Commands
COMMAND |
ARGUMENTS |
DESCRIPTION |
PLAYER ONLY |
PERMISSIONS |
/dismantle open |
- |
Opens Dismantle GUI. |
Yes |
quantumrpg.dismantle.cmd.open |
/dismantle open [player] |
[player] |
Opens Dismantle GUI to specified player. |
No |
quantumrpg.dismantle.cmd.open |
/dismantle open [player] [force(true/false)] |
[player] [force(true/false)] |
Force opens Dismantle GUI to specified player. |
No |
quantumrpg.dismantle.cmd.open |
/dismantle get |
[id] [level] [amount] |
Get specified module item. |
Yes |
quantumrpg.admin |
/dismantle give |
[player] [id] [level] [amount] |
Give specified module item to a player. |
No |
quantumrpg.admin |
/dismantle drop |
[world] [x] [y] [z] [id] [level] [amount] |
Drop specified module item at specified location. |
No |
quantumrpg.admin |
/dismantle list |
- |
List of all module items. |
No |
quantumrpg.admin |
Permissions
PERMISSION |
DESCRIPTION |
quantumrpg.dismantle |
Full access to Dismantle module. |
quantumrpg.dismantle.cmd |
Access to all Dismantle commands. |
quantumrpg.dismantle.gui |
Allows using the Dismantle GUI. |
Settings.yml
general:
# Custom Actions that will be executed when dismantle is successful.
actions-complete:
default:
target-selectors:
self:
- '[SELF]'
conditions:
list: []
actions-on-fail: 'null'
action-executors:
- '[SOUND] ~name: BLOCK_ANVIL_USE; ~target: self;'
# Custom Actions that will be executed when dismantle is unsuccessful.
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.'
# Dismantle GUI.
gui:
title: '&4&l<&4&nDismantle&4&l>'
size: 54
item-slots: 0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17
result-slots: 27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44
content:
filler_black:
material: BLACK_STAINED_GLASS_PANE
name: '&7'
slots: 46,47,48,49,50,51,52
type: NONE
filler_result_saver:
material: GRAY_STAINED_GLASS_PANE
name: '&7'
slots: 27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44
type: NONE
filler_yellow:
material: YELLOW_STAINED_GLASS_PANE
name: '&7'
slots: 18,19,25,26
type: NONE
filler_orange:
material: ORANGE_STAINED_GLASS_PANE
name: '&7'
slots: 20,21,23,24
type: NONE
hopper-result:
material: HOPPER
skull-hash: ''
enchanted: false
name: '&6&l&nResult'
lore: []
slots: '22'
type: NONE
accept:
material: EMERALD
skull-hash: ''
enchanted: false
name: '&a&l&nConfirm'
lore:
- '&eDismantle Cost: &c$%cost%'
- '&7'
- '&eAll selected items will be dismantled.'
slots: '53'
type: ACCEPT
exit:
material: BARRIER
skull-hash: ''
enchanted: false
name: '&c&l&nCancel'
lore: []
slots: '45'
type: EXIT
Source Table Example
# Name of the QRPG module, the source of input items.
input-module: gems
output-by-item-id-level:
# Item identifier of the module above.
# Defines the output for specified module item.
# You can use default to apply it for all module items not listed here.
default:
# Module item level.
# Dismantle will always use the greatest key less than or equal to the item level.
'1':
# Dismantle cost. Vault required.
cost: 15
# List of output custom items.
output:
# Output item identifier. Must be unique.
example:
# Chance to obtain this item.
chance: 10.0
# [Optional]
# Item that will be given.
# Remove this section for no item.
item:
material: 'EMERALD'
amount: 17
name: '&aEmerald'
lore: []
# List of commands that will be executed.
# 'command' - Executes command by a player.
# '[OP] command' - Executes command by a player as OP.
# '[CONSOLE] command' - Executes command by a Console.
# Placeholders:
# - %player% - Player name.
commands: []
# Output preview for Dismantle GUI.
preview:
material: 'EMERALD'
amount: 17
name: '&aEmerald &7(10%)'
lore: []
enchanted: false
sulphur:
chance: 100.0
item:
material: 'GUNPOWDER'
commands: []
preview:
material: 'GUNPOWDER'
name: '&8Sulphur &7(25%)'
lore: []
enchanted: false
nugget:
chance: 15.0
commands:
- '[CONSOLE] eco give %player% 10'
preview:
material: 'GOLD_NUGGET'
name: '&e10$ &7(15%)'
lore: []
enchanted: false
Item Example
material: SHEARS
name: Armor Dismantle Tool
lore: []
# [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