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!


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Posted May 17, 2014@gudvnd594
Yes, lore supports colors now.
Here is new version changes (uploaded, waiting for approval):
v0.9.0
Any line could be skipped. For example: /react add sign sign_test line1:TestSign line4:+-+ will define a sign where first line contains "TestSign" and last one - "+-+". Now if you click sign with same text activator sign_test will be executed.
This activator also support temporary placeholders: %sign_line1%, %sign_line2%, %sign_line3%, %sign_line4% (sign location, and text lines).
Note: player need a permission to create activator-signs: reactions.sign.<ActivatorID>
Example: SIGN_SET_LINE line4:%sign_line3% clear:3 — will "move" text from line 3 to line 4.
loc:world,x,y,z,yaw,pitch
loc:{loc:world,x,y,z,yaw,pitch radius:<Radius> land:<true/false>}
loc:{region:<RegionID> land:<true/false>}
loc:{loc1:<CubeCoordinate1> loc2:<CubeCoordinate2> land:<true/false>}
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Posted May 17, 2014@fromgate
ok i'm waiting fixed version
anyway.. lore color feature it's complete?
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Posted May 16, 2014@fromgate
Ooops! I find that Power flag class was linked to PlayeEffect's Util class (instead of same class of ReActions). So now this flag will work only if you have PlayEffect plugin installed on your server. I'm planning to release fixed version this evening.
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Posted May 16, 2014@gudvnd594
Minutes ago I tested the POWER flag. It works.
How to use it:
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Posted May 16, 2014@gudvnd594
Ok. I'll check it this evening. What version (core) of craftbukkit you using?
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Posted May 16, 2014Hi fromgate
i found some bug at flags..
the POWER flag doesn't work..
please checking this plugin or show some example for me!! :D
if you show some example then i'm so happy!
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Posted May 15, 2014@My_Name_Was_Stolen
There's few way to set delay:
But after some test I find that /react set delay command is buggy. Sorry. I will fix it in next version.
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Posted May 13, 2014@fromgate
Thank you, that worked. :)
Is there a way to manually reset a delay? If not, I would like to suggest that.
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Posted May 12, 2014@My_Name_Was_Stolen
Hello, can you can create something like this:
I test this activator few minutes ago - and it works fine for me.
I find only one issue - region recheck time was incorrect (I configure it for 3 seconds, but it looks it was about 5 or 6 seconds). I will check this today and if there's a bug I will upload fixed version.Oops! I forget about anti-annoying feature of message action. Message will not shown every seconds, but other action (for example player damage) willAbout your activator:
It think there's one moment with time format. Format like HH:MM:SS is based on the amount of time of one day. So max value is 23:59:59. I forget to tell about it Time format definition.
So I can recommend you to use record "48h" instead of "48:00:00":
- DELAY=48h/zb
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Posted May 12, 2014@gudvnd594
I understand how the feature is supposed to work, but it doesn't appear to be working that way. I need to know if there is an error in my configuration, because otherwise it might be a bug in the plugin.
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Posted May 12, 2014@My_Name_Was_Stolen
The DELAY flag and action is global DELAY..
for example) A player enter the region then active your activator and then
B player enter the region so does not active this activator because
REGION_ENTER activator has global DELAY
sorry my bad english.. because i'm from korean
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Posted May 11, 2014@gudvnd594
I have changed it to region enter, but the delay does not seem to apply. Every time a player walks into the region, it activates.
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Posted May 10, 2014@My_Name_Was_Stolen
use region_enter
if you use Region then console always checking this activator
(Region_enter) flags: -DELAY=zb , actions: -DELAY=48:00:00/zb - CMD_CONSOLE=mm mobs spawn undeadguard 4 world,738,81,-361 - CMD_CONSOLE=mm mobs spawn zombieking 1 world,696,84,-335 reactions: []
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Posted May 10, 2014What is the exact syntax for the delay action/flag? My activator looks like this
(Region) bt1: region: bt1 flags: - DELAY=zb actions: - DELAY=48:00:00/zb - CMD_CONSOLE=mm mobs spawn UndeadGuard 4 world,738,81,-361 - CMD_CONSOLE=mm mobs spawn ZombieKing 1 world,696,84,-335 reactions: []
With this setup, it should spawn those mobs (UndeadGuard and Zombieking) once, and then not again for 48 hours. Is this correct?
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Posted May 7, 2014@fromgate
i'm so happy to hear that :D
you are really kind of me!
thanks to much!!
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Posted May 6, 2014@gudvnd594
I'm afraid I forget about color support. I'm going to fix it soon. There's two small additions to be added in my TODO list and I will add color support to lore too. I think this version will be ready after weekend.
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Posted May 5, 2014we can add color at lore?
sorry to bother.. :)
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Posted May 4, 2014v0.8.2 uploaded, waiting for approval
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Posted May 3, 2014@fromgate
surprise!! it's really good!! :D
i love you!
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Posted May 3, 2014@gudvnd594
v0.8.1 Uploaded waiting for approval