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Configuration Tips

nulli0n edited this page Jul 5, 2023 · 6 revisions

HEX Colors & Gradients

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

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

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.

Item Sections

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

Particle Sections

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
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