NightExpress's Plugins Wiki

Modules Settings

Settings.yml

NOTE: output-type has been removed and replaced by JCore Messages format!

# DO NOT CHANGE! Plugin uses this to update config.
cfg_version: 1.0
# Module command aliases. You can add or remove some of them.
# Separate commands by a comma.
command-aliases: 'gems,gem'

# Enchanting section only for modules that provides item improving like socketing and refine.
enchanting:
  # Fail stack will give extra successful chance for the next enchanting after each unsuccessful socketing.
  fail-stack:
    # Left number = Sockets amount OR Refine/Enchant level.
    # Right number = Extra successful chance.
    # For example, when player fail refine for item, which refine level was 1, he will got extra 6% chance for the next refine attempt.
    # The same for gems, runes and essences.
    rate-by-sockets:
      '1': 6
      '3': 3
      '5': 1

# Global format for items of this module
# Applicable only for modules, that provides custom items.
item-format:
  # Item display name.
  # Placeholders:
  # %item_name% - Name from item config.
  # + Any from Item Format (see below)
  name: '%item_name%'
  # Item lore.
  # Placeholders:
  # %item_lore% - Lore from item config.
  # + Any from Item Format (see below)
  lore:
  - '&8&m               &f  「 INFO 」  &8&m               '
  - '%item_lore%'
  - '&8&m         &f  「 REQUIREMENTS 」  &8&m        '
  - '%target-level%'
  - '%target-types%'
  - '&8&m               &f 「 USAGE 」 &8&m               '
  - '&7Drag+Drop on item to start socketing.'

Module Item Settings and Format

Each module item must have it's own YML config file, which must be placed in /items/ subfolder of module folder. You can create subfolders inside the /items/ folder.

Please check the settings inherited from JupiterCore item format HERE.

Settings and placeholders below are module-special, which means they can be applied only for items with special type. Item 'types' are described on module page. Module item may refers to multiple types.


Item Name and Lore Placeholders:

  • %target-types% - Displays the required Item Types or Item Groups or Material names this item can be applied to. Interactive items only.
  • %target-level% - Displays the required item level this item can be applied to. Interactive items only.
  • %level% - Displays the item level. Leveled items only.
  • %rlevel% - Displays the item level as romanian number. Leveled items only.
  • %success% - Displays the success item rate. Socket items only.
  • %failure% - Displays the failure item rate. Socket items only.
  • %uses% - Displays the amount of item uses left. Limited items only.
  • %uses-max% - Displays the maximal amount of item uses. Limited items only.
  • %LEVEL% - Displays the player level requirements. Usable items only.
  • %CLASS% - Displays the player class requirements. Usable items only.
  • %UNTRADEABLE% - Makes item untredeable. Any Item.
  • %SOULBOUND% - Add soulbound requirement to item. Any Item.

/%module%/items/exmaple_item.yml
# Settings inherited from JupiterCore item format HERE.
material: EMERALD:0
name: '&aEnchantment Stone'
lore:
- Example lore
- list 
enchanted: false
model-data: 1
color: 255,255,255
enchanted: true
item-flags:
- HIDE_ENCHANTS
skull-hash: ''
unbreakable: true

# Minimal and Maximal item level. Leveled items only.
min-level: 1
max-level: 20

# Minimal and Maximal item success rate. Socket items only.
min-success-rate: 30
max-success-rate: 80

# Defines the target item level requirements. Leveled items only.
# Format: 'Key' = this item level, 'Value' = target item level. 
# For 'Value' you can provide single number or number range like '1-5'. 
# Also, if module item level is higher than the latest map key, it will use the latest requirement. 
item-level-requirements:
  '1': '1-4' # Module Items with level 1-4 (because next key is 5) will require the target items level to be in a range of '1-4'
  '5': '5' # Module Items with level 5-10 (because next key is 11) will require the target items level to be 5+
  '11': '11-20' # Module Items with level 11+ (because it's the latest key) will require the target items level to be in a range of '11-20'

# Defines the uses amount of item. Limited items only.
# Format: Key (left) = Module Item level, Value (right) = Uses amount.
# When module item level is not contained here, it will use the latest nearest to item level key.
# Keep in mind, that when item config does not contains this section, item uses amount will be unlimited!
# Also, you can put -1 as uses amount to make unlimited item usage.
uses-by-level:
  '1': 1 # Module Item 1 Lvl will have 1 use.
  '2': 3 # Module Item 2 Lvl will have 3 uses.
  '3': -1 # Module Item 3 Lvl will have unlimited uses.

# Defines the player requirements to use this item. Usable items only.
user-requirements:
  # Player class requirement. You must have installed any class plugin that supported by QRPG to use this option.
  # You can provide multiple classes - seprate it by a comma.
  classes: 'Warrior,Mage,Cleric'
  # Player level requirement. You must have installed any level plugin that supported by QRPG to use this option.
  # The level value is MINIMAL player level to use this item.
  level: 10

# Defines the actions, that will be executed when player uses the item. Usable items only.
usage:
  # Click type. List of ClickTypes. You can include all of them in one item.
  RIGHT:
    # Cooldown (in seconds) for specified click actions.
    cooldown: 30
    # Actions settings.
    # Please check the Actions guide!
    actions:
      # Target selectors. You can create as many as you want.
      # If no targets were provided, then no actions will be executed.
      target-selectors:
        # Custom target selector name. You can use this name in 'action-executors' to define the target for each action.
        # Provide here custom conditions for action targets.
        ts-1:
        - TODO
        ts-2:
        - TODO
      # Action executors.
      action-executors:
      - TODO

# List of item types on which this item can be applied. Leave this empty to allow any item type. Interactive items only. 
# You can provide Item Types, Item Groups and Material names.
item-types:
- 'WEAPON'

GUI

Plase check the settings inherited from JupiterCore HERE.

Additional GUI settings are provided on module pages.

Additional GUI item types:

  • ACCEPT - Accept the GUI action (repair, socketing, etc).
  • EXIT - Decline the GUI action and close GUI.

General

# Inherited from JupiterCore.
core:
  command-aliases: quantumrpg,di
  lang: en

# Database settings
data:
  # Data save interval (in minutes). Set this to 0 to disable.
  auto-save: 15
  storage:
    # Storage type. Allowed: SQLite and MySQL
    type: sqlite
    # For MySQL only
    username: none
    password: none
    host: none
    database: none
  # Auto-purge inactive users.
  purge:
    enabled: false
    days: 60

general:
  # Defines the level plugin QRPG will hook with.
  # The plugin must be compatible with QRPG and must be installed on the server.
  # Set NONE to disable.
  # Supported plugins: BattleLevels, Heroes, mcMMO, PvPLevels, SkillAPI, Skills, PlayerLevels.
  level-plugin: NONE
  # Defines the class plugin QRPG will hook with.
  # The plugin must be compatible with QRPG and must be installed on the server.
  # Set NONE to disable.
  # Supported plugins: Heroes, Races of Thana, SkillAPI, Skills.
  class-plugin: NONE
  # Defines the damage calculating formula.
  # Placeholders: 
  # %dmg% - Total damage (after calculating defense and damage of entities).
  # %pvpe_dmg% - PvP or PvE damage value (depends on entity type).
  # %pvpe_def% - PvP or PvE defense value (depends on entity type).
  # %crit% - Critical damage modifier.
  # %block% - Percent of damage blocked.
  damage-formula: '%dmg% * ((1 + (%pvpe_dmg% - %pvpe_def%) / 100) * (1 - %block% / 100))'
  # Cooldown damage modifier. The higher value - the lower damage on cooldown.
  # Set 0 to disable.
  # 1.0 means damage will be reduced by 100% if attack cooldown is not expired.
  damage-reduce-by-cooldown: 0.0
  # Defines if custom durability items should broke or keep at 0 durability until got repair.
  break-items: true
  # Defines the max distance in blocks to get the target in crosshair. Used in some abilities and skills.
  max-get-target-distance: 30
  
  lore-format:
    # Defines the item stat format in item lore.
    # Placeholders:
    # %att_prefix% - Item stat prefix.
    # %att_name% - Item stat name.
    # %att_value% - Item stat pre-value text or color.
    item-stat: '%att_prefix% %att_name%: %att_value%'
    # Defines the damage type format in item lore.
    # Placeholders are the same as above.
    damage-type: '%type_prefix% %type_name%: %type_value%'
    # Defines the defense type format in item lore.
    # Placeholders are the same as above.
    armor-type: '%type_prefix% %type_name%: %type_value%'
    # Defines the ammo type format in item lore.
    # Placeholders are the same as above except %type_value%.
    ammo-type: '&7Ammo Type: %type_prefix% %type_name%'
    # Defines the ammo type format in item lore.
    # Placeholders:
    # %type_name% - Hand-Type name.
    hand-type: '&7Hand: %type_name%'
    # Rounds the item stats numbers to integers.
    round-to-integer: false
  
  # When true allows mobs and NPCs to have item stats effects from the items they have equipped.
  item-stats-applies-to-mobs: true
  # When true allows fishing rod hook damage the entities.
  fish-hook-can-damage: true
  # When true allows item stats of the item in off hand gives effects to the holder.
  item-stats-applies-in-offhand: false
  # When true allows mobs and NPCs to reduce custom durability of the items they have equipped.
  mobs-can-reduce-item-durability: true
  # When true allows SkillAPI skills to reduce the item durability they have been casted by.
  skill-api-skills-can-reduce-item-durability: true
  # When true allows bows do the full damage in melee (Left-Click) attacks.
  allow-bows-melee-damage: false
  # When false prevents you from holding the item you can't use because of it's requirements.
  allow-hold-items-you-cant-use: false
  # When true disables the vanilla sweep sword (AoE) attacks.
  disable-vanilla-sweep-attack: true
  combat:
    # Defines the amount of BLOCK_RATE stat that will be added to the entity, while blocking (Right-Click) by shield.
    shield-block-add-rate: 50.0
    # Defines the amount of BLOCK_DAMAGE stat that will be added to the entity, while blocking (Right-Click) by shield.
    shield-block-damage: 50.0
    # Defines the shield use cooldown after the successful block.
    shield-block-cooldown: 5
    # Reduces the amount of heart particles in combat. Enable this if you're experiencing FPS drops in combat with high weapon damage.
    reduce-particle-hearts: true
    # Reduces visual amount of hearts in player hearts bar to default 10 hearts. THIS IS VISUAL SETTING; DOES NOT CHANGES THE ACTUAL PLAYER HEALTH.
    reduce-visual-player-hearts: false

Strings

strings:
  # Damage separator symbol.
  dmg-separator: ' &7- '
  # Durability separator symbol.
  durability-separator: '&7/'
  # String value for unbreakable items with custom durability.
  durability-unbreakable: Unbreakable
  # Percent symbol.
  percent: '%'
  # Negative symbol. You don't have to add minus here because the negative numbers already have it. Used on 'bonus' stats.
  negative: '&c'
  # Positive number symbol. Used on 'bonus' stats.
  positive: +
  # Multiplier/modifier symbol.
  modifier: x
  separator:
    symbol: '&7/' # Separator symbol for undefined values (item class/type requirements, etc).
    value-color: '&f' # Color for each new element after the 'symbol'
  requirements:
    level:
      # String values for player and item level requirements.
      item:
        range: '&c➛ Item Lvl required: %min%-%max%'
        single: '&c➛ Item Lvl required: %min%+'
      player: '%state%Player Lvl: %lvl%+' # You can use %state% to enable dynamic lore (it's X and V by default).
    # String values for player and item class(type) requirements.
    class:
      player: '%state%Player Class: %class%' # You can use %state% to enable dynamic lore (it's X and V by default).
      item: '&c➛ Item type: %type%'

Damage Modifiers

This section allows you to multiple the damage caused by specified Damage Causes. These multipliers can be applied to mobs and/or players.

Damage = Damage x Modifier

damage-modifiers:
  ENTITY_ATTACK: # DamageCause name.
    PLAYER: 1.0 # Damage multiplier for Players.
    MOB: 1.0 # Damage multiplier for mobs and NPC's.
  FIRE:
    PLAYER: 1.0
    MOB: 1.0
  POISON:
    PLAYER: 2.15
    MOB: 2.0

Hand Types

Here you can enable/disable hand types for the weapons and change their names. Currently only two hand types available.

hand-types:
  ONE:
    enabled: true
    name: '&fOne-handed'
  TWO:
    enabled: true
    name: '&eTwo-handed'

Damage Types

Here you can create your own damage types. They are unlimited so you can create as many types as you want.

Every damage type can be reflected by specified defense type with custom damage formula.

damage-types:
  # Damage type ID. Must be unique.
  physical:
    # Defines if this damage should be the default damage.
    # Note: This damage will be used every time when no damage was specified.
    default: true
    # Prefix
    prefix: '&6⚔'
    # Name
    name: 'Physical Damage'
    # Numbers color
    value: '&f'
    # Custom actions which will be executed when someone's hits entity with this damage type.
    # Actions Guide.
    on-hit-actions: {}
    # Multipliers the damage if it was caused in specified biome(s).
    # List of Biomes.
    biome-damage-modifier:
      PLAINS: 1.0
    # Multipliers the damage depends on damage receiver's type.
    # List of EntityTypes.
    entity-type-modifier:
      PIG: 1.0
    # Multipliers the damage depends on MythicMob's faction.
    mythic-mob-faction-modifier:
      faction: 1.0
  magical:
    prefix: '&d⚡'
    name: 'Magical Damage'
    value: '&f'
    on-hit-actions:
    - '[EFFECT] CRIT_MAGIC 0.5 0.5 0.5 0.05 50 @Target'
    biome-damage-modifier:
      PLAINS: 1.0
    entity-type-modifier:
      PIG: 1.0
    mythic-mob-faction-modifier:
      faction: 1.0

Defense Types

Defense Types are custom defenses that has their own mechanics and effects, like the damage types.

You can create your own defense types and remove the premade defense types. They are unlimited so you can create as many as you want.

Every defense type has its own damage formula and can block custom damage types and default damage causes.

armor-types:
  physical:
    # Prefix
    prefix: '&6▸'
    # Name
    name: 'Physical Defense'
    # Numbers color
    value: '&f'
    # Defines if this defense type should be percentage or not.
    # It's only adds a percent symbol at the end of defense value.
    # The damage formula is still on your side.
    percent: false 
    # List of DamageCauses that will be blocked by this defense.
    block-damage-source:
    - ENTITY_ATTACK
    # List of DamageTypes which will be blocked by this defense type.
    block-damage-types:
    - physical
    # Damage formula for this defense type.
    # Placeholders:
    # %dmg% - Total damage.
    # %def% - Entity defense value.
    formula: '(%dmg% - (%def% / 10))'
  magical:
    prefix: '&d▸'
    name: 'Magical Defense'
    value: '&f'
    percent: false 
    block-damage-source:
    - ENTITY_ATTACK
    block-damage-types:
    - magical
    formula: '(%dmg% - (%def% / 10))'

Ammo Types

Ammo Types can be used to make the bow launch something else instead of arrows. They do not affect damage.

They are static, which means you can't create your own ammo types.

ammo-types:
  ARROW:
    enabled: true
    prefix: '&f➶'
    name: 'Arrow'
  SNOWBALL:
    enabled: true
    prefix: '&9❄&f'
    name: 'Snowball'
  EGG:
    enabled: true
    prefix: '&6⚫&f'
    name: 'Egg'
  FIREBALL:
    enabled: true
    prefix: '&c☄&f'
    name: 'Fireball'
  WITHER_SKULL:
    enabled: true
    prefix: '&8☢&f'
    name: 'Wither Skull'
  SHULKER_BULLET:
    enabled: true
    prefix: '&d✦&f'
    name: 'Shulker Bullet'
  LLAMA_SPIT:
    enabled: true
    prefix: '&e☔&f'
    name: 'Llama Spit'
  ENDER_PEARL:
    enabled: true
    prefix: '&b◉&f'
    name: 'Ender Pearl'
  EXP_POTION:
    enabled: true
    prefix: '&e☘&f'
    name: 'Exp Potion'

Socket Types

Here you can change the lore format for item sockets.

socket-types:
  GEM:
    lore:
      # Lore string for empty socket.
      empty: '&a□ '
      # Lore string for filled socket.
      filled: '&a▣ &f'
      # Lore header. This line will be auto-added in lore, if item has sockets (In Tiers only).
      header: '&8&m               &f  「 GEMS 」  &8&m               '
  RUNE:
    lore:
      empty: '&b◇ '
      filled: '&b◈ &f'
      header: '&8&m               &f  「 RUNES 」  &8&m               '
  ESSENCE:
    lore:
      empty: '&c○ '
      filled: '&c◉ &f'
      header: '&8&m            &f  「 ESSENCES 」  &8&m            '

Item Stats

The full Item Stats list you can find HERE.

item-stats:
  DIRECT_DAMAGE:
    name: Direct Damage
    prefix: '&f▸'
    # Numbers color
    value: '&f'
    # The max. value of the stat which player or entity can have from all items and sources. Set -1 to unlimit.
    capability: 100.0
  AOE_DAMAGE:
    name: AoE Damage
    prefix: '&3▸'
    value: '&f'
    capability: -1

Item Sub Types

Item Sub Types are custom item groups user can create to use them in some plugin modules.

For example, if you want to make some Gem can be apply only to Axes, you can create the sub type 'axe' add item axe names to it and then add this sub type in Gem item type requirements.

item-sub-types:
  axe: # Subtype ID name.
    name: 'Axe'
    materials:
    - WOODEN_AXE
    - GOLDEN_AXE
    - IRON_AXE
    - DIAMOND_AXE
    - STONE_AXE
  sword:
    name: 'Sword'
    materials:
    - WOODEN_SWORD
    - GOLDEN_SWORD
    - IRON_SWORD
    - DIAMOND_SWORD
    - STONE_SWORD
  shears:
    name: 'Shears'
    - SHEARS
  shovel:
    name: 'Shovel'
    materials:
    - WOODEN_SHOVEL
    - GOLDEN_SHOVEL
    - IRON_SHOVEL
    - DIAMOND_SHOVEL
    - STONE_SHOVEL

Item Groups

Item Groups used in the plugin to define which items can be used as a weapon, which are as armor and which are as tools.

If you want to make, for example, Stick to have the damage types and item stats, you should add it to the weapon group.

They are static, so you can't create or delete them.

item-groups:
  WEAPON:
    name: 'Weapon'
    materials:
    - WOODEN_SWORD
    - WOODEN_AXE
    - STONE_SWORD
    - STONE_AXE
    - GOLDEN_SWORD
    - GOLDEN_AXE
    - IRON_SWORD
    - IRON_AXE
    - DIAMOND_SWORD
    - DIAMOND_AXE
    - SHEARS
    - FISHING_ROD
    - BOW
  TOOL:
    name: 'Tool'
    materials:
    - WOODEN_HOE
    - WOODEN_AXE
    - WOODEN_SHOVEL
    - WOODEN_PICKAXE
    - STONE_HOE
    - STONE_AXE
    - STONE_SHOVEL
    - STONE_PICKAXE
    - GOLDEN_HOE
    - GOLDEN_AXE
    - GOLDEN_SHOVEL
    - GOLDEN_PICKAXE
    - IRON_HOE
    - IRON_AXE
    - IRON_SHOVEL
    - IRON_PICKAXE
    - DIAMOND_HOE
    - DIAMOND_AXE
    - DIAMOND_SHOVEL
    - DIAMOND_PICKAXE
    - SHEARS
    - FISHING_ROD
  ARMOR:
    name: 'Armor'
    materials:
    - LEATHER_HELMET
    - LEATHER_CHESTPLATE
    - LEATHER_LEGGINGS
    - LEATHER_BOOTS
    - GOLDEN_HELMET
    - GOLDEN_CHESTPLATE
    - GOLDEN_LEGGINGS
    - GOLDEN_BOOTS
    - CHAINMAIL_HELMET
    - CHAINMAIL_CHESTPLATE
    - CHAINMAIL_LEGGINGS
    - CHAINMAIL_BOOTS
    - IRON_HELMET
    - IRON_CHESTPLATE
    - IRON_LEGGINGS
    - IRON_BOOTS
    - DIAMOND_HELMET
    - DIAMOND_CHESTPLATE
    - DIAMOND_LEGGINGS
    - DIAMOND_BOOTS
    - SHIELD
    - ELYTRA
Navigation