-
Notifications
You must be signed in to change notification settings - Fork 33
Configuration Tips
To include a hex color in your text or message, simply put the hex color code, like #FF00FF
:
Example_Message_2: '#ff00ffHello!'
To include a hex gradient, follow the pattern: <gradient:START_COLOR>Text to apply gradient on</gradient:END_COLOR>
.
Example:
Example_Message: '<gradient:#ff0000>Text to apply gradient on</gradient:#00ff00>'
Command sections allows you to execute your custom commands. If commands are supposed to be executed on/per a player, use %player_name%
placeholder for a player name, or any placeholder from PlaceholderAPI. All commands executed from server console.
(Command sections are marked as [COMMAND] in the config comments.)
Commands_Section:
- 'say Hello all from %player_name%!'
- 'spawn %player_name%'
Scalable sections are meant to have a dynamic value. It will be calculated N
times (depends on the placeholder) and for each N
it will have its own value.
(Scalable sections are marked as [SCALABLE] in the config comments.)
Let's say we have an object that has levels from 1
to 10
. It has a placeholder %level%
. Now we can use that placeholder in this scalable option with some math expressions to calculate 10
different values, where each level has it's own value.
There are 2 ways of using these sections:
-
Single Expression: Simply put a math expression or just a raw value.
Scalable: '1.0 + %level%' # Will be calculated 10 times, where %level% placeholder will be replaced with values 1-10
Scalable: '5.0' # Will be 'calculated' the same 10 times, but value will be the same for all levels.
-
Expression Map: You can set different math expressions or values for each level or levels range:
Scalable: '0': '1.0 + %level%' # This expression will be used for levels 0-4. '5': '0.5 * %level%' # This expression will be used for levels 5-9. '10': '100.0' # This expression will be used for levels 10 and above.
The following options allows you to customize items for your needs.
(Item sections are marked as [ITEM] in config comments.)
-
Material: Defines item material. If material is not provided or material is AIR, no item will be appeared in game.
Item_Example: Material: DIAMOND_SWORD
-
Amount: Amount of item. Please note, that in some special cases this option will be ignored.
Item_Example: Material: DIAMOND_SWORD Amount: 1
-
Name: Custom name displayed instead of default item name.
Item_Example: Material: DIAMOND_SWORD Name: '&a&lSuper Sword'
-
Lore: Custom item description.
Item_Example: Material: DIAMOND_SWORD Lore: - '&7This is example of custom lore.' - '&bType whatever you want...'
-
Durability: Sets the durability for breakable items.
Item_Example: Material: DIAMOND_SWORD Durability: 50
-
Custom Model Data: Sets the custom model for item from resourcepack.
Item_Example: Material: DIAMOND_SWORD Custom_Model_Data: 4
-
Custom Head Texture: Sets the custom skin/texture for
PLAYER_HEAD
items. Some textures can be find here: https://minecraft-heads.com/Item_Example: Material: PLAYER_HEAD Head_Texture: '(long value)'
-
Enchantments: Adds specific enchantment(s) on item.
Note: You have to use client enchantment names in English only!
Item_Example: Material: DIAMOND_SWORD Enchants: sharpness: 2 knockback: 1
-
Color: Sets the color for leather armors and potions.
Syntax:
'R,G,B'
. Use-1
for random value(s) (0-255).Item_Example: Material: LEATHER_CHESTPLATE Color: 255,0,255
-
Unbreakable: Adds unbreakable tag to item.
Item_Example: Material: DIAMOND_SWORD Unbreakable: true
-
Item Flags: Adds specific Item Flags to item.
You can use
'*'
to include all the flags at once.Item_Example: Material: DIAMOND_SWORD Item_Flags: - HIDE_ATTRIBUTES - HIDE_ENCHANTS
First of all, all valid particle names you can find here: Particle.
But some particles requires additional data to work properly:
-
BLOCK_CRACK: Block Material data.
Particle: Name: BLOCK_CRACK Material: SAND
-
BLOCK_DUST: Block Material data.
Particle: Name: BLOCK_CRACK Material: SAND
-
BLOCK_MARKER: Block Material data.
Particle: Name: BLOCK_CRACK Material: SAND
-
FALLING_DUST: Block Material data.
Particle: Name: BLOCK_CRACK Material: SAND
-
ITEM_CRACK: Item data (see above).
Particle: Name: ITEM_CRACK Item: Material: APPLE Custom_Model_Data: 10015
-
DUST_COLOR_TRANSITION: Dust transition options.
Particle: Name: DUST_COLOR_TRANSITION Color_From: 255,0,0 Color_To: 0,255,0 Size: 1.0
-
REDSTONE: Dust options.
Particle: Name: REDSTONE Color: 255,0,0 Size: 1.5