essences - magemonkeystudio/divinity GitHub Wiki

Commands

COMMAND ARGUMENTS DESCRIPTION PLAYER ONLY PERMISSIONS
/essences get [id] [level] [amount] Get specified module item. Yes divinity.admin
/essences give [player] [id] [level] [amount] Give specified module item to a player. No divinity.admin
/essences drop [world] [x] [y] [z] [id] [level] [amount] Drop specified module item at specified location. No divinity.admin
/essences list - List of all module items. No divinity.admin
/essences merchant (player) (force) Opens Merchant Socketing GUI to a (specified) player. No divinity.essences.cmd.merchant

Permissions

PERMISSION DESCRIPTION
divinity.essences Full access to Essences module.
divinity.essences.cmd Access to all Essences commands.
divinity.essences.gui.user Allows using Default Socketing GUI.
divinity.essences.gui.merchant Allows using Merchant Socketing GUI.

Settings.yml

# Custom module command aliases.
# You can provide multiple aliases by separating them with a comma.
command-aliases: arrows,rpgarrows

socketing:
  # When false, prevents to socket items with the same id into one item.
  allow-duplicated-items: true
  # Animated title bar with socketing progress.
  animated-bar:
    # Enable/Disable socketing animation.
    enabled: true
    # Static bar title.
    bar-title: '&e&lSocketing...'
    # Progress bar char.
    bar-char: ''
    # Progress bar length.
    bar-size: 20
    # Progress bar format.
    # Placeholders:
    # - %success% - Current success progress.
    # - %failure% - Current failure progress.
    # - %bar% - Progress bar.
    bar-format: '&a&l%success%%&r %bar%&r &c&l%failure%%'
    # Bar Colors.
    color-neutral: 'DARK_GRAY'
    color-success: 'GREEN'
    color-unsuccess: 'RED'
    # Progress bar fill interval in ticks (20 ticks = 1 second).
    fill-interval: 1
    # Amount of fill points.
    fill-amount: 1
    # Min. progress bar success value to make socketing successful.
    min-success: 50
  # Socketing Merchant.
  merchant:
    # Enable/Disable merchant feature.
    enabled: true
  # Executes Custom Actions when socketing is successful.
  actions-complete:
    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;'
  # Executes Custom Actions when socketing is unsuccessful.
  actions-error:
    default:
      target-selectors:
        self:
        - '[SELF]'
      conditions:
        list: []
        actions-on-fail: 'null'
      action-executors:
      - '[SOUND] ~name: ENTITY_VILLAGER_NO; ~target: self;'
  failure:
    # When true, target item will be destroyed. If item has Charges, then one charge is taken.
    destroy-target: true
    # When true, source item will be destroyed. If item has Charges, then one charge is taken.
    destroy-source: false
    # When true, removes all inserted sockets of the module socket type.
    wipe-filled-sockets: false
    # When socketing is unsuccessful, you can add a silent rate bonus to increase the socket chance for a next attempt.
    silent-rate-bonus:
      # Max. bonus rate value that can be stacked.
      max-bonus: 20
      # Bonus rate table.
      # Key = current item filled sockets, Value = amount of added bonus rate.
      by-item-sockets:
        '0': 7 # Adds 7% successful rate when item has 0 filled sockets.
        '1': 5
        '2': 3
        '3': 1

# 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_SUCCESS_RATE% - Displays item socket chance.
# - %ITEM_UNTRADEABLE% - Applies Untradeable Attribute (must be enabled in the Soulbound module).
# - %ITEM_CHARGES% - Applies and displays item charges attribute.
# - %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_SOCKET% - Applies and displays socket requirement for the target item.
# - %TARGET_TIER% - Applies and displays Tier requirement for the target item.
item-format:
  name: '%TIER_COLOR%%ITEM_NAME% %ITEM_LEVEL_ROMAN%'
  lore:
  - '&8&m               &f  「 INFO 」  &8&m               '
  - '&7Enchant Chance: &a&l%ITEM_SUCCESS_RATE%%'
  - '&7Tier: %TIER_NAME%'
  - '%ITEM_CHARGES%'
  - '%ITEM_LORE%'
  - '&8&m         &f  「 REQUIREMENTS 」  &8&m        '
  - '%TARGET_LEVEL%'
  - '%TARGET_TYPE%'
  - '%TARGET_MODULE%'
  - '%TARGET_SOCKET%'
  - '&8&m               &f 「 USAGE 」 &8&m               '
  - '&7Drag & Drop onto item to start socketing.'

gui:
  title: '&4&l<&4&nSocketing&4&l>'
  size: 9
  item-slot: 3
  source-slot: 4
  result-slot: 5
  content:
    filler:
      material: BLACK_STAINED_GLASS_PANE
      skull-hash: ''
      enchanted: false
      name: ''
      lore: []
      slots: 0,1,2,3,4,5,6,7,8
      type: NONE
    accept:
      material: LIME_STAINED_GLASS_PANE
      skull-hash: ''
      enchanted: false
      name: '&a&l&nAccept'
      lore:
      - '&7You will try to socket the essence'
      - '&7into your item.'
      - ''
      - '&7In case of failure your item'
      - '&7will be &cdestroyed&7.'
      slots: '8'
      type: ACCEPT
    exit:
      material: RED_STAINED_GLASS_PANE
      skull-hash: ''
      enchanted: false
      name: '&c&l&nCancel'
      lore: []
      slots: '0'
      type: EXIT

Item Example

material: REDSTONE
name: Essence of Magic
lore:
- '&7Creates a &fMagic Helix %ITEM_LEVEL_ROMAN% &7around you.'
socket-display: '&cMagic Helix %ITEM_LEVEL_ROMAN%'

# [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

# [Required]
# Defines the chance of successful item socketing.
# NOTE: When this setting is missed, item will have 100% socket rate!
# Item will always use the greatest key less than or equal to the item level.
# Allowed syntaxes:
# - [rate] - Exact socket rate.
# - [min~max] - Exact random socket rate.
# Allowed placeholders:
# - %ITEM_LEVEL% - Item level.
success-rate-by-level:
  '1': '75'
  '2': 30 * %ITEM_LEVEL%
  '3': '30~50'

# [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  
  # [Required]
  # Socket Category requirement.
  # If item missed this requirement, it will throw an console error and won't be loaded.
  socket: default

# Essence particle effect settings.
effect:
  # Internal effect type. Allowed: HELIX, FOOT, AURA.
  type: HELIX
  # Particle name.
  name: SPELL_WITCH
  # Particle speed.
  speed: 0
  # Particles amount.
  amount: 1
  # Particle offset.
  offset-x: 0
  offset-y: 0
  offset-z: 0

Merchant.yml

# Merchant additional socketing settings.
socketing:
  # Socketing success rate.
  chance:
    # Bonus for using merchant.
    merchant-bonus:
      # Amount of additional success rate to socket item when using Merchant GUI.
      amount: 15
      # Max. possible value of socket item success rate with merchant bonus.
      # If socket item success rate is higher than this value, merchant bonus won't be applied.
      maximal: 80
  # Additions to silent rate bonus feature.
  silent-rate-bonus:
    # Enable/Disable silent rate bonus feature to have effect in Merchant GUI.
    enabled: false

# Merchant Socketing Price.
# Item worths will be summed.
price:
  # Modifier for socket item worth.
  socket-worth-modifier: 1.0
  # Modifier for target item worth.
  item-worth-modifier: 0.6

# Merchant Socketing GUI.
# Do whatever you want here while you understand what you're doing.
gui:
  title: '&8&m    &9&l Merchant Socketing &8&m    '
  size: 45
  item-slot: 20
  source-slot: 22
  result-slot: 24
  animation:
    tick: 10
    progressive: true
  content:
    filler_1:
      material: BLACK_STAINED_GLASS_PANE
      skull-hash: ''
      enchanted: false
      name: ''
      lore: []
      slots: 2,3,4,5,6,10,11,15,16,19,28,29,25,34,33,38,39,40,41,42,12,21,30,14,23,32
      type: NONE
    filler_2:
      material: CYAN_STAINED_GLASS_PANE
      name: '&7'
      slots: 0,1,9,7,8,17,27,36,37,35,44,43
    
    filler_4_a1:
      material: PURPLE_STAINED_GLASS_PANE
      name: '&5&lItem Slot'
      lore:
      - '&f» &7Click on item with at least &fone'
      - '&7free socket to put it into the GUI.'
      - ''
      - '&f» &7Click on item in GUI to take it back.'
      slots: 11,29
      animation:
        auto-play: true
        start-frame: 0
      animation-frames:
        '1':
          material: MAGENTA_STAINED_GLASS_PANE
          name: '&d&lItem Slot'
          lore:
          - '&f» &7Click on item with at least &fone'
          - '&7free socket to put it into the GUI.'
          - ''
          - '&f» &7Click on item in GUI to take it back.'
    
    filler_4_a3:
      material: PURPLE_STAINED_GLASS_PANE
      name: '&5&lGem Slot'
      lore:
      - '&f» &7Click on a &fgem &7item in inventory'
      - '&7to put it into the GUI.'
      - ''
      - '&f» &7Click on item in GUI to take it back.'
      slots: 13,31
      animation:
        auto-play: true
        start-frame: 0
      animation-frames:
        '2':
          material: MAGENTA_STAINED_GLASS_PANE
          name: '&d&lGem Slot'
          lore:
          - '&f» &7Click on a &fgem &7item in inventory'
          - '&7to put it into the GUI.'
          - ''
          - '&f» &7Click on item in GUI to take it back.'
    
    filler_4_a5:
      material: PURPLE_STAINED_GLASS_PANE
      name: '&5&lResult Preview'
      slots: 15,33
      animation:
        auto-play: true
        start-frame: 0
      animation-frames:
        '3':
          material: MAGENTA_STAINED_GLASS_PANE
          name: '&d&lResult Preview'
    
    accept:
      material: LIME_STAINED_GLASS_PANE
      skull-hash: ''
      enchanted: false
      name: '&2« &aAccept &2»'
      lore:
      - '&a» &7Price: &a$%cost%'
      - '&a» &7Success Chance: &a%chance%%'
      - '&7'
      - '&7In case of failure your item will be &cdestroyed&7.'
      slots: 26
      type: ACCEPT
    exit:
      material: RED_STAINED_GLASS_PANE
      skull-hash: ''
      enchanted: false
      name: '&4« &cCancel &4»'
      lore: []
      slots: 18
      type: EXIT
⚠️ **GitHub.com Fallback** ⚠️