Paths for advanced users
You're becoming an expert on paths, but there are still a few features left to explore.
Allow a player to a path multiple times
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:
Note that allowing players to retake a path should be done with some caution. You need to make sure that you do not assume any state that the player is in. If you assume that the path is never done before by a player and give them some sort of reward for completing it, you must be aware that they will receive the reward again after completing it for a second time.
Automatically assign a path to a player
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:
Autorank will only assign a path to a player automatically if the player is eligible for the path.
Hide a path from a player until they are eligible
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.
Set a custom description for a requirement or result
If you want a requirement/prerequisite or result to have a custom description, you can use the description
option. See the example below.
Just like requirements, prerequisites can also have custom descriptions. Try it out yourself!
Add a cooldown to a path
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:
Technically, you don't need theis repeatable
option here, but it doesn't make sense to remove it. Paths that are not repeatable can only be completed once and hence a cooldown has no effect.
Restricting how players should fulfill requirements
Let's take a look at a simple example of a path:
Prerequisites:
Some prerequisites
Requirements:
Have at least 1000 money
Killed at least 10 spiders
Be in a certain location
Results:
Some results
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.
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.
Storing progress upon deactivation of a path
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.
Whenever a player re-activates a path that stores progress, a player will be back to where it left the path.
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