module consumables - magemonkeystudio/divinity GitHub Wiki
The Consumables Module allows players to use special items (like potions or food) that apply buffs, restore health or hunger, and trigger commands or effects. Items can have cooldowns, target logic, class/level requirements, and more.
plugins/Divinity/modules/consumables/
โโโ items/ # All custom consumables go here
โ โโโ small_loot_potion.yml
โโโ settings.yml # Global config
File: settings.yml
command-aliases: consumables,consumes
consuming:
allow-on-full-health: true # Allow usage at full HP
allow-on-full-food: true # Allow usage at full hunger
item-format:
name: '%ITEM_NAME%'
lore:
- '%ITEM_LORE%'
File: items/small_loot_potion.yml
material: POTION
name: '&eSmall Loot Potion %ITEM_LEVEL_ROMAN%'
lore:
- '%ITEM_CHARGES%'
- '&7Cooldown: &f1 minute&7.'
- ''
- '%USER_LEVEL%'
- '%USER_CLASS%'
- ''
- '&7Increases a chance to find the item'
- '&7by &f10%&7 for &f10 minutes&7.'
tier: common
effects:
health: 0
hunger: 0
saturation: 0
usage:
RIGHT:
cooldown: 1
actions:
default:
target-selectors:
self:
- '[SELF]'
conditions:
list: []
actions-on-fail: 'null'
action-executors:
- '[COMMAND_CONSOLE] ~message: qrpg buff %executor% stat LOOT_RATE 10 600; ~target: self;'
- '[PARTICLE_SIMPLE] ~name: VILLAGER_HAPPY; ~offset: 0.3,0.3,0.3; ~speed: 0.3; ~amount: 50; ~target: self;'
- '[SOUND] ~name: BLOCK_NOTE_BLOCK_BELL; ~target: self;'
Field | Description |
---|---|
material |
What item appears in-game |
effects |
Controls health, hunger, and saturation gain |
usage.RIGHT |
Defines behavior on right-click |
cooldown |
Time before item can be used again |
action-executors |
Executes commands, plays sounds, shows particles, etc. |
target-selectors |
Determines who the effects/actions apply to ([SELF] ) |
Consumables can trigger Fabled skills using this syntax:
action-executors:
- '[COMMAND_CONSOLE] ~message: class forcecast %target% potionofhealingq1; ~target: self;'
Replace potionofhealingq1
with the skill defined in your Fabled skills list.
Command | Description | Permission |
---|---|---|
/consumables help |
Show help page | divinity.consumables.help |
/consumables get <id> [level] [amount] |
Get an item | divinity.consumables.get |
/consumables give <player> <id> [level] [amount] |
Give an item | divinity.consumables.give |
/consumables drop <world> <x> <y> <z> <id> [level] [amount] |
Drop an item in the world | divinity.consumables.drop |
/consumables list [page] |
List available consumables | divinity.consumables.list |
/consumables reload |
Reload the module | divinity.consumables.reload |
- All consumables must be defined in the
items/
folder. -
%executor%
is auto-filled with the player who used the item. - You can mix actions like commands, particles, and sounds.
- Conditions can be added to control when actions succeed or fail.