A comprehensive guide on creating maps and game modes for Atlas.
<phases>
This module is used to automatically change the blocks of (and needed to repair) Destroyable objectives based on a delay and check.
<phase>
A phase is a step in the progession of different materials for a destroyable objective.
Attribute | Description | Type | Default |
id | The globally unique ID of this feature. This can be used to reference this feature from other parts of the XML. | Feature ID | |
name | The name of the phase (for the UI). | Localized String | |
countdown-message | The message that is used for the countdown that is displayed in chat and on the boss bar. FORMAT: {0} = the name of the phase, {1} = the amount of time until the phase will be applied. | Localized String | |
success-message | The message that is displayed when the phase is successfully applied. | Localized String | |
fail-message | The message that is displayed when the phase fails to be applied. | Localized String | |
delay | Delay before the phase is applied. This attribute denotes a period of time and can either be in seconds or in a period format. Formats are as follows: d - days h - hours m - minutes s - seconds These can be combined to create any period. No spaces are allowed. | Duration | |
check | Check that should be ran before the phase is applied.. This can either be in ID form, or as a nested XML tag in the syntax of a check. | Check | |
retry-attempts | Number of times the phase should be attempted to be re-applied if the check fails. | Number (Without Decimal) | 0 |
retry-delay | Delay between retry attempts. This attribute denotes a period of time and can either be in seconds or in a period format. | Duration | |
pass-phase | Phase that will be applied if the check passes. The id of the phase for reference. | Phase ID | |
fail-phase | Phase that will be applied if the check fails and there are no retry attempts remaining. The id of the phase for reference. | Phase ID |
<materials>
Attribute | Description | Type |
find | Materials to search for. A material is defined in the syntax of matname:damage when matname is the name of the material and damage is the damage value of the material. A damage value is not required. Multiple materials can be defined by adding a ';' between each individual declaration. | Multi Material Matcher |
replace | Material to replace the found materials with. A material is defined in the syntax of matname:damage when matname is the name of the material and damage is the damage value of the material. A damage value is not required. | Singular Material Matcher |