Piñata Config - FireML-Dev/EMFPinata GitHub Wiki
pinatas:
default:
entity-type: llama
display-name: "<aqua><bold>Piñata"
health: 120
glowing: true
glow-color: AQUA
silent: true
has-awareness: true
rewards:
- "ITEM:STONE,10"
What does each setting do?
-
entity-type
Controls the Piñata's EntityType. -
display-name
Controls the Piñata's display name. It uses MiniMessage formatting. -
health
Controls the Piñata's health. -
glowing
Should the Piñata glow? -
glow-color
If the Piñata is glowing, which color should it be? -
silent
Controls whether the Piñata makes noise or not. -
has-awareness
Allows control over whether the Piñata can move by itself. -
rewards
Is the list of rewards that should be given when the Piñata is killed. This uses EvenMoreFish's RewardType system.
You can add more Piñatas just like you would fish in the EvenMoreFish plugin. Any missing values will use the default config.
Supported Plugins:
- MythicMobs (
entity-type: mythicmob:SkeletonKing
)
Please open an issue if you would like support for a mob plugin that is not on this list.
To hook into EvenMoreFish, the plugin provides a custom RewardType that you can use.
Here is an example fish:
Example Pinata:
item:
material: air
catch-event:
- "PINATA:example"
Setting the material to air will remove the actual fish, and using the catch-event to spawn the Piñata will give the illusion that you caught the piñata itself.
This does have a limitation, in that the piñata will spawn at the hook's location instead of being reeled in like a normal fish. This is a limitation of the catch-event system, however it is the simplest way of doing things.
To access the /emfpinata command, you require the emfpinata.command
permission.
To spawn a piñata using a command, you can use /emfpinata pinata [name]
(The pinata subcommand requires the emfpinata.command.pinata
permission). This will spawn a piñata at your exact location, and is helpful for testing them before adding them to the fish.yml file.