Show_Time:
Delay_Between_Shots: <Timer>
Shoot_Delay_After_Scope: <Timer>
Weapon_Equip_Delay: <Timer>
Reload: <Timer>
Firearm_Actions: <Timer>
Melee_Hit_Delay: <Timer>
Melee_Miss_Delay: <Timer>
Each option here uses the Timer serializer.
- Delay_Between_Shots -> Useful for semi-auto for burst weapons
- Shoot_Delay_After_Scope -> The time players cannot shoot after scoping in.
- Weapon_Equip_Delay -> The time players cannot shoot after equipping their weapons.
- Reload_Duration -> Total time to complete reload
- Firearm_Action -> Time to open/close weapon
- Melee_Hit_Delay -> Delay to hit again after hitting a swing
- Melee_Miss -> Delay to hit again after missing a swing
Timer:
Item_Cooldown: <true/false>
Exp: <true/false>
Action_Bar: <Message>
Action_Bar_Cancelled: <Message>
Title: <Message>
Subtitle: <Message>
Boss_Bar:
Message: <Message>
Color: <PINK/BLUE/RED/GREEN/YELLOW/PURPLE/WHITE>
Style: <PROGRESS/NOTCHED_6/NOTCHED_10/NOTCHED_12/NOTCHED_20>
Bar:
Left_Color: <Color>
Right_Color: <Color>
Left_Symbol: <Symbol>
Right_Symbol: <Symbol>
Symbol_Amount: <Amount>
Whenever you see <Message>
, you can use two additional placeholders:
<time>
: Thex.x
amount of time left. Updates every two ticks.<bar>
: Shows the bar defined byBar
. See the example below.
Uses the pearl cooldown for your items..
{% hint style="danger" %} Due to Minecraft limitations, this cooldown shows for all items of the same type. This means that if your weapon is a feather, this cooldown will show for ALL feather items.
This effect is only visual, and does not prevent using the item. {% endhint %}
Use true
to show the progress in the exp bar. This will not change your experience; it is only visual.
The message to put in the action bar. Can use <time>
and <bar>
variables to show the remaining time and the visual timer bar.
{% hint style="info" %}
Since each action bar message lasts 2 seconds, you should also use Action_Bar_Cancelled
when you use Action_Bar
.
{% endhint %}
The message to put in the action bar if the timer was canceled early. CANNOT use <time>
and <bar>
.
The message to put in the title. Can use <time>
and <bar>
. The title fades five ticks after the timer completes.
The message to put in the subtitle. Can use <time>
and <bar>
. The subtitle fades five ticks after the timer completes.
The boss bar is shown at the top of the screen.
Message
-> The title of the boss bar. Can use<time>
and<bar>
.Color
-> One ofPINK
,BLUE
,RED
,GREEN
,YELLOW
,PURPLE
,WHITE
Style
-> One ofPROGRESS
,NOTCHED_6
,NOTCHED_10
,NOTCHED_12
,NOTCHED_20
This section replaces all instances of <bar>
in your messages. It's a nice visual way to show a progress bar without using the Exp
or Boss_Bar
feature.
Left_Color
-> A message color code, like<red>
Right_Color
-> A message color code that is DIFFERENT thenLeft_Color
.Left_Symbol
-> The symbol to use for the bar. I recommend using one character. Try:|
, or:
.Right_Symbol
-> If you want to use different symbols, you can use another one character symbol. I recommend skipping this feature.Symbol_Amount
-> The amount of symbols to use in a full bar.
AK-47:
Show_Time:
Reload:
Item_Cooldown: true
Action_Bar: "<gray>Reloading %bar% %time%<gray>s"
Action_Bar_Cancelled: "<red>Reload Cancelled"
Exp: true
Bar:
Left_Color: "<gold>"
Right_Color: "<gray>"
Left_Symbol: "|"
Symbol_Amount: 25
Weapon_Equip_Delay:
Item_Cooldown: true