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:
  - '*'

Information
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