Pages » Qrpg » Modules » Identify
Commands
Command | Arguments | Description | Player only | Permission(s) |
---|---|---|---|---|
/identify identify | - | Force identifies item in your hand. | Yes | quantumrpg.identify.cmd.identify |
/identify get | [id] [level] [amount] | Get specified module item. | Yes | quantumrpg.admin |
/identify give | [player] [id] [level] [amount] | Give specified module item to a player. | No | quantumrpg.admin |
/identify drop | [world] [x] [y] [z] [id] [level] [amount] | Drop specified module item at specified location. | No | quantumrpg.admin |
/identify list | - | List of all module items. | No | quantumrpg.admin |
Permissions
Permission | Description |
---|---|
quantumrpg.identify | Full access to Identify module. |
quantumrpg.identify.cmd | Access to all Identify commands. |
Settings.yml
general:
# Custom Actions that will be executed when identify is successful.
actions-apply:
default:
target-selectors:
self:
- '[SELF]'
conditions:
list: []
actions-on-fail: 'null'
action-executors:
- '[PARTICLE_SIMPLE] ~name: SPELL_WITCH; ~offset: 0.25,0.4,0.25; ~speed: 0.2; ~amount: 50; ~target: self;'
- '[SOUND] ~name: BLOCK_NOTE_BLOCK_BELL; ~target: self;'
# Custom Actions that will be executed when identify 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).
item-format:
name: '%TIER_COLOR%%ITEM_NAME% %ITEM_LEVEL_ROMAN%'
lore:
- '%ITEM_LORE%'
Item Example
name: '&kUndentified Item'
# Placeholders:
# - %tome-name% - Name of the identify tome(s) that are applicable to this item.
lore:
- '&7Tier: %TIER_NAME%'
- '&7Level: &f%ITEM_LEVEL%'
- ''
- '&4'
- '&7'
- '&cYou must have one of specified items'
- '&cto unlock item stats:'
- '&7▸ %tome-name%'
# Name of the QRPG module, the source for the item.
item-module: item_generator
# Item identifier of the module above.
item-id: common
# List of Identify Tome identifiers that are applicable to this item.
applicable-tomes:
- common
- rare
# [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
Tome Example
material: ENCHANTED_BOOK
name: Identify Tome %ITEM_LEVEL_ROMAN%
lore:
- '&8&m &f 「 INFO 」 &8&m '
- '&7Tier: %TIER_NAME%'
- '%ITEM_CHARGES%'
- '&8&m &f 「 REQUIREMENTS 」 &8&m '
- '%TARGET_LEVEL%'
- '%TARGET_TYPE%'
- '&8&m &f 「 USAGE 」 &8&m '
- '&7Drag & Drop onto item to identify.'
# [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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