Pages » Qrpg » Modules » Runes
Commands
Command | Arguments | Description | Player only | Permission(s) |
---|---|---|---|---|
/runes get | [id] [level] [amount] | Get specified module item. | Yes | quantumrpg.admin |
/runes give | [player] [id] [level] [amount] | Give specified module item to a player. | No | quantumrpg.admin |
/runes drop | [world] [x] [y] [z] [id] [level] [amount] | Drop specified module item at specified location. | No | quantumrpg.admin |
/runes list | - | List of all module items. | No | quantumrpg.admin |
/runes merchant | (player) (force) | Opens Merchant Socketing GUI to a (specified) player. | No | quantumrpg.runes.cmd.merchant |
Permissions
Permission | Description |
---|---|
quantumrpg.runes | Full access to Runes module. |
quantumrpg.runes.cmd | Access to all Runes commands. |
quantumrpg.runes.gui.user | Allows to use Default Socketing GUI. |
quantumrpg.runes.gui.merchant | Allows to use Merchant Socketing GUI. |
Settings.yml
# Custom module command aliases.
# You can provide multiple aliases by separating them with a comma.
command-aliases: arrows,rpgarrows
general:
# When true the same potion effects levels from runes of entity equipment will be summed.
stack-levels: false
socketing:
# When false, prevents to socket items with the same id into one item.
allow-duplicated-items: true
# Animated title bar with socketing progress.
animated-bar:
# Enable/Disable socketing animation.
enabled: true
# Static bar title.
bar-title: '&e&lSocketing...'
# Progress bar char.
bar-char: '◼'
# Progress bar length.
bar-size: 20
# Progress bar format.
# Placeholders:
# - %success% - Current success progress.
# - %failure% - Current failure progress.
# - %bar% - Progress bar.
bar-format: '&a&l%success%%&r %bar%&r &c&l%failure%%'
# Bar Colors.
color-neutral: 'DARK_GRAY'
color-success: 'GREEN'
color-unsuccess: 'RED'
# Progress bar fill interval in ticks (20 ticks = 1 second).
fill-interval: 1
# Amount of fill points.
fill-amount: 1
# Min. progress bar success value to make socketing successful.
min-success: 50
# Socketing Merchant.
merchant:
# Enable/Disable merchant feature.
enabled: true
# Executes Custom Actions when socketing is successful.
actions-complete:
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;'
# Executes Custom Actions when socketing is unsuccessful.
actions-error:
default:
target-selectors:
self:
- '[SELF]'
conditions:
list: []
actions-on-fail: 'null'
action-executors:
- '[SOUND] ~name: ENTITY_VILLAGER_NO; ~target: self;'
failure:
# When true, target item will be destroyed. If item has Charges, then one charge is taken.
destroy-target: true
# When true, source item will be destroyed. If item has Charges, then one charge is taken.
destroy-source: false
# When true, removes all inserted sockets of the module socket type.
wipe-filled-sockets: false
# When socketing is unsuccessful, you can add a silent rate bonus to increase the socket chance for a next attempt.
silent-rate-bonus:
# Max. bonus rate value that can be stacked.
max-bonus: 20
# Bonus rate table.
# Key = current item filled sockets, Value = amount of added bonus rate.
by-item-sockets:
'0': 7 # Adds 7% successful rate when item has 0 filled sockets.
'1': 5
'2': 3
'3': 1
# 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_SUCCESS_RATE% - Displays item socket chance.
# - %ITEM_UNTRADEABLE% - Applies Untradeable Attribute (must be enabled in the Soulbound module).
# - %ITEM_CHARGES% - Applies and displays item charges attribute.
# - %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_SOCKET% - Applies and displays socket requirement for the target item.
# - %TARGET_TIER% - Applies and displays Tier requirement for the target item.
item-format:
name: '%TIER_COLOR%%ITEM_NAME% %ITEM_LEVEL_ROMAN%'
lore:
- '&8&m &f 「 INFO 」 &8&m '
- '&7Enchant Chance: &a&l%ITEM_SUCCESS_RATE%%'
- '&7Tier: %TIER_NAME%'
- '%ITEM_CHARGES%'
- '%ITEM_LORE%'
- '&8&m &f 「 REQUIREMENTS 」 &8&m '
- '%TARGET_LEVEL%'
- '%TARGET_TYPE%'
- '%TARGET_MODULE%'
- '%TARGET_SOCKET%'
- '&8&m &f 「 USAGE 」 &8&m '
- '&7Drag & Drop onto item to start socketing.'
gui:
title: '&4&l<&4&nSocketing&4&l>'
size: 9
item-slot: 3
source-slot: 4
result-slot: 5
content:
filler:
material: BLACK_STAINED_GLASS_PANE
skull-hash: ''
enchanted: false
name: ''
lore: []
slots: 0,1,2,3,4,5,6,7,8
type: NONE
accept:
material: LIME_STAINED_GLASS_PANE
skull-hash: ''
enchanted: false
name: '&a&l&nAccept'
lore:
- '&7You will try to socket the essence'
- '&7into your item.'
- ''
- '&7In case of failure your item'
- '&7will be &cdestroyed&7.'
slots: '8'
type: ACCEPT
exit:
material: RED_STAINED_GLASS_PANE
skull-hash: ''
enchanted: false
name: '&c&l&nCancel'
lore: []
slots: '0'
type: EXIT
Item Example
material: PRISMARINE_SHARD
name: Rune of Absorption
lore:
- '&7Grants &fAbsorption %ITEM_LEVEL_ROMAN% &7effect'
socket-display: '&bRune: Absorption %ITEM_LEVEL_ROMAN%'
# Potion Effect this rune will apply.
effect: ABSORPTION
# [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
# [Required]
# Defines the chance of successful item socketing.
# NOTE: When this setting is missed, item will have 100% socket rate!
# Item will always use the greatest key less than or equal to the item level.
# Allowed syntaxes:
# - [rate] - Exact socket rate.
# - [min~max] - Exact random socket rate.
# Allowed placeholders:
# - %ITEM_LEVEL% - Item level.
success-rate-by-level:
'1': '75'
'2': 30 * %ITEM_LEVEL%
'3': '30~50'
# [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
# [Required]
# Socket Category requirement.
# If item missed this requirement, it will throw an console error and won't be loaded.
socket: default
Merchant.yml
# Merchant additional socketing settings.
socketing:
# Socketing success rate.
chance:
# Bonus for using merchant.
merchant-bonus:
# Amount of additional success rate to socket item when using Merchant GUI.
amount: 15
# Max. possible value of socket item success rate with merchant bonus.
# If socket item success rate is higher than this value, merchant bonus won't be applied.
maximal: 80
# Additions to silent rate bonus feature.
silent-rate-bonus:
# Enable/Disable silent rate bonus feature to have effect in Merchant GUI.
enabled: false
# Merchant Socketing Price.
# Item worths will be summed.
price:
# Modifier for socket item worth.
socket-worth-modifier: 1.0
# Modifier for target item worth.
item-worth-modifier: 0.6
# Merchant Socketing GUI.
# Do whatever you want here while you understand what you're doing.
gui:
title: '&8&m &9&l Merchant Socketing &8&m '
size: 45
item-slot: 20
source-slot: 22
result-slot: 24
animation:
tick: 10
progressive: true
content:
filler_1:
material: BLACK_STAINED_GLASS_PANE
skull-hash: ''
enchanted: false
name: ''
lore: []
slots: 2,3,4,5,6,10,11,15,16,19,28,29,25,34,33,38,39,40,41,42,12,21,30,14,23,32
type: NONE
filler_2:
material: CYAN_STAINED_GLASS_PANE
name: '&7'
slots: 0,1,9,7,8,17,27,36,37,35,44,43
filler_4_a1:
material: PURPLE_STAINED_GLASS_PANE
name: '&5&lItem Slot'
lore:
- '&f» &7Click on item with at least &fone'
- '&7free socket to put it into the GUI.'
- ''
- '&f» &7Click on item in GUI to take it back.'
slots: 11,29
animation:
auto-play: true
start-frame: 0
animation-frames:
'1':
material: MAGENTA_STAINED_GLASS_PANE
name: '&d&lItem Slot'
lore:
- '&f» &7Click on item with at least &fone'
- '&7free socket to put it into the GUI.'
- ''
- '&f» &7Click on item in GUI to take it back.'
filler_4_a3:
material: PURPLE_STAINED_GLASS_PANE
name: '&5&lGem Slot'
lore:
- '&f» &7Click on a &fgem &7item in inventory'
- '&7to put it into the GUI.'
- ''
- '&f» &7Click on item in GUI to take it back.'
slots: 13,31
animation:
auto-play: true
start-frame: 0
animation-frames:
'2':
material: MAGENTA_STAINED_GLASS_PANE
name: '&d&lGem Slot'
lore:
- '&f» &7Click on a &fgem &7item in inventory'
- '&7to put it into the GUI.'
- ''
- '&f» &7Click on item in GUI to take it back.'
filler_4_a5:
material: PURPLE_STAINED_GLASS_PANE
name: '&5&lResult Preview'
slots: 15,33
animation:
auto-play: true
start-frame: 0
animation-frames:
'3':
material: MAGENTA_STAINED_GLASS_PANE
name: '&d&lResult Preview'
accept:
material: LIME_STAINED_GLASS_PANE
skull-hash: ''
enchanted: false
name: '&2« &aAccept &2»'
lore:
- '&a» &7Price: &a$%cost%'
- '&a» &7Success Chance: &a%chance%%'
- '&7'
- '&7In case of failure your item will be &cdestroyed&7.'
slots: 26
type: ACCEPT
exit:
material: RED_STAINED_GLASS_PANE
skull-hash: ''
enchanted: false
name: '&4« &cCancel &4»'
lore: []
slots: 18
type: EXIT
Information
Empty Block