ChatGames
  • Setup
  • Colors and HEX codes
  • Commands and permissions
    • Commands
  • Customizing the games
    • Game customization guide
    • Ranges
  • Placeholders
    • External (PAPI expansion)
  • Actions
    • Specification
    • Usage
    • Enum lists
  • Support
    • Links
  • Legal
    • End User License Agreement (EULA)
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  • Format
  • Set of actions
  • Arguments
  1. Actions

Specification

Action specification documentation.

Format

Each action:

  • begins with it's identifier followed by a colon (:)

  • arguments follow, which must be separated using a comma (,)

  • the last argument is then terminated with a semicolon (;), indicating the end of the action

To increase readibility, it is allowed to put additional spaces between : and the first argument, between each two arguments (argument and ,) and also between the last argument and ;. Newlines may follow after each ;.

In summary, here is an example action:

TYPE: argument1 , argument2 ;

Set of actions

In ChatGames, you're able to specify a set of actions, not just one on each occasion. An example of that would be directly from the config, which first plays a sound and then spawns a firework (with power of 3, STAR effect, random colors, flickering and trail):

# Run always:
always: >
  sound: ENTITY_VILLAGER_YES;
  firework: 3, STAR, random, random, yes, yes;

You can omit the last semicolon.

Action sets can also be written in one line, however, usage of ' and " inside one-line action sets is limited. That's why this "expanded" format displayed in all examples is recommended.

Arguments

All actions have strictly defined arguments, which can be:

  • String: if not surrounded by ' or ", ends at the nearest argument terminator: , or ;. That means, if your string does not contain a terminator, you can omit the quoting. If indicated by the comments, placeholders are available. Examples: "Hello, Steve!", Hey!, "You are {name}".

  • Boolean: true, yes, false or no. You can also type random instead to generate a random boolean. Examples: true, no.

  • Integer: a whole integer (non-decimal), or random to generate a random integer. Examples: 5, 120.

  • Double: a decimal or whole number, or random to generate a random number. Examples: 1.25, 4.

  • Enum: a constant, usually sound or effect name. You can also use random to pick random one.

  • Color: a color from the color list, # followed by 1-6 hexadecimal digits (RGB), or random to generate a random color. Examples: BLUE, #123FFF.

You can omit optional arguments. If you do so, the default value will be used.

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Last updated 2 years ago