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Commands and Permissions
The main command of EmakiAttribute is /emakiattribute, with /eattribute and /ea as aliases. These commands are built for administrators: reload configuration, resync attributes, preview item contributions, dump combat state, and debug damage calculations. Players do not need to run them
Commands
| Command | Permission | Description |
|---|---|---|
/ea help | none (gated by emakiattribute.use) | Print command help; running /ea with no arguments is equivalent |
/ea reload | emakiattribute.reload or emakiattribute.admin | Reload configuration, attributes, conditions, damage types, lore formats, and related registries |
| `/ea resync [player | all]` | emakiattribute.resync or emakiattribute.admin |
/ea preview [player] [slot] | emakiattribute.debug or emakiattribute.admin | Preview the attribute contribution of a specific equipment slot |
/ea dump [player] [sources [attribute]|json] | emakiattribute.debug or emakiattribute.admin | Dump a player's combat attribute snapshot and resource state; optionally add source tracing or JSON output |
/ea debug [player] [toggle/on/off] | emakiattribute.debug or emakiattribute.admin | Toggle or set combat debug output; also forwards status, on, off, player, and module |
/ea source <player> <attribute> | emakiattribute.debug or emakiattribute.admin | List each contribution to one attribute and whether its condition passed |
/ea trace last|list|export|clear <player> | emakiattribute.debug or emakiattribute.admin | Inspect, export, or clear a player's damage resolution trace records |
/ea points view|open|add|reset ... | emakiattribute.points or emakiattribute.admin | View points (view, alias info), open the GUI (open, alias gui), allocate parent-attribute points, or reset your own allocation |
/ea points add <player> <attribute> [amount] | emakiattribute.points.admin or emakiattribute.admin | Allocate a parent-attribute point on behalf of a player |
/ea points set/grant/setreset <player> <amount> | emakiattribute.points.admin or emakiattribute.admin | Set available points, grant points, or set reset points for a player |
/ea lint | emakiattribute.reload or emakiattribute.admin | Check configuration references, attribute ids, formats, damage types, and read conditions before reloading |
NOTE
The /ea root command is gated by emakiattribute.use (default true); the per-subcommand permissions in the command list are checked after that gate. A bare points behaves like view
Permissions
| Permission | Default | Description |
|---|---|---|
emakiattribute.use | true | Allows root command access |
emakiattribute.reload | op | Allows reload and lint |
emakiattribute.resync | op | Allows attribute resync |
emakiattribute.debug | op | Allows preview, dump, and debug output |
emakiattribute.points | true | Allows viewing points, opening the points GUI, allocating your own points, and paid self-reset |
emakiattribute.points.admin | op | Allows viewing/opening other players' points, setting available points, granting points, setting reset points, and free resets |
emakiattribute.admin | op | Administrative fallback permission |
Common operations
Reload after linting
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/ea lint
/ea reloadRun lint first after you change attributes/, conditions/, damage_types/, lore_formats/, presets, or PDC read rules. Then reload once no blocking issues are reported
Resync all online players
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/ea resync allUse this after changing attribute definitions, default values, equipment parsing, or other rules that affect currently online players
Preview an equipment slot
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/ea preview Steve main_handCommon slots include:
main_handoff_handhelmetchestplateleggingsboots
preview reads the item in the requested slot and shows its item snapshot, signature, and non-zero values
Dump combat state
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/ea dump SteveUse this when a player's final combat attributes or resources do not match expectation. It prints the combat snapshot and resource states used by the runtime
Trace where an attribute comes from
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/ea source Steve physical_attack
/ea dump Steve sources physical_attackLists each contribution value, source type, and source label for that attribute; contributions whose condition failed are marked. Omitting the attribute id in /ea dump <player> sources lists every attribute source, and /ea dump <player> json additionally prints the source trace as JSON
Review a damage resolution
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/ea trace last Steve
/ea trace list Steve
/ea trace export Steve
/ea trace clear Stevelast prints the summary and per-stage input/output of the most recent hit, list prints recorded trace summaries, export prints the most recent record as JSON, and clear removes that player's records
Open the points GUI and allocate points
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/ea points open
/ea points view
/ea points add strength 1Remember: points add only allocates your own available points, and only into attributes marked with parent_attribute: true. It fails when points are insufficient, the attribute ID does not exist, or the target is not a parent attribute. Console execution must provide a player target
Grant and reset attribute points as admin
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/ea points add Steve strength 1
/ea points grant Steve 5
/ea points set Steve 10
/ea points setreset Steve 1
/ea points reset Steve freeadd <player> <attribute> [amount] lets an admin put points into one of a player's parent attributes (amount defaults to 1), grant adds available points, set replaces available points, and setreset sets how many paid resets the player has. Admin resets for another player, or resets with free, do not consume the player's reset points
Enable combat debug output
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/ea debug Steve on
/ea debug Steve offUse debug output only while troubleshooting. Do not leave large-scale player debug enabled on production servers