Item
The item configuration format is a standardized system. Designed with versatility in mind, this format can be utilized in any context where items are needed. Common applications of this format include fishing loot, fishing rods, fishing baits, and even within market GUIs.
The items within the configuration are structured around keys. Each key contains a set of parameters that determine the characteristics and behavior of the item. The given example, "common_bait", illustrates how a typical item is structured.
Key:
The identifier for the item. In the provided example, the key is "common_bait".
Material:
This defines the base material or the type of the item. For "common_bait", the material is set to "paper".
Example:
Display:
This section provides the visual and descriptive aspects of the item. https://docs.advntr.dev/minimessage/format.html
Name: Determines the displayed name of the item. In this case, the name is "Common lures", and it's styled using color codes and text formatting.
Example:
Lore: This is a list of descriptive lines that provide more information about the item. Each line can be formatted and colored, similar to the name.
Example:
Custom Model Data:
This parameter is used to assign a unique model data to the item. It can be especially useful when developers want to provide custom item textures or models in games.
Example:
Amount
The quantity of the item that is being defined.
Example:
Tag:
Allows the addition of a Custom Fishing tag to the item.
Example:
Unbreakable:
Dictates whether the item is unbreakable
Example:
NBT:
Enables further customization using Named Binary Tags. (Int) (Byte) (String) (Float) (String) (Double) (Short) (Long) (UUID) (Boolean) (IntArray) (ByteArray)
Example:
You are also allowed to use placeholders and custom expressions -E: Evaluate the expression -P: Parse the placeholders
Example:
Item Flags:
Lists specific flags altering the item's appearance or behavior. https://hub.spigotmc.org/javadocs/spigot/org/bukkit/inventory/ItemFlag.html
Example:
Max Durability:
Sets the item's custom durability.
Example:
Random Durability:
Decides if the item's durability is set randomly when acquired.
Example:
Price:
Description: Determines the item's price.
Base: Initial price of the item.
Bonus: Multiplier applied based on size.
Example:
Stackable:
Indicates if the item can be stacked with similar items.
Example:
Prevent Grabbing:
If set to true, other players cannot grab the item.
Example:
Placeable:
Allows the item (Player Skull) to be placed
Example:
Head64:
Points to a base64 encoded string, generally utilized for custom player head textures. https://minecraft-heads.com/custom-heads/
Example:
(Stored) Enchantments:
Details enchantments that are directly applied to the item.
Example:
Random (Stored) Enchantments:
Enumerates possible enchantments that might be applied randomly upon the item's retrieval. Each potential enchantment is associated with a level and a chance of being applied.
Example:
(Stored) Enchantment Pool:
Enchantment pool provides the ability to control the amount of enchantments on one item instead of trying applying each configurated enchantment by probability. Plugin would not allow conflict enchantments to exist at the same time and EcoEnchants is totally compatible.
From the example, we can infer that player has 60% chance of getting 1 enchantment, 30% chance of getting 2 and 10% chance of getting 3.
amount | weight | probability |
---|---|---|
1 | 6 | 60% |
2 | 3 | 30% |
3 | 1 | 10% |
Now we assume that player can get 2 enchantments.
First enchantment
enchantment | level | weight | probability |
---|---|---|---|
unbreaking | 3 | 1 | 2.5% |
unbreaking | 2 | 3 | 7.5% |
unbreaking | 1 | 6 | 15% |
sharpness | 3 | 1 | 2.5% |
sharpness | 2 | 3 | 7.5% |
sharpness | 1 | 6 | 15% |
efficiency | 3 | 2 | 5% |
efficiency | 2 | 6 | 15% |
efficiency | 1 | 12 | 30% |
Second enchantment (Assuming the first enchantment is sharpness)
enchantment | level | weight | probability |
---|---|---|---|
unbreaking | 3 | 1 | 3.33% |
unbreaking | 2 | 3 | 10% |
unbreaking | 1 | 6 | 20% |
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efficiency | 3 | 2 | 6.67% |
efficiency | 2 | 6 | 20% |
efficiency | 1 | 12 | 40% |
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