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: {}
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