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

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