Pages » Qrpg » Modules » Extractor
Commands
Command | Arguments | Description | Player only | Permission(s) |
---|---|---|---|---|
/extractor open |
- [player] [player] [force(true/false)] |
Opens Extraction GUI. Opens Extraction GUI to specified player. Force opens Extraction GUI to specified player. |
Yes No No |
quantumrpg.extractor.cmd.open |
/extractor get | [id] [level] [amount] | Get specified module item. | Yes | quantumrpg.admin |
/extractor give | [player] [id] [level] [amount] | Give specified module item to a player. | No | quantumrpg.admin |
/extractor drop | [world] [x] [y] [z] [id] [level] [amount] | Drop specified module item at specified location. | No | quantumrpg.admin |
/extractor list | - | List of all module items. | No | quantumrpg.admin |
Permissions
Permission | Description |
---|---|
quantumrpg.extractor | Full access to Extractor module. |
quantumrpg.extractor.cmd | Access to all Extractor commands. |
quantumrpg.extractor.gui | Allows to use Extraction GUI. |
Settings.yml
extraction:
# Extraction price for certain Socket Types.
price:
GEM:
# Price formula for certain Socket Categories.
# You can use math expressions here.
# Placeholders:
# - %socket_level% - Level of the extracted socket item.
common: '75.0 * %socket_level%'
rare: '125.0 * %socket_level%'
RUNE:
default: '100'
ESSENCE:
default: '100'
# Custom Actions that will be executed when extraction is successful.
actions-complete:
default:
target-selectors:
self:
- '[SELF]'
conditions:
list: []
actions-on-fail: 'null'
action-executors:
- '[SOUND] ~name: BLOCK_NOTE_BLOCK_BELL; ~target: self;'
# Custom Actions that will be executed when extraction is unsuccessful.
actions-error:
default:
target-selectors:
self:
- '[SELF]'
conditions:
list: []
actions-on-fail: 'null'
action-executors:
- '[SOUND] ~name: ENTITY_VILLAGER_NO; ~target: self;'
# 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).
# - %TARGET_LEVEL% - Applies and displays level requirement for the target item.
# - %TARGET_TYPE% - Applies and displays item type requirement for the target item.
# - %TARGET_MODULE% - Applies and displays module requirement for the target item.
# - %TARGET_TIER% - Applies and displays Tier requirement for the target item.
item-format:
name: '%TIER_COLOR%%ITEM_NAME% (Lv. %ITEM_LEVEL%)'
lore:
- '&8&m &f 「 INFO 」 &8&m '
- '&7Tier: %TIER_NAME%'
- '%ITEM_LORE%'
- '&8&m &f 「 REQUIREMENTS 」 &8&m '
- '%TARGET_LEVEL%'
- '%TARGET_TYPE%'
- '%TARGET_MODULE%'
- '&8&m &f 「 USAGE 」 &8&m '
- '&7Drag & drop onto item to apply.'
# Extraction GUI.
gui:
title: ' &4« &lExtraction &r&4»'
size: 54
item-slot: 2
source-slot: 4
result-slot: 6
# Slots for displaying filled item sockets.
socket-slots: 45,46,47,48,49,50,51,52,53
# Name format for displayed sockets.
# Placeholders:
# - %name% - Socket Item config name.
socket-name: '&eExtract: &c%name%'
# Lore format for displayed sockets.
# Placeholders:
# - %socket% - Name of the filled Socket.
# - %cost% - Extraction cost.
# - %have% - Current player balance.
socket-lore:
- '&7Socket: &e%socket%'
- '&7Cost: &e%cost%$'
- '&7You have: &e%have%$'
- '&8&m '
- '&eLeft-Click: &6Result preview'
- '&eRight-Click: &cExtract'
# Buttons to select extraction Socket Type.
socket-types:
gems:
material: EMERALD
skull-hash: ''
name: '&aExtract Gems'
lore: []
slots: '28'
# Define Socket Type here.
type: GEM
runes:
material: PRISMARINE_SHARD
skull-hash: ''
name: '&bExtract Runes'
lore: []
slots: '31'
type: RUNE
essences:
material: REDSTONE
skull-hash: ''
name: '&cExtract Essences'
lore: []
slots: '34'
type: ESSENCE
# Your other custom items.
content:
filler_black:
material: BLACK_STAINED_GLASS_PANE
skull-hash: ''
enchanted: false
name: ''
lore: []
slots: 0,1,3,5,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44
type: NONE
filler_yellow:
material: YELLOW_STAINED_GLASS_PANE
skull-hash: ''
enchanted: false
name: ''
lore: []
slots: 3,5
type: NONE
filler_orange:
material: ORANGE_STAINED_GLASS_PANE
skull-hash: ''
enchanted: false
name: ''
lore: []
slots: 10,11,12,13,14,15,16,19,22,25
type: NONE
Item Example
material: SHEARS
name: 'Armor Extraction Tool'
lore:
- '&7Allows to extract item sockets.'
# [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
# [Required]
# Item Tier.
# If item missed this setting, it will throw an console error and won't be loaded.
tier: rare
# [Required]
# Item level.
level:
min: 1
max: 2
# [Optional]
# Defines how many times item can be used before it disappears.
# NOTE: When this setting is missed, item will have unlimited charges amount!
# Item will always use the greatest key less than or equal to the item level.
uses-by-level:
'1': 1 # 1 charge at 1 level.
'2': 3 # 3 charges at 2 levels 2-4.
'5': 10 # 10 charges at level 5
# [Optional]
# This item will be applicable to the target item only if all the requirements are met.
target-requirements:
# Item Group or Item Type or Material requirements.
type:
- 'armor'
- 'sword'
# Item level requirements.
# Item will always use the greatest key less than or equal to the item level.
# Allowed syntaxes:
# - [level] - Exact level requirement.
# - [min]:[max] - Exact ranged level requirement.
# - [min~max] - Exact random level requirement.
# - [min1~min2]:[max1] - Ranged random of two min. and one max. levels requirement and vice versa.
# - [min1~min2]:[max1~max2] - Ranged random of two min. and two max. levels requirement.
# Allowed placeholders:
# - %ITEM_LEVEL% - Item level.
level:
'1': 10
'2': '10:15'
'3': '15~20'
# Module requirements. Use '*' to include all the modules.
# If target item is not from a QRPG module, this requirement will always fails.
module:
- '*'
# Tier requirement.
# Provide Tier Identifier.
tier: common
Information
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