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A5H73Y committed Mar 23, 2021
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4 changes: 4 additions & 0 deletions docs/css/style.css
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font-size: 3rem;
}

.markdown-section h5 {
font-size: 1.1rem;
}

.markdown-section h1, .markdown-section h2 {
border-bottom: 1px solid #ccc;
}
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20 changes: 18 additions & 2 deletions docs/tutorials/challenge-mode.md
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Expand Up @@ -3,14 +3,18 @@ Challenge Mode

## What is a Challenge Mode?

You are able to challenge other Players to a Course to prove who is the best. To make things more interesting, you can place a wager to give to the winner.
You are able to challenge other Players to a Course to see who can complete the Course the fastest and prove who is the best. This can become competitive when a monetary wager is introduced (If Economy is enabled), the winner will have the amount added to their account and the loser(s) will have the amount deducted. _Forfeiting (leaving the Course or server) will be treated as a loss, and the wager will be deducted in the event of a Player completing the Course._

You are able to create a Challenge manually using a command and invite only players who you want, or you can interact with a Challenge sign to join other Players interested in a Challenge.
A new Challenge can be created manually by using a command and which can then invite other players. Alternatively you can interact with a Challenge sign to join with other Players interested in a Challenge.

## Creating a Challenge

Each challenge must have a host, they have elevated permissions to invite and start the Challenge when they decide to. If the create command is used then that player becomes the host; if a Challenge Sign is used it will be the first player to interact with the sign.

### Command

If a Player has permission to create a Challenge then they can specify a Course and the wager they are placing.

_Command: /pa challenge create (course) \[wager]_

![Challenge Created](https://i.imgur.com/1oU1Ha6.png "Challenge Created")
Expand All @@ -19,18 +23,30 @@ _Command: /pa challenge create (course) \[wager]_

### Sign

When a Player interacts with a Challenge Sign they will either become the Host, or become a participant in an existing, but not started, Challenge.

![Challenge Sign](https://i.imgur.com/1n66HUv.png "Challenge Sign")

![Challenge Sign Wager](https://i.imgur.com/AQ7pTe8.png "Challenge Sign Wager")

## Inviting Players

Each Player that is invited will receive a summary of the challenge, followed by a command on how to accept or decline.

Each Player will be validated to ensure they are able to join the Course as normal, including any ParkourLevel requirements etc. If there is a wager, the Player must have sufficient funds before being able to join.

To prevent spamming, there is a cool-down to sending invites, and a Player can only be invited to 1 challenge at a time until accepted or declined.

_Command: /pa invite (players...)_

![Challenge Invite](https://i.imgur.com/TwPNbz3.png "Challenge Invite")

## Starting the Challenge

Once the host happy there are sufficient players they can initiate the Challenge countdown. Depending on the config, the player's will be teleported to the start of the Course unable to move while the Countdown begins, once the Countdowns ends their movement is restored and the Course begins as normal.

The first Player to finish the Course is declared the winner and the participants are notified. If there is a wager the amount will be deducted from each participant and rewarded to the winning Player.

_Command: /pa challenge info_

![Challenge Info](https://i.imgur.com/G3ZQ5Dw.png "Challenge Info")
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21 changes: 12 additions & 9 deletions docs/tutorials/creating-course.md
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Expand Up @@ -17,11 +17,11 @@ Decide where you want the Course to start, stand in the position and face the di

This example has named the Course "tutorial", the name you have chosen will be used to reference the Course later on. If everything was successful, the following message will appear.

*This will create a Course entry in the database, allowing us to now track times against it.*

![Create Success](https://i.imgur.com/hA8HpnU.jpg "Create Success")

The term "selected" means that you are editing the Course. This can be manually achieved by using the command `/pa select (course)`, you can now execute commands without having to specify the Course, for example the following `/pa checkpoint` command does not require you to specify a Course.
*This will create a Course entry in the database, allowing us to now track times against it.*

The term "selected" means that you are editing the Course. This can be manually achieved by using the command `/pa select (course)`, this allows you to execute some commands without having to specify the Course, for example the following `/pa checkpoint` command.

## Create Checkpoints

Expand All @@ -31,28 +31,31 @@ _This will place a pressure plate to activate the checkpoint._

![Checkpoint Created](https://i.imgur.com/IYgHBJs.jpg "Checkpoint Created")

There is no limit to how many checkpoints you can create, they are automatically generated every time you enter `/pa checkpoint`. The checkpoint is generated for the Course you have selected (editing); To select a Course use the command `/pa select (course)`.
There is no limit to how many checkpoints you can create, they are automatically generated every time you enter `/pa checkpoint`. _The checkpoint is generated for the Course you have selected (editing); To select a Course use the command `/pa select (course)`._

Now you've learnt how to create a single checkpoint, repeat the command to create as many checkpoints as you want for the Course!
Now you've learnt how to create a single checkpoint, repeat the command to create as many checkpoints as needed for the Course.

![Checkpoint 2 Created](https://i.imgur.com/TXum8Wx.jpg "Checkpoint 2 Created")
![Checkpoints Created](https://i.imgur.com/nlFsGsC.jpg "Checkpoints Created")

If you happen to make a mistake, or want to move a checkpoint, you can use the same command but with an optional number parameter to overwrite that existing checkpoint. For example `/pa checkpoint 2` would overwrite the second checkpoint.
If you happen to make a mistake, or want to move a checkpoint, you can use the same command but with an optional number parameter to overwrite that existing checkpoint.
For example `/pa checkpoint 2` would overwrite the second checkpoint. If preferred, you can [delete the checkpoint](tutorials/administration?id=delete-a-checkpoint).

_Note that these checkpoints have to be achieved sequentially, otherwise they will not work. If you'd prefer there be no restriction to the order they are achieved use the [Free Checkpoint ParkourMode](tutorials/parkour-modes?id=free-checkpoint)._

## Ability to Finish Course

For the Player to be able to finish the Course we need use a "Finish Block", or a Finish Parkour Sign.
For the Player to be able to finish the Course they can interact with a "Finish Block", or a Finish Parkour Sign.

A "Finish Block" is part of a ParkourKit and will trigger the Course being finished when walked upon. For now, we can set it to the default Finish Block, you can change it later. Simply enter `/pa kit` to populate your inventory with each item of the default ParkourKit, then find the Material named "Finish Block", and simply place these materials where you want the finish area to be.

For more information on ParkourKits, [click here](parkour-kits.md).

If you prefer the final checkpoint to trigger the Course finish, set `OnCourse.TreatLastCheckpointAsFinish` to `true`.
If you prefer the final checkpoint to trigger the Course finish, set `OnCourse.TreatLastCheckpointAsFinish` to `true` in the `config.yml`.

## Course Ready Status

Once all the checkpoints are created for the Course, it's time to set the status of the Course to "ready", so other Players can join it. To mark the Course as ready, enter `/pa ready (course)`.
Once you've finished setting up the Course, and it's ready for other players to use then it's time to set the status of the Course to "ready". To mark the Course as ready, enter `/pa ready (course)`.

By default, Players can not join a Course that has not been set to ready (so they don't join a half-finished Course), this can be disabled by changing `OnJoin.EnforceReady` to `false` in the `config.yml`.

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13 changes: 7 additions & 6 deletions docs/tutorials/rewarding-player.md
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Expand Up @@ -67,9 +67,9 @@ This can be used by Admins to manually set a Player's level. This can be done fo

## What is a ParkourRank?

A ParkourRank is simply a title a Player earns when they reach a certain level.
A ParkourRank is simply a title a Player earns when they reach a required ParkourLevel. As soon as the Player's ParkourLevel passes the threshold of the next ParkourRank to unlock, it will be applied to the player.

A basic example could be similar to the following, when they reach each ParkourLevel they get the specified ParkourRank:
A basic example could be similar to the following, when they reach or exceed each ParkourLevel they get the specified ParkourRank:

5 = &3Beginner
10 = &4Amateur
Expand All @@ -83,23 +83,24 @@ There are currently 2 ways to achieve a new ParkourRank.

### /pa rewardrank (level) (rank)

As demonstrated above, this will create a ParkourRank for a corresponding ParkourLevel, when the achieve that level. It can be colour coded, for example `/pa rewardlevel 50 &1Expert`.
As demonstrated above, this will create a ParkourRank for a corresponding ParkourLevel. It can be colour coded, for example `/pa rewardlevel 30 &6Expert`.

### /pa setrank (player) (rank)

This will manually set a Player's ParkourRank to the specified rank. Can be used for testing how it will look, or giving to VIPs, etc.

## ParkourRank Configuration

By default this functionality is disabled, to avoid interfering with the Server's chat plugin.
ParkourRanks are disabled by default to avoid interfering with the Server's chat plugin.

To enable, find `Other.Parkour.ChatRankPrefix.Enabled` in the `config.yml`, and set it to `true`.

You must decide if you want to use Parkour's chat implementation, or extend your current chat plugin.

If you choose to use Parkour's chat implementation, the chat string format is found in the `strings.yml` under `Event.Chat`.

If you choose to extend your current chat plugin, you must set `Other.Parkour.ChatRankPrefix.OverrideChat` to `false` in the `config.yml`. You can then add `%RANK%` to your chat plugin format, which the Parkour plugin will detect and replace with the Player's ParkourRank.
If you choose to extend your current chat plugin, you must set `Other.Parkour.ChatRankPrefix.OverrideChat` to `true` in the `config.yml`. You can then add `%RANK%` to your chat plugin format, which the Parkour plugin will detect and replace with the Player's ParkourRank.
Alternatively, if you use a Chat plugin that supports PlaceholderAPI, you can use the `%parkour_player_rank%` placeholder.

## Delaying / Limiting the Rewards

Expand All @@ -116,7 +117,7 @@ Unfortunately due to time constraints and more important features, this has been
## Challenge Mode

You are able to challenge a Player to a Course to see who can complete the Course the fastest. This can become competitive when a monetary wager is introduced (If Economy is enabled), the winner will have the amount added to the account and the loser will have the amount deducted.
_Forfeiting (leaving the Course or server) will be treated as a loss and the wager will be deducted._
_Forfeiting (leaving the Course or server) will be treated as a loss, and the wager will be deducted._

To begin you must send the target Player a Challenge request using `/pa challenge (player) (course) [wager]` for example `/pa challenge A5H73Y fastrun`.

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Expand Up @@ -63,7 +63,6 @@ protected void initializeConfig() {
this.addDefault("Parkour.QuietOff", "Quiet Mode: &bOFF");
this.addDefault("Parkour.TestModeOn", "Test Mode: &bON&f. Simulating &b%VALUE%&f ParkourKit.");
this.addDefault("Parkour.TestModeOff", "Test Mode: &bOFF");
this.addDefault("Parkour.Challenge.Receive", "You have been challenged by &b%PLAYER% &fto course &b%COURSE%");
this.addDefault("Parkour.AlreadyCompleted", "You have already completed this course.");
this.addDefault("Parkour.Question", "Please enter &a/pa yes &fto confirm, or &c/pa no &fto cancel.");

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