Pages » Qrpg » Modules » Itemgenerator


Commands

Command Arguments Description Player only Permission(s)
/itemgenerator get [id] [level] [amount] Get specified module item. Yes quantumrpg.admin
/itemgenerator give [player] [id] [level] [amount] Give specified module item to a player. No quantumrpg.admin
/itemgenerator drop [world] [x] [y] [z] [id] [level] [amount] Drop specified module item at specified location. No quantumrpg.admin
/itemgenerator list - List of all module items. No quantumrpg.admin

Permissions

Permission Description
quantumrpg.itemgenerator Full access to ItemGenerator module.
quantumrpg.itemgenerator.cmd Access to all ItemGenerator commands.

Settings.yml

# Custom module command aliases.
# You can provide multiple aliases by separating them with a comma.
command-aliases: arrows,rpgarrows

# 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

# Item name.
# Placeholders:
# - %prefix_tier% - Random prefix depends on item Tier.
# - %prefix_material% - Random prefix depends on item Material.
# - %prefix_type% - Random prefix depends on item Sub Group.
# - %suffix_tier% - Random suffix depends on item Tier.
# - %suffix_material% - Random suffix depends on item Material.
# - %suffix_type% - Random suffix depends on item Sub Group.
# - %item_type% - Localized name of Item Sub Groups or Item Groups or Item Materials.
name: '%prefix_tier% %prefix_material% %prefix_type% %item_type% %suffix_material% %suffix_type% %suffix_tier%'
# Placeholders:
# - Tier placeholders. 
# - %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_CHARGES% - Applies and displays item charges attribute.
# - %ITEM_AMMO% - Generates and displays bow ammo type.
# - %ITEM_HAND% - Generates and displays item hand type.
# - %ITEM_SET% - Displays item set lore if item is an element of any set.
# - %USER_CLASS% - Generates and displays player class requirements.
# - %USER_LEVEL% - Generates and displays player level requirements.
# - %USER_SOULBOUND% - Generates and displays player soulbound requirements.
# - %GENERATOR_ABILITY% - Generates and displays item abilities.
# - %GENERATOR_DAMAGE% - Generates and displays item damages.
# - %GENERATOR_DEFENSE% - Generates and displays item defenses.
# - %GENERATORS_STATS% - Generates and displays item stats.
# - %GENERATOR_SOCKETS_[TYPE]% - Generates and displays item [TYPE] sockets.
lore:
- '&7Tier: %TIER_NAME%'
- '&7Level: &f%ITEM_LEVEL%'
- '%ITEM_AMMO%'
- '%ITEM_HAND%'
- '%ENCHANTS%'
- ''
- '%USER_CLASS%'
- '%USER_LEVEL%'
- ''
- '%ITEM_SET%'
- ''
- '%GENERATOR_ABILITY%'
- '%GENERATOR_DEFENSE%'
- '%GENERATOR_DAMAGE%'
- '%GENERATOR_STATS%'
- '%GENERATOR_SOCKETS_GEM%'
- '%GENERATOR_SOCKETS_ESSENCE%'
- '%GENERATOR_SOCKETS_RUNE%'

# [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

# Item Attribute Generator.
generator:
  # Chance to generate item prefix and suffix that depends on Tier, Type and Material.
  prefix-chance: 100.0
  suffix-chance: 100.0
  # List of Materials that will be generated.
  materials:
    # When true, ONLY materials from the list below will be used in generation.
    # When false, all materials EXCEPT the materials from the list below will be used in generation.
    reverse: false
    black-list:
    - DIAMOND*
    - IRON*
    - CHAINMAIL*
    # List of model data values that will be randomly applied to generated items.
    model-data:
      default:
      - 1
      - 2
      - 3
      # List of Item Sub Groups or Item Groups or Item Materials where you want to use other model values.
      special:
        # Diamond Swords will use only 10 and 11 models.
        diamond_sword:
        - 10
        - 11
        golden_sword:
        - 12
        - 13
        axe:
        - 30
        - 40
        armor:
        - 20
        - 22
    # Item stat modifiers depends on item type.
    # Here you can increase generated item stats by a certain value for certain items.
    # NOTE: Modifiers has addictive behavior, this means it will ADD specified value to the item stat.
    # TIP 1: You can add percent symbol at the end of value to make it work as a multiplier.
    # TIP 2: You can provide negative values to decrease stat value. Use -100% to disable certain stat fro, being generated.
    stat-modifiers:
      # This is any name of Item Sub Groups or Item Groups or Item Materials.
      iron_sword:
        # Damage modifiers comes here.
        # You can use all 3 sections (damage, defense, item stats) together.
        damage-types:
          physical: 15% # Physical damage on iron sword will be increased for 15% (x1.15).
      iron_helmet:
        # Defense modifiers comes here.
        defense-types:
          physical: 25%
      axe:
        # Item Stat modifiers comes here.
        item-stats:
          CRITICAL_DAMAGE: 50% # Critical Damage value will be increased for 50% (x1.5) on all axes.
  
  # Player requirements depends on item level.
  user-requirements-by-level:
    # Player level requirements.
    # Item will always use the greatest key less than or equal to the item level.
    # You can use math expressions here.
    # Allowed syntaxes:
    # - [value] - 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': '1:10'
      '11': '11:20'
      '21': '0 + %ITEM_LEVEL%'
    # Player class requirements.
    # Item will always use the greatest key less than or equal to the item level.
    # Type class names separated by a comma.
    class:
      '1': Warrior,Cleric
  
  # Item enchantments.
  enchantments:
    # Minimum and maximum generated enchantments.
    minimum: 1
    maximum: 2
    # When true, prevents from generating enchants that are not suitable for that item or has a level higher than possible.
    safe-only: false
    # Enchantments list.
    # Key = Enchantmnet, Value = Level Range.
    list:
      sharpness: '1:2'
      knockback: '1:2'
      efficiency: '1:2'
      silk_touch: 0:1
      smite: '1:2'
  
  # Ammo Type generation chances.
  ammo-types:
    ARROW: 100.0
  
  # Hand Type generation chances.
  hand-types:
    ONE: 70.0
    TWO: 30.0
  
  # Damage Type generation.
  damage-types:
    # Minimum and maximum generated damages.
    minimum: 1
    maximum: 2
    # Here you can define damage lore order and add additional lines.
    # This format will replace %GENERATOR_DAMAGE% placeholder.
    # Damage placeholder format: %DAMAGE_[ID]%, where [ID] is damage identifier.
    lore-format:
    - '%DAMAGE_PHYSICAL%'
    - '%DAMAGE_MAGICAL%'
    - '%DAMAGE_POISON%'
    - '%DAMAGE_FIRE%'
    - '%DAMAGE_WATER%'
    - '%DAMAGE_WIND%'
    - ''
    list:
      # Damage Type identifier.
      physical:
        # Generation chance.
        chance: 100.0
        # Value scaling depends by item level.
        # Formula is: value * ((scale * 100 - 100) * level / 100 + 1)
        scale-by-level: 1.025
        # Value range.
        min: 2.6
        max: 5.8
  
  # Defense generation.
  defense-types:
    minimum: 1
    maximum: 2
    # Here you can define defense lore order and add additional lines.
    # This format will replace %GENERATOR_DEFENSE% placeholder.
    # Defense placeholder format: %DEFENSE_[ID]%, where [ID] is defense identifier.
    lore-format:
    - '%DEFENSE_PHYSICAL%'
    - '%DEFENSE_MAGICAL%'
    - '%DEFENSE_POISON%'
    - '%DEFENSE_FIRE%'
    - '%DEFENSE_WATER%'
    - '%DEFENSE_WIND%'
    - ''
    list:
      # Defense Type identifier.
      physical:
        chance: 100.0
        # Value scaling depends by item level.
        # Formula is: value * ((scale * 100 - 100) * level / 100 + 1)
        scale-by-level: 1.025
        min: 3.25
        max: 8.75
  
  # Item Stat generation.
  item-stats:
    minimum: 1
    maximum: 4
    # Here you can define stat lore order and add additional lines.
    # This format will replace %GENERATOR_STATS% placeholder.
    # Item stat placeholder format: %ITEM_STAT_[TYPE]%, where [TYPE] is Item Stat type.
    lore-format:
    - '%ITEM_STAT_DIRECT_DAMAGE%'
    - '%ITEM_STAT_AOE_DAMAGE%'
    - '%ITEM_STAT_CRITICAL_RATE%'
    - '%ITEM_STAT_CRITICAL_DAMAGE%'
    - '%ITEM_STAT_ACCURACY_RATE%'
    - '%ITEM_STAT_DODGE_RATE%'
    - '%ITEM_STAT_BLOCK_RATE%'
    - '%ITEM_STAT_BLOCK_DAMAGE%'
    - '%ITEM_STAT_LOOT_RATE%'
    - '%ITEM_STAT_MOVEMENT_SPEED%'
    - '%ITEM_STAT_ATTACK_SPEED%'
    - '%ITEM_STAT_MAX_HEALTH%'
    - '%ITEM_STAT_PENETRATION%'
    - '%ITEM_STAT_VAMPIRISM%'
    - '%ITEM_STAT_BURN_RATE%'
    - '%ITEM_STAT_PVP_DEFENSE%'
    - '%ITEM_STAT_THORNMAIL%'
    - '%ITEM_STAT_MANA_REGEN%'
    - '%ITEM_STAT_BLEED_RATE%'
    - '%ITEM_STAT_RANGE%'
    - '%ITEM_STAT_HEALTH_REGEN%'
    - '%ITEM_STAT_SALE_PRICE%'
    - '%ITEM_STAT_DISARM_RATE%'
    - '%ITEM_STAT_PVE_DAMAGE%'
    - '%ITEM_STAT_PVP_DAMAGE%'
    - '%ITEM_STAT_PVE_DEFENSE%'
    - ''
    - '%ITEM_STAT_DURABILITY%'
    - ''
    list:
      # Item Stat identifier.
      critical_rate:
        chance: 20.0
        # Value scaling depends by item level.
        # Formula is: value * ((scale * 100 - 100) * level / 100 + 1)
        scale-by-level: 1.025
        min: 3.0
        max: 6.25
      critical_damage:
        chance: 20.0
        scale-by-level: 1.025
        min: 1.1
        max: 1.25
      dodge_rate:
        chance: 10.0
        scale-by-level: 1.025
        min: 2.5
        max: 4.0
      accuracy_rate:
        chance: 10.0
        scale-by-level: 1.025
        min: 4.5
        max: 7.5
      block_rate:
        chance: 10.0
        scale-by-level: 1.025
        min: 1.5
        max: 7.0
      block_damage:
        chance: 10.0
        scale-by-level: 1.025
        min: 3.0
        max: 10.0
  
  # Socket generation.
  sockets:
    # Must be a valid Socket Type.
    GEM:
      minimum: 0
      maximum: 2
      # Here you can define socket lore order and add additional lines.
      # This format will replace %GENERATOR_SOCKETS_[TYPE]% placeholder.
      # Socket placeholder is: %SOCKET_[TYPE]_[CATEGORY]%, where [TYPE] is Socket Type, [CATEGORY] is Socket Category.
      lore-format:
      - '&8&m               &f  「 GEMS 」  &8&m               '
      - '%SOCKET_GEM_COMMON%'
      - '%SOCKET_GEM_RARE%'
      list:
        # Socket Category.
        common:
          chance: 35.0
        rare:
          chance: 15.0
    ESSENCE:
      minimum: 0
      maximum: 2
      lore-format:
      - '&8&m               &f  「 ESSENCES 」  &8&m               '
      - '%SOCKET_ESSENCE_DEFAULT%'
      list:
        default:
          chance: 35.0
    RUNE:
      minimum: 0
      maximum: 2
      lore-format:
      - '&8&m               &f  「 RUNES 」  &8&m               '
      - '%SOCKET_RUNE_DEFAULT%'
      list:
        default:
          chance: 35.0
  
  # Ability generation.
  abilities:
    minimum: 0
    maximum: 0
    # List of mouse clicks that will be linked with abilities.
    # Ability amount can not be greater than keys amount.
    # Possible values: LEFT, RIGHT, SHIFT_LEFT, SHIFT_RIGHT.
    allowed-clicks:
    - RIGHT
    - LEFT
    # Your custom variables depends on item level.
    # Item will always use the greatest key less than or equal to the item level.
    # Variable placeholder format: %var_[name]%.
    variables-by-level:
      # Item level
      '1':
        # Variable name: Value
        rad: 4.0
        dur: '&f10 &7seconds'
        durTick: 200
      '2':
        rad: 7.0
        dur: '&f15 &7seconds'
        durTick: 300
      '3':
        rad: 10.0
        dur: '&f20 &7seconds'
        durTick: 400
    # List of your custom abilities.
    list:
      # Ability identifier. Must be unique.
      ability-1:
        # Generation chance.
        chance: 0.0
        # Usage cooldown.
        cooldown: 5.0
        # Here you can define how the ability will look in item lore.
        # It will replace the %GENERATOR_ABILITY% placeholder.
        # Next abilities will be added under the first one.
        # Placeholders:
        # - %key% - Mouse key to use that ability.
        lore-format:
        - '&bSample Ability: &7[&f%key%&7]'
        # Custom Actions that will be executed when ability is activated.
        # You can use ability variables here.
        actions:
          default:
            target-selectors:
              radius:
              - '[RADIUS] ~distance: %var_rad%; ~allow-self: false; ~party-member: false; ~attackable: true;'
              self:
              - '[SELF]'
            conditions:
              list: []
              actions-on-fail: 'null'
            action-executors:
            - '[PROGRESS_BAR] ~title: &e&lCasting...; ~subtitle: •; ~color-empty: &7; ~color-fill: &e; ~duration: 35; ~target: self;'
            - '[PARTICLE_SIMPLE] ~offset: 0.2,0.3,0.2; ~speed: 0.1; ~name: FLAME; ~target: radius; ~amount: 30; ~delay: 23;'
            - '[POTION] ~name: BLINDNESS; ~amount: 1; ~duration: %var_durTick%; ~target: radius; ~delay: 23;'
            - '[BURN] ~duration: %var_durtick%; ~target: radius; ~delay: 23;'
            - '[SOUND] ~name: BLOCK_FIRE_EXTINGUISH; ~target: self; ~delay: 23;'

# This section is useless.
target-requirements: {}
18+