Pages » Qrpg » Modules » Fortify
Commands
Command | Arguments | Description | Player only | Permission(s) |
---|---|---|---|---|
/fortify fortify | [item-id] [level] | Fortify item in hand by specified Fortify Item. | Yes | quantumrpg.fortify.cmd.fortify |
/fortify unfortify | - | Removes fortify from item in hand. | Yes | quantumrpg.fortify.cmd.unfortify |
/fortify get | [id] [level] [amount] | Get specified module item. | Yes | quantumrpg.admin |
/fortify give | [player] [id] [level] [amount] | Give specified module item to a player. | No | quantumrpg.admin |
/fortify drop | [world] [x] [y] [z] [id] [level] [amount] | Drop specified module item at specified location. | No | quantumrpg.admin |
/fortify list | - | List of all module items. | No | quantumrpg.admin |
Permissions
Permission | Description |
---|---|
quantumrpg.fortify | Full access to Fortify module. |
quantumrpg.fortify.cmd | Access to all Fortify commands. |
quantumrpg.fortify.gui | Allows to use Fortify GUI. |
Settings.yml
# Custom module command aliases.
# You can provide multiple aliases by separating them with a comma.
command-aliases: arrows,rpgarrows
# Lore format for fortified items.
format:
# Fortified item name format.
item-name:
# When false, fortify text will be added at the end of item name, else before.
as-prefix: false
# Fortify text for item name.
format: '&e (Fortified)'
item-lore:
# This setting allows you to expand item lore when item is fortified.
# Placeholders:
# - %item-lore% - Item lore.
# - %fortify-level% - Fortify level.
# - %fortify-rate% - Fortify chance.
# - %fortify-modules% - Fortify affected modules.
format:
- '%item-lore%'
- '&8&m &f 「 FORTIFY 」 &8&m '
- '&7Fortify Level: &f%fortify-level%'
- '&7Fortify Rate: &f%fortify-rate%%'
- '&7Effective for: &f%fortify-modules%'
# 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.'
Item Example
material: COAL
name: 'Fortify Stone'
# Placeholders:
# - %item-lore% - Item lore.
# - %fortify-level% - Fortify level.
# - %fortify-rate% - Fortify chance.
lore:
- '&7Fortifies the item when socketing &fGems&7.'
# Fortify settings.
protection:
# List of QRPG Socket Module names, that are will be affected by this fortify stone.
modules:
- gems
# List of fortify chances depends on fortify item level.
# Item will always use the greatest key less than or equal to the item level.
chance-by-level:
'1': 15
'2': 20
'3': 25
'4': 30
'5': 35
'6': 40
'7': 45
'8': 50
'9': 55
'10': 60
# [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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