executed after successful verification flags;
- reaction - is executed after unsuccessful verification flags (at least one flag returns false).
Placeholders - use it to determine dynamically calculated values.
Features
- Ability to check lot of conditions (flags): permissions (or permisision groups), player balance or defined item in inventory, etc.
- Executing variuos actions: you can apply a potion effect to player, teleport player to specified locations, execute command of third-party plugin, etc.
- Subscribing activator to some kind of events: button clicking or walking on plate, entering or leaving WorldGuard regions.
- Built-in scheduler (Timers) that can link an activator to server time (could be repeated or single-time) or to in-game time.
- MySQL support (using ReActions you can access to data of your web-server or any application and plugins)
- Creating inventory-menu (GUI) and linking activators to the slots of virtual inventory.
What can I create using the ReActions?
Here are some examples of usage of ReActions that I find at some servers:
- Teleporting system that can charge money or items and depends on player permissions and in-game time. For example: teleporting only during daytime using one diamond block as payment.
- Simple admin-shop that sells items. For example you can sell a full set of diamond armor by single click of mouse button.
- Radioactive areas - player gets a damage inside the area and some time after leaving this region.
- Bridges and gates.
- Create custom commands (including your native language) without the need to install third-party plugins.
- Creating an additional ways to solve quest or labyrinths. For example, player with the diamond sword in hand will be teleported to a special location, but player without the diamond sword will be teleported for another place.
- Executing third-party plugins commands will bring you a lot of fun.
- I know a server with a kind of strategy game. Players can’t build there, but there are some regions where players can buy buildings that provide resources (buildings are created by ScLoad plugin command executed using ReActions).
- Creating guns and jetpacks.
Video examples
There's no video that shows full features of ReActions. I will create it as soon as I can. But there're some videos that demonstrate some features of ReActions:
1. How to fly using item right-click
2. demonstrates two types of activators: rgenter and rgleave, and such action as potion effects features:
Video tutorials
You can see some tutorials demonstrating how to use ReActions here.
Why ReActions?
Some times I receive a question: why I should use ReActions instead of any scripting plugins that could be found at BukkitDev. I can say some words about it. If you learned any scripting language for any scripting plugins I can not recommend you to change it. Most of scripting plugins allow you to do the same things as ReActions. But there are some particular qualities to which I would like to focus:
- ReActions is really easy to start. After creating your first activator you will know everything about how ReActions works.
- I'm trying to made ReActions closer to user, not to developer: bukkit's built-in events usually are not mirrored in ReActions. For example ReActions contains a REGION_ENTER activator instead of mirror of PlayerMoveEvent where script-writer must check regions around the player.
- I'm trying to made ReActions closer to server owner (again) and going to add support to most popular plugins. Now supported: WorldGuard, Vault, Craftconomy3, Factions, Towny, PlayEffect and RacesAndClasses.
- You can create activators using plugin's command or editing the config files manually (it's even much easier).
- ReActions is not scripting language. And users thank me for this fact, and this is main reason for me to continue working on it.
Commands
<param> - required parameter.
[param] – optional parameter.
[param:<value>] – optional parameter, in which, if used, be sure to specify a value.
[v1 | v2 | v3] – optional parameter, which is substituted one of these three values.
Main command of plugin is "/react". Aliases: /rea, /ra.
- /react help - Somebody help!..
- /react add <ActivatorType> <ActrName> [Param] - Creates a new activator that subscribed to an event of specified type. List of activator types.
- /react add loc <LocName> - Saves your current position as the named location for further use (for example for teleporting to).
- /react add <ActrName> f <Flag> <Param> - Adds a specified condition to the activator. List of flags.
- /react add <ActrName> a <Actn> <Param> - Adds an action to the activator (executes if all checks returned true). All actions are performed in the same sequence in which they were added. List of actions.
- /react add <ActrName> r <Reaction> <Param> - Adds an action to the activator (executes if at least one check returned false). All reactions are performed in the same sequence in which they were added. List of reactions.
- /react copy [flag | actions | reactions] <SrcActr> <DestActr> - Copies flags, actions or reactions of the <SrcActr> to the <DestActr>. Note: If you omit the optional parameter (flag|actions|reactions), it will copy all.
- /react list [loc | group | type] [Page] - Displays the list of locations, groups or types. Note: If you omit the optional parameter then will be displayed the list of all.
- /react info <ActrName> [f | a | r] - Displays information about flags, actions or reactions of the activator. Note: If you omit the optional parameter then will be displayed full information about activator.
- /react group <ActrName> <GroupName> - Changes the group of activator to the specified. Note: If the specified group doesn’t exist then it will be created.
- /react remove <loc|activator> <ActrName|LocName> - Removes the activator or the location.
- /react remove <ActrName> <f | a | r> <num> - Removes from the activator the flag, action or reaction, which have the specified number. Note: you can see the numbers by using command /react info <ActrName> [f | a | r].
- /react clear <ActrName> <f | a | r> - Removes all flags, actions or reactions from the activator.
- /react debug <true|false|off> - Toggles debug mode. Here: true – all checks always return true; false – all checks always return false; off - turn off debug mode.
- /react check [radius] - Displays all geolocated activators in the specified range. Note: If you omit the optional parameter then the radius has it’s default value – 8 meters (blocks).
- /react reload - Reloads plugin (the plugin will reread all of it’s text files).
Permissions
- reactions.config - allows to create and setup activators and locations.
- reactions.debug - allows to use debug mode.
Read more about commands and permissions here
Interaction with third-party plugins
ReActions is compatible with some other plugins. You can feel free to use (or not) any of this plugins.
- Vault — group management and economy.
- WorldGuard — required for using regions-activators.
- Towny — you can change/check the player’s town (Warning! Towny located at external web-site and it not approved by bukkit team. Use it on your own risk).
- Factions — you can catch faction relationship changes, change player’s faction.
- RacesAndClasses — you can change/check player’s class and race.
- PlayEffect — you can play particles effects.
- Craftconomy3 — advanced economy features, multiple currency support.
bStats and update checker
ReActions includes two features that use your server Internet connection. First one is Metrics that is used to collect information about the plugin (versions of plugin, of Java.. etc.) and the second one is update checker that checks new releases of ReActions after plugin startup and every half hour. This feature is using API provided by dev.bukkit.org. If you don't like this features you can easily disable it. To disable update checker you need to set parameter "version-check" to "false" in config.yml. Obtain more information about bStats and learn how to switch it off, you can read here.
Like this plugin?
You can support releasing future versions!
@hornikhonza
Thank you :)
About water-drinking:
can you help me with some example?
i need help at shoot / delay action and item_click activator name support function
Hello, this plugin is something i would be giving nobel prize for! Its possibilities are .. limitless, making my head turn around :) thx for it, when i got server running, i must not forget donating.
Now setting up drinking of water directly from a water blocks/sources for a thirst plugin, so u wont die simply becouse u dont have bottle to put water in. But i miss something like block click activator, so right clicking on water would send command to thirst plugin to set thirst level to full.. any ideas?
thanks for your work, regard!
EDIT: workaround could be itemclick in water (walk_block in water flag) but would be great if i could define empty hand as item if thats possible.. didnt want to use player command activator though which would probably solve this completely.. but is not so intuitive.
@My_Name_Was_Stolen
Timers are not intensive. Any PlayerMoveEvent handler is more intensive than timers :)
@gkfngl888
Hello! Simplest timer example:
This timer is based on ingame-time and will execute EXEC-activator "timexec" 3 times after down.
please edit some tutorial vedio :)
i don't know how to used new feature
flag var or action shoot and more!
How to used the Timer action?
plz show any example! :(
How intensive are the timers? Will running many of them for long periods of times add lag to the server?
@My_Name_Was_Stolen
Yes, you totally right! I forget to include variable information into description. This variables are internal variables that could defined by activator. Usually it's a string variables but there's some actions that could use this variables as integers.
Now you can find list in change-log of v0.6.0 http://dev.bukkit.org/bukkit-plugins/reactions/files/15-reactions-v0-6-0/
And I will provide more information (with examples) as soon as I can.
Small example. You can create door activator that store name of player who open the door. 1. Create door activator 2. Add action VAR_SET id:door_open_var value:%player%
Now, in other action, in another activator, you can use placeholder %var:door_open_var% to find last player who used that door-activator
Could you provide some more information, or a source of information on what you mean by this:
"Variable-placeholders
In version 0.6.0 will be added new feature - variables. Any variable could be used as placeholder. You just need to use construction: %var:<variable id>% for global variables and %varp:<variable id>% for local variables."
Did you mean these variables? If so, in what context could we use those as placeholders?
@My_Name_Was_Stolen
Yes! But... in next release. This feature is added, test and works fine (in dev build). And there will be an additional feaure - you will be able to disable commands of other plugin according to your flags (For example you can implement a cool down for command, add additional permission requirements, etc..)
Is there any way you could make it so there is no "Unknown Command" message when using a custom command made with this plugin?
Also, it would be really great if you could add a "Group" placeholder
In addition, a placeholder for a certain text input that the player types would be awesome. For instance, if you want to make a custom command that turns /blah blahbleeblah into, /bloo blahbleeblah, you could create a command activator that is activated by the command /blah, and the action is CMD /bloo %playersinput%
@fromgate
An example is not needed, a chat-activator is exactly what I need, I look forward to when you add it. Thanks for your work. :)
@My_Name_Was_Stolen
Now it's possible to use COMMAND activator only with commands that starts with "/".
But I'm planning to add a chat-activator that's will parse chat message. I think it will be what you need.
And. I did not understood what mean here: "Perhaps I should be more specific. I'm trying to make it so when a player puts "((" before their message, it takes that and turns it into /ooc [Their message]"
Can you give me example?
@ltjim007
Hello. Sorry but I did not using skype.
@MattIPv4
Added :)
This plugin is truly wonderful, I'm slightly in love with it. I have a question though. Can the command activator be used to create commands that don't require the / symbol to be put before them?
Perhaps I should be more specific. I'm trying to make it so when a player puts "((" before their message, it takes that and turns it into /ooc [Their message]
Also, it would be awesome if you add a flag that checks to see if a player has used the activator before, and a configurable time until they can use it again.
@fromgate
Thanks for the help :) Im glad it is possible!
Btw do you have skype, in case I get a little stuck?
fromgate.. I haven't been added to this plugin yet as a documenter..
Thanks, matt!
@ltjim007 Hello!
You can use PVP_RESPAWN activator. But it activate only if player was killed in PVP. If you need to teleport player using there classes you can use one this solutions:
I think No.1 is better :)
P.S. I'm planning to add simple respawn activator, but I can not predict when it will be done.