Command Actions
Command Actions define what happens when a player interacts with a panel component. For example clicking a button, submitting a dialog, or opening a floodgate panel. These actions are broken down into three parts that work together: requirements
, commands
, and fail
.
Command Actions are used anywhere a component can execute commands, including:
- Inventory Panels (using
actions
,left-click
,right-click
,middle-click
,shift-left-click
,shift-right-click
.) - Dialog Panels (
actions
) - Floodgate Panels (
actions
)
Command Actions Structure
Depending on the type of panel or component, Command Actions may be placed under a named click type or directly under an actions:
key.
Using actions
in an Inventory Panel instead of a specific click type will execute the commands with any click type.
Example for Inventory Panels
left-click:
requirements:
- '[vault] 100'
commands:
- '[msg] You paid 100 to open this!'
fail:
- '[msg] You don’t have enough money!'
Example for Dialog/Floodgate Panels
actions:
requirements:
- '[vault] 500'
commands:
- '[open] premium_panel'
fail:
- '[msg] You need 500 to access this.'
Breakdown
Section | Description |
---|---|
requirements | A list of Requirement Tags that must all be met to continue. |
commands | A list of Command Tags to run if requirements succeed (or if there are no requirements). |
fail | A list of Command Tags to run only if requirements are not met. |
Behavior Rules
- If
requirements
are not defined, thecommands
list will be run with no checks. - If
requirements
are defined and fail, only thefail
list will run. - All three parts are optional, but it's most common to include at least
commands
.