By default, players can only complete a path once. After they've completed the path, they are not allowed to retake the path (unless you reset their data). If you want players to be able to take a path multiple times, you can use the
is repeatable option, as shown below:
A repeatable path:prerequisites:# some prerequisitesrequirements:# some requirementsresults:# some resultsoptions:is repeatable: true # Allow a path to be taken more than once
By default, Autorank will only assign a path to a player if they choose to activate it themselves. Trivially, players can only activate a path if they are eligible for it (i.e. meet all prerequisites). If you want Autorank to assign a path to a player automatically, you can do that using the
auto choose option. See the example below:
A path that is automatically assigned to the player:prerequisites:# some prerequisitesrequirements:# some requirementsresults:# some resultsoptions:auto choose: true # Will automatically assign a path to a player.
Whenever players are looking for paths, they can use the
/ar view list command. It will show them the paths that you have defined. By default, Autorank will show all paths you have defined. If, however, you want to hide paths that the player cannot activate yet (as they are not eligible), you can use the
show based on prerequisites option. If the player does not meet the prerequisites of this path (i.e. is not eligible), the path is not shown to them.
Path hidden to the userprerequisites:# some prerequisitesrequirements:# some requirementsresults:# some resultsoptions:show based on prerequisites: true
If you want a requirement/prerequisite or result to have a custom description, you can use the
description option. See the example below.
Completing the mob hunt:prerequisites:# Some prerequisiterequirements:permission: # Check if the player has a permissionvalue: mobhunt.completeoptions: # Give the requirement a better descriptiondescription: 'Complete the mob hunt!'results:money:value: 10000options: # Provide a custom description for a resultdescription: 'Get some well-earned cash.'
If you want your players to complete a path multiple times, but not immediately after it has completed the path, you can set up a cooldown. This will prevent the player from activating the path again within a certain time period. The time period is configurable. See the example below:
Path with a cooldown:prerequisites:in group:value: SomeGrouprequirements:permission:value: have.some.permissionmoney:value: 5000results:money:value: 250options:is repeatable: truecooldown: 5d 10h
Let's take a look at a simple example of a path:
Have at least 1000 money
Killed at least 10 spiders
Be in a certain location
By default, Autorank allows you to complete the first requirement, and later on the second requirement and finally the last requirement. You have then completed the path. This means that you might have got 1000 money at some point, then killed 10 spiders. Perhaps you've lost some money during your fights and finally arrive at the location you need to be at. Autorank would then say you've completed a requirements and hence you completed the path, even though you did not meet all requirements at the same time. Generally, this is the preferred behavior.
If, however, you want a path where all requirements should be met at the same time, you can use the option
allow partial completion. See the example below.
Path where all requirements should be met at the same time:prerequisites:in group:value: SomeGrouprequirements:permission:value: have.some.permissionmoney:value: 5000results:money:value: 250options:allow partial completion: false
This example tells a player that they should have at least 5000 money and have the
have.some.permission at the same time. If that is not the case, the path is not completed.
Players are able to deactivate a path and pick it up after some time. When a path is deactivated, no progress is made on that path. By default, Autorank will not store the progress of the player when he deactivates a path. This means that all progress of that path will be reset for the player.
If you want the progress of a path to be stored whenever a player deactivates it, you can use the
store progress on deactivation option. See the example below.
Path with stored progress:prerequisites:# Some prerequisitesrequirements:# Some requirementesresults:# Some resultsoptions:store progress on deactivation: true