Configuration/Variables
This page contains an overview over all variables.
General information on variables is available on the Configuration page.
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| Variable | Set by action? | Description |
|---|---|---|
| %plugin-prefix% | - | The prefix used by the plugin. Can be used to indicate that messages belong to this plugin. It evaluates to " [DeathControl] " (written in gray, followed by white). |
| %death-cause% | - | The name of the primary death cause involved in this death. |
| %death-cause-formatted% | - | The formatted text for the primary death cause as defined in the "cause-reasons" section in messages.yml. |
| %victim-name% | - | The actual name of the victim. |
| %victim-display-name% | - | The display name of the victim. |
| %world% | - | The name of the world where the death happened. |
| %killer-name% | - | The actual name of the player who killed the victim. If the death wasn't caused by a player, this variable is empty. |
| %killer-display-name% | - | The display name of the player who killed the victim. If the death wasn't caused by a player, this variable is empty. |
| %death-message% | - | The original vanilla death message that was sent (can be used with the "clear-death-message" action). |
| %money-paid% | charge | The formatted amount of money that was last paid. |
| %money-paid-raw% | charge | The amount of money that was last paid as a plain number. |
| %items-kept-percent% | keep-items | A percentage ("x%") of the items that were kept (in relation to the complete inventory). |
| %items-dropped-percent% | keep-items | A percentage ("x%") of the items that were dropped (basically the counter-part to %items-kept-percent%). |
| %items-destroyed-percent% | destroy-items | A percentage ("x%") of the items that were destroyed (in relation to the complete inventory). |
| %items-damaged% | damage-items | The amount of item stacks that were affected by the durability damage. |
| %last-command% | command | The last command that was executed as an action. |
If a variable is set by an action, it can only be used after that action has been executed.