Pages » Qrpg » Modules » Arrows


Settings.yml

settings:
  # When false, custom arrows will be taken regardless of the bow Infinity enchantment.
  allow-infinity-enchant: false

# Global module item format.
# All items inside the module has it's own config file with their own name and lore settings.
# When item is generated, it's name and lore will be replaced with these values.
# This allows you to have the same format for all module items without manually editing each item.
# Placeholders:
# - Tier Placeholders.
# - %ITEM_NAME% - Item name.
# - %ITEM_LORE% - Item lore.
# - %ITEM_LEVEL% - Item level number.
# - %ITEM_LEVEL_ROMAN% - Item level in Roman number.
# - %ITEM_UNTRADEABLE% - Applies Untradeable Attribute (must be enabled in Soulbound module).
item-format:
  name: '%TIER_COLOR%%ITEM_NAME% %ITEM_LEVEL_ROMAN%'
  lore:
  - '%ITEM_LORE%'

Item Example

name: '&6Explosive Arrow'
lore:
- '&f⚔ &7Dodge Rate: &c-10%'
- '&f⚔ &7Burn Rate: &a+15%'
- ''
- '&7This arrow will &fexplode &7on'
- '&7hit and damage all enemies in a'
- '&7range of &f5 blocks&7.'

# [Optional] Custom item model data from resourcepack.
model-data: 123

# [Optional] Item amount.
amount: 1

# [Optional] Item durability value.
durability: 10

# [Optional]
# Custom head texture. For player heads only.
# Some textures can be find here: https://minecraft-heads.com/
skull-hash: ''

# [Optional] 
# Adds random enchantment to make item glow.
enchanted: false

# [Optional]
# Item color for Leather armor and Potions.
# Syntax: R,G,B. -1 will define random color (0-255).
color: 255,255,255

# [Optional]
# Makes item unbreakable.
unbreakable: false

# [Optional]
# Item Flags. Use '*' to apply all flags.
# All flags you can find - HERE -
item-flags:
- HIDE_ATTRIBUTES
- HIDE_ENCHANTS

# Provide additional Item Stats the arrow will inflict.
# Stats like DODGE_RATE will be applied to the enemy too. So if you want to decrease the enemy stats, put negative number.
# Add percent (%) symbol at the end of value to make it work as a multiplier. 
# Multiplier = (1 + Value / 100). Example: 15% BURN_RATE = BURN_RATE * 1.15, while flat 15 BURN_RATE = BURN_RATE + 15.
additional-stats:
  BURN_RATE: 15.0 # Will add 15% to the shooter's burn rate.
  DODGE_RATE: -10.0 # Will reduce enemy's dodge rate by 10%.
  CRITICAL_RATE: 50.0% # Will increase shooter's critical strike chance by x1.5.

# Provide additional Damage Types the arrow will inflict.
# Add the percent (%) symbol at the end of number to make it work as a multiplier. 
# Multiplier = (1 + Value / 100). Example: 15% Damage = Damage * 1.15, while flat 15 Damage = Damage + 15.
additional-damage:
  physical: 10.0
  fire: 10.0%

# Provide additional Defense Types the arrow will pierce.
# NOTE: Defense applies to the enemy as negative value. If you want to ADD defense to the enemy, put NEGATIVE value.
# Add the percent (%) symbol at the end of number to make it work as a multiplier. 
# Multiplier = (1 + Value / 100). Example: 15% Defense = Defense * 1.15, while flat 15 Defense = Defense + 15.
defense-ignoring:
  physical: 10%

# Custom actions while arrow is flying.
# Check the Actions Guide - HERE -.
on-fly-actions:
  default:
    target-selectors:
      self:
      - '[SELF]'
    conditions:
      list: []
      actions-on-fail: 'null'
    action-executors:
    - '[PARTICLE_SIMPLE] ~name: SMOKE_NORMAL; ~amount: 1; ~offset:0,0,0; ~speed: 0; ~target: self;'

# Custom actions when arrow hit the enemy or block.
# Check the Actions Guide - HERE -.
on-hit-actions:
  default:
    target-selectors:
      near:
      - '[RADIUS] ~distance: 5; ~party-member: false; ~attackable: true; ~allow-self: false;'
      all:
      - '[RADIUS] ~distance: 5; ~allow-self: true;'
      self:
      - '[SELF]'
    conditions:
      list: []
      actions-on-fail: 'null'
    action-executors:
    - '[PARTICLE_SIMPLE] ~name: EXPLOSION_LARGE; ~offset:2,2,2; ~speed: 0.1; ~amount: 50; ~target: self;'
    - '[SOUND] ~name: ENTITY_GENERIC_EXPLODE; ~target: all;'
    - '[DAMAGE] ~amount: -50%; ~target: near;'

Information
Empty Block

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