Magic Dust - magemonkeystudio/divinity GitHub Wiki

Commands

COMMAND ARGUMENTS DESCRIPTION P PERM
/magicdust open [player] [force(true/false)] Opens Magic Dust GUI. Y divinity.magicdust.cmd.open
/magicdust get [id] [level] [amount] Get module item. Y divinity.admin
/magicdust give [player] [id] [level] [amount] Give module item to player. Y divinity.admin
/magicdust drop [world] [x] [y] [z] [id] [level] [amount] Drop module item at location. Y divinity.admin
/magicdust list - List all module items. Y divinity.admin

Permissions

PERM DESCRIPTION
divinity.magicdust Full access to MagicDust module.
divinity.magicdust.cmd Access to all MagicDust commands.
divinity.magicdust.gui Allows use of Magic Dust GUI.

Settings.yml

general:
  # Custom Actions that will be executed when magic dust is successfully applied.
  actions-apply:
    default:
      target-selectors:
        self:
        - '[SELF]'
      conditions:
        list: []
        actions-on-fail: 'null'
      action-executors:
      - '[PARTICLE_SIMPLE] ~name: SPELL_WITCH; ~offset: 0.25,0.4,0.25; ~speed: 0.2; ~amount: 50; ~target: self;'
      - '[SOUND] ~name: BLOCK_NOTE_BLOCK_BELL; ~target: self;'
  # Custom Actions that will be executed when magic dust is unsuccessfully applied.
  actions-error:
    default:
      target-selectors:
        self:
        - '[SELF]'
      conditions:
        list: []
        actions-on-fail: 'null'
      action-executors:
      - '[SOUND] ~name: ENTITY_VILLAGER_NO; ~target: self;'


# Global module item format.
# All items inside the module has it's own config file with their own name and lore settings.
# When item is generated, it's name and lore will be replaced with these values.
# This allows you to have the same format for all module items without manually editing each item.
# Placeholders:
# - Tier Placeholders.
# - %ITEM_NAME% - Item name.
# - %ITEM_LORE% - Item lore.
# - %ITEM_LEVEL% - Item level number.
# - %ITEM_LEVEL_ROMAN% - Item level in Roman number.
# - %ITEM_UNTRADEABLE% - Applies Untradeable Attribute (must be enabled in Soulbound module).
# - %TARGET_LEVEL% - Applies and displays level requirement for the target item.
# - %TARGET_TYPE% - Applies and displays item type requirement for the target item.
# - %TARGET_MODULE% - Applies and displays module requirement for the target item.
# - %TARGET_TIER% - Applies and displays Tier requirement for the target item.
item-format:
  name: '%TIER_COLOR%%ITEM_NAME% (Lv. %ITEM_LEVEL%)'
  lore:
  - '&8&m               &f  「 INFO 」  &8&m               '
  - '&7Tier: %TIER_NAME%'
  - '%ITEM_LORE%'
  - '&8&m         &f  「 REQUIREMENTS 」  &8&m        '
  - '%TARGET_LEVEL%'
  - '%TARGET_TYPE%'
  - '%TARGET_MODULE%'
  - '&8&m               &f 「 USAGE 」 &8&m               '
  - '&7Drag & drop onto item to apply.'

# Magic Dust GUI.
gui:
  # Paid GUI appears when using open command or interact with special NPC.
  paid:
    title: Enchant Rate Improvement
    size: 36
    item-slot: 4
    # Buttons to select the magic dust.
    dust-buttons:
      # Button identifier. Must be unique.
      dust_1_percent:
        material: GLOWSTONE_DUST
        amount: 1
        name: '&e&lAdd 1%'
        # Placeholders:
        # - %rate-max% - Success rate capacity for this magic dust.
        # - %rate-old% - Current item successful rate.
        # - %rate-new% - Item successful rate after applying magic dust.
        # - %cost% - Cost for applying magic dust.
        # - %balance% - Current player balance.
        lore:
        - '&cCapacity: &4%rate-max%%'
        - '&7'
        - '&6Result: &e%rate-old%% &6-> &a%rate-new%%'
        - '&6Cost: &e$%cost%'
        - '&6You have: &e$%balance%'
        # Amount of added successful rate to item per one usage.
        rate-amount: 1
        # Magic dust applying cost.
        rate-cost: 150
        # Max. possible successful rate this magic dust can apply.
        rate-max: 80
        slots: 19
        type: NONE
      dust_2_percent:
        material: GLOWSTONE_DUST
        amount: 2
        name: '&e&lAdd 2%'
        lore:
        - '&cCapacity: &4%rate-max%%'
        - '&7'
        - '&6Result: &e%rate-old%% &6-> &a%rate-new%%'
        - '&6Cost: &e$%cost%'
        - '&6You have: &e$%balance%'
        rate-amount: 2
        rate-cost: 300
        rate-max: 80
        slots: 21
        type: NONE
      dust_5_percent:
        material: GLOWSTONE_DUST
        amount: 5
        name: '&e&lAdd 5%'
        lore:
        - '&cCapacity: &4%rate-max%%'
        - '&7'
        - '&6Result: &e%rate-old%% &6-> &a%rate-new%%'
        - '&6Cost: &e$%cost%'
        - '&6You have: &e$%balance%'
        rate-amount: 5
        rate-cost: 750
        rate-max: 80
        slots: 23
        type: NONE
      dust_10_percent:
        material: GLOWSTONE_DUST
        amount: 10
        name: '&e&lAdd 10%'
        lore:
        - '&cCapacity: &4%rate-max%%'
        - '&7'
        - '&6Result: &e%rate-old%% &6-> &a%rate-new%%'
        - '&6Cost: &e$%cost%'
        - '&6You have: &e$%balance%'
        rate-amount: 10
        rate-cost: 1500
        rate-max: 80
        slots: 25
        type: NONE
    # Your other custom items.
    content:
      filler_black:
        material: BLACK_STAINED_GLASS_PANE
        name: '&7'
        slots: 2,6,9,18,27,11,20,29,13,22,31,15,24,33,17,26,35
        type: NONE
      filler_yellow:
        material: YELLOW_STAINED_GLASS_PANE
        name: '&7'
        slots: 10,28,12,30,14,32,16,34
        type: NONE
      filler_orange:
        material: ORANGE_STAINED_GLASS_PANE
        name: '&7'
        slots: 1,3,5,7
        type: NONE
      exit:
        material: RED_STAINED_GLASS_PANE
        name: '&cClose & Exit'
        slots: 0,8
        type: EXIT

Item Example

material: REDSTONE
name: '&cRed Magic Dust'
# Placeholders:
# - %rate-max% - Success rate capacity for this magic dust.
# - %rate-amount% - Amount of rate this magic dust will add.
lore: []

rate-increasing:
  # Max. possible successful rate value, until this magic dust can be applied.
  max-value: 80
  # Amount of added successful rate depends on the dust level.
  # Dust will always use the greatest key less than or equal to the dust level.
  values-by-level:
    '1': 1
    '2': 2
    '3': 3
    '4': 4
    '5': 5

# [Optional] Custom item model data from resourcepack.
model-data: 123

# [Optional] Item amount.
amount: 1

# [Optional] Item durability value.
durability: 10

# [Optional]
# Custom head texture. For player heads only.
# Some textures can be find here: https://minecraft-heads.com/
skull-hash: ''

# [Optional] 
# Adds random enchantment to make item glow.
enchanted: false

# [Optional]
# Item color for Leather armor and Potions.
# Syntax: R,G,B. -1 will define random color (0-255).
color: 255,255,255

# [Optional]
# Makes item unbreakable.
unbreakable: false

# [Optional]
# Item Flags. Use '*' to apply all flags.
# All flags you can find - HERE -
item-flags:
- HIDE_ATTRIBUTES
- HIDE_ENCHANTS

# [Required]
# Item Tier.
# If item missed this setting, it will throw an console error and won't be loaded.
tier: rare

# [Required]
# Item level.
level:
  min: 1
  max: 2

# [Optional]
# Defines how many times item can be used before it disappears.
# NOTE: When this setting is missed, item will have unlimited charges amount!
# Item will always use the greatest key less than or equal to the item level.
uses-by-level:
  '1': 1 # 1 charge at 1 level.
  '2': 3 # 3 charges at 2 levels 2-4.
  '5': 10 # 10 charges at level 5

# [Optional]
# This item will be applicable to the target item only if all the requirements are met.
target-requirements:
  # Item Group or Item Type or Material requirements.
  type:
  - 'armor'
  - 'sword'
  # Item level requirements.
  # Item will always use the greatest key less than or equal to the item level.
  # Allowed syntaxes:
  # - [level] - Exact level requirement.
  # - [min]:[max] - Exact ranged level requirement.
  # - [min~max] - Exact random level requirement.
  # - [min1~min2]:[max1] - Ranged random of two min. and one max. levels requirement and vice versa.
  # - [min1~min2]:[max1~max2] - Ranged random of two min. and two max. levels requirement.
  # Allowed placeholders:
  # - %ITEM_LEVEL% - Item level.
  level:
    '1': 10
    '2': '10:15'
    '3': '15~20'
  # Module requirements. Use '*' to include all the modules.
  # If target item is not from a QRPG module, this requirement will always fails.
  module:
  - '*'
  # Tier requirement.
  # Provide Tier Identifier.
  tier: common