Table of Contents
Items
All actions with objects are made in the file items.yml
The items.yml file has the following structure:
items: item1: ... item2: ... ... ... itemN: ...
In this case, item1, item2, and itemN are item IDs. This ID is entered in the command to retrieve the item, the ID itself does not affect the item itself.
Attention: if you change or delete an item from this file, it will be changed / deleted for all users who have an item with this ID.
Step 1: Appearance of the subject
So, let's analyze all the properties responsible for the appearance of the object:
Property | Values | Description |
---|---|---|
texture | Texture | The object texture displayed in the game |
name | Line without the support of colors | Name of the item in the game |
lore | List of rows | Description of the object in the game. This can be both an artistic text, and an additional description of the subject. |
rarity | COMMON UNCOMMON RARE MYTHICAL LEGENDARY | At the moment (v2.0.0) this parameter is responsible only for the color of the name of the item COMMON - Gray (&7) UNCOMMON - Gold (&6) RARE - Blue (&9) MYTHICAL - Dark Purple (&5) LEGENDARY - Light Purple (&d) |
Example
# Item ID; on it you can identify the subject test: # The texture is changed in the resource pack texture: DIAMOND_HOE:23 name: "Ring of Power" lore: - "&e&oUnknown to anyone the terrible power found in" - "&e&to the tomb of artifacts, for our investigations" - "&e&they ended very badly..." rarity: RARE
Let's see how the object looks in the game:
As we see everything turned out. Color Codes &e&o made the artistic description in yellow italics, and the rarity of RARE gave the name of the object a blue color.
Step 2: The properties of the object
Now, when the appearance is in order, let's move on to the characteristics of the object
Property | Values | Description |
---|---|---|
drop | Boolean type Default - true | Should the item fall out of inventory when the player dies |
unbreakable | Boolean type Default - false | Should the object be indestructible? |
hide-stats | Boolean type Default - false | Hide item characteristics All the characteristics (specified in the stats property) will be hidden and instead of them the line from the language file will be displayed, informing about it |
stats | List characteristics of (see below) | Passive properties of the object |
* All these properties are optional. If you do not specify them, the default values will be used |
stats
This property should be considered separately and in more detail.
This property is populated as a list, each element of which has the format: <characteristic> <sign><value>
At the moment, there are the following characteristics:
Characteristic | Value | Description |
---|---|---|
DAMAGE | Number or percentage | Melee Weapon Damage |
BOW_DAMAGE | Number or percentage | Bow damage |
HAND_DAMAGE | Number or percentage | Damage when striking with a hand without a weapon |
CRIT_CHANCE | Percent | Critical strike chance |
CRIT_DAMAGE | Percent | Percentage of additional damage from a critical strike |
HEALTH | Number or percentage | Health |
ARMOR | Number or percentage | Bumper |
SPEED | Percent | Player Speed |
JUMP | Number or percentage |
There are only two operations: + and -
All characteristics support ranges of values. But not for everything it's worth using them, because for some characteristics (eg HEALTH) this will be illogical.
Example
test: texture: DIAMOND_HOE:23 name: "Ring of Power" lore: - "&e&oUnknown to no one is the terrible power found in" - "&e&oto the tomb of artifacts, for our" - "&e&oended very badly..." rarity: RARE drop: false # The following two values are not necessary for us and therefore we commented on them, # but could not write at all #unbreakable: false #hide-stats: false stats: # The item will add 5 to 10 units. impact damage - DAMAGE +5-10 # The item takes 10% of the health while on. - HEALTH -10% # Critical damage with this item will be 250-300% - CRIT_DAMAGE +150-200%
Step 3: Requirements for the subject
You can add requirements to the player to use the item.
Property | Values | Description |
---|---|---|
level | The whole non-negative number | Required level for the use of the item Accounted for selected level system |
classes | List of classes | Required classes. For example: classes: - Mage - Warrior Accounted for selected class system |
Example
test: texture: DIAMOND_HOE:23 name: "Ring of Power" lore: - "&e&oUnknown to anyone the terrible power found in" - "&e&oto the tomb of artifacts, for our investigations" - "&e&oended very badly ..." rarity: RARE drop: false stats: - DAMAGE +5-10 - HEALTH -10% - CRIT_DAMAGE +150-200% level: 10 classes: - Titan - The Lord
Let's look at the object in the game:
Now only masters and titans can wear a ring
Step 4: Active properties of the object
All active properties are sub-options abilities
At the moment there are only three options for active abilities, this: permissions, right-click & left-click. Let's consider them in detail.
permissions
List of permissions. The format is the same as in any permissions manager.
This option allows you to assign an object with one or more permissions. As long as the object is worn, the player will have these permissions, once the item is removed, the permissions will disappear.
right-click & left-click
These features work identically, with the only difference being that are responsible for the right and left mouse button, respectively.
These options allow you to assign any commands to the mouse buttons that the player can use while holding the object in his hand. Now let's look at how to configure these properties:
Property | Values | Description |
---|---|---|
op | Boolean type | Determines whether the team will be used on behalf of the player or on behalf of the operator |
command | Line with the support Placeholders (without a slash in the beginning) | The command to be executed when the mouse button is pressed |
lore | Line | Description of the command action displayed in the item description |
message | Line | Message displayed to the player after using the command |
Example
test: texture: DIAMOND_HOE:23 name: "Ring of Power" lore: - "&e&oUnknown to anyone the terrible power found in" - "&e&oto the tomb of artifacts, for our" - "&e&oended very badly ..." rarity: RARE drop: false stats: - DAMAGE +5-10 - HEALTH -10% - CRIT_DAMAGE +150-200% level: 10 classes: - Titan - The Lord # We begin to describe the active properties abilities: permissions: # This item will allow the player to change the game mode (not for nothing that he is only available to the titans) - essentials.gamemode right-click: # The player is unlikely to have the right to such a command, so the team must run from the operator op: true # Pressing the PCM will set the day. Placeholder %WORLD% will be replaced by the name of the current world command: "time set day %WORLD%" lore: "Start a new day" message: "Good day!" left-click: op: true # When pressing the LMB, we will be sunny command: "weather %WORLD% sun" lore: "Clear Heaven" message: "Sunny!"
And now our subject is completely ready: