Custom Staff Modules
Last updated
Last updated
To make staff mode more configurable Staff++ has the option to add custom staff modules.
These staff modules can be used when a player enters staff mode
.
Custom modules can be configured underneath the custom-modules
section of the staff-mode
.
There are 2 types of custom modules: Command modules & Plain Modules.
Plain modules just add a regular item inside the staff's inventory.
Make sure to define "TYPE: ITEM"
Modules can have an input prompt popup before they get executed. The input can then be used as a placeholder in the command.
Modules can have a confirmation GUI or Chat pop up before the action is executed. This is useful to prevent accidents from happening, especially for modules that execute severe actions. You can combine confirmation with input as shown in the example below. Confirmation can of course also be used standalone without the input option.
Type
Description
COMMAND_STATIC
Execute the configured command as the player who clicked the item.
This command takes only %clicker% as placeholder. No target must be provided.
COMMAND_DYNAMIC
Execute the configured command as the staff member who clicked the item.
Use this if you are writing a command module that targets a player. The command will target the player the staff member is pointing at.
You can use the following placeholders: "%clicker%" & "%clicked%".
Clicker is the name of the staff member, clicked is the name of the target player. If the staff member is not targeting a player, nothing will happen.
COMMAND_CONSOLE
Execute the configured command as the console. This can either target a player or not. The command will target the player the staff member is pointing at. You can use the following placeholders: "%clicker%" & "%clicked%".
"Clicker" is the name of the staff member, "clicked" is the name of the target player