➤ Item - ssomar1607/ExecutableItems GitHub Wiki

Item Settings

This page will teach you about item settings

MATERIAL

NAME

  • Info: The name of the item
  • Example: name: &cEpic Sword
  • For 1.16 HEX, refer to this
  • Required: YES
    • (IT IS A MUST IN 1.12 AS YOU CANNOT HAVE A NULL NAME)

LORE

  • Info: The lore of the item
  • Example:
lore:
- '&7Insta-Boom Bomb'
- ''
- '&f&lABILITIES:'
- '&f&l - &a&lInsta-Boom &f&l(&3&lRIGHT-CLICK&f&l)'
- '&fRight-Click on a block to use. Can only'
- '&fharvest blocks mined using your bare hands.'
- '&fBlows up a 5x5x5 area from where you used'
- '&fthe bomb. Will mostly blow up the type of block'
- '&fthat you clicked and sometimes the blocks around it.'
  • Required: YES
    • (IT IS A MUST IN 1.12 AS YOU CANNOT HAVE A NULL LORE)
  • Placeholders that you can use in the lore, %player%, %usage%, and the placeholders of your custom variables.
    (EXCEPTION) If you allow your player to add some new contents to the lore like custom enchants, custom text. If I refresh it will delete it. So to not delete it, I will not refresh the lore. But, If I dont refresh the lore, it means that the custom placeholders in lore (%usage% and variables placeholders) will not be updated.
    To conclude: EXTRA THINGS IN THE LORE = NO REFRESH = NO custom placeholders of EI in the lore pls.

NBT TAGS SUPPORT 🎇 PREMIUM 🎇

require this plugin NBTAPI

  • Info: Insert your custom nbt tags in your ExecutableItem
  • Example:
nbt:
 '1':
    type: INT
    key: 'MyKeyTag'
    value: 3
 '2':
    type: STRING
    key: 'MyOtherKey'
    value: 'myValue'
 '3':
    type: BOOLEAN
    key: 'KeyKeyKeykey'
    value: true
 '4':
    type: DOUBLE
    key: 'KeyKeyKeykeykeykey'
    value: 0.5
 '5':
    type: BYTE
    key: 'IsCustom'
    value: 1
 '6':
    key: ExtraAttributes
    type: COMPOUND
    value:
      nbt:
        '0':
          key: id
          type: STRING
          value: TRIAL_OF_THE_SUN_GOD
  • Different Type: BOOLEAN, BOOL | STRING, STR | INTEGER, INT | DOUBLE
  • Example value: true, false | blabblabla, mystringhere | 4, 2000 | 0.25, 0.6
  • Required: NO (Default: false)

GLOW

  • Info: Gives the executable item a glow/enchanted look.
  • Example: glow: true
  • Required: NO (Default: false)

USAGE

  • Info: The value of how many times you can use it. Mostly used for the usage modification function of activators.
  • Example: usage: 0 to infinite items use usage: -1
  • Required: NO (Default: 0)

USAGE LIMIT

  • Info: The value to how large the usage can only be. (Value cannot be 0)
  • Example: usageLimit: 600
  • Required: NO (Default: -1)

USE PER DAY

  • Info: The limit to how many times you can use the item each day (In real life)
  • Example: usePerDay: 200
  • Required: NO (Default: -1)

GIVE FIRST JOIN

  • Info: Gives the players that has joined the server for the first time the executable item
  • Example: give-first-join: true
  • Required: NO (Default: false)

GIVE SLOT

  • Info: (GIVE FIRST JOIN MUST BE SET TO TRUE) Sets the slot number of where the ei item will be given when a new player joins.
  • Example: give-slot: 1
  • Required: NO (Default: 0)

DISABLED WORLDS

  • Info: Prevents players from using the executable item and its activators completely.
  • Example:
disable-world:
- world
  • Required: NO

STORE ITEM INFOS (1.14+)

  • Info: Stores information in the item itself like Owner of the item and many more in the future. Also needed for the ifOwnerOfTheEI condition to work properly.
  • Example: storeItemInfos: false
  • Required: NO (Default: true)

DURABILITY

  • Info: Allows you to customize the durability of the ei item equal or below it's maximum vanilla durability
  • Example: durability: 150
  • Required: NO (Default: Max Durability of the Material)

CUSTOM MODEL DATA 🎇 PREMIUM 🎇 (1.14+)

ENCHANTMENTS

  • Info: Sets the enchantments the executable item will have
  • Example:
enchantments:
  enchantment1:
    enchantment: sharpness
    level: 1
  • Required: NO

HIDE ENCHANTMENTS

  • Info: Hides the enchantments on the executable item in the lore while still being functional
  • Example: hideEnchantments: true
  • Required: NO (Default: false)

UNBREAKABLE

  • Info: Whether the executable item will be unbreakable or not
  • Example: unbreakable: true
  • Required: NO (Default: false)

HIDE UNBREAKABLE

  • Info: Hides the unbreakable attribute on the lore of the Executable Item
  • Example: hideUnbreakable: false
  • Required: NO (Default: false)

ATTRIBUTES (1.13+)

  • Info: Sets the item's vanilla attributes
    • Attribute: To what kind of vanilla attribute it will be. Reference || SPIGOT NAME
    • UUID: "Code" For the Attribute Modifiers (IGNORE THIS)
    • Name: Name of the modifier (Doesn't do anything new)
    • Operation: More Info
    • Amount: The value for the attribute. Negative value can be used.
    • Slot: To which slot the attribute will work
  • Example:
attributes:
  attribute1:
    attribute: GENERIC_ARMOR
    name: '&eDefault name'
    uuid: 8d6b9b6a-c84d-4c76-9b4d-81a1f44a04a0
    amount: 1.0
    operation: ADD_NUMBER
    slot: HAND
  • Required: NO

KEEP ITEM ON DEATH

  • Info: Keeps the item on the player's inventory even after death
  • Example: keepItemOnDeath: true
  • Required: NO (Default: false)

DISABLE STACK 🎇 PREMIUM 🎇

  • Info: Prevents ei items from stacking
  • Example: disableStack: true
  • Required: NO (Default: false)

HIDE POTION/BANNER TAGS

  • Info: Hides potion and banner descriptions in their lore
  • Example: hidePotionEffects: true
  • Required: NO (Default: false)

HIDE USAGE (1.14+)

  • Info: Hides the usage of the item
  • Example: hideUsage: true
  • Required: NO

SPECIAL PROJECTILE

  • Info: Whether executable items which their material is a projectile item, loose usage everytime they are thrown
  • Example: isSpecialProjectile: false
  • Required: NO (Default: false)

POTION SETTINGS

potionColor: 56575 
potionType: strength
potionExtended: true
potionUpgraded: true
hidePotionEffects: true
potionEffects:
  1:
    potionEffectType: POISON
    duration: 10
    amplifier: 1
    isAmbient: true
    hasParticles: true
  2:
    potionEffectType: SPEED
    duration: 20
    amplifier: 2
    isAmbient: false
    hasParticles: false

ARMOR SETTINGS

  • Info: Options for the color of the leather armor executable items.
    • color: Pick a color and copypaste the MapInfo Color LINK
  • Example:
armorColor: 56575
  • Then put this at the bottom of the item config, save and reload the plugin

HEAD DATABASE 🎇 PREMIUM 🎇 (1.12+)

  • Info: Option to use head database custom heads
  • Example:
headDBID: 44328
  • NOTES: YOU NEED THE HEAD DATABASE PLUGIN TO USE!

CAN BE USED ONLY BY THE OWNER

  • Info: The player who first got the item is the only one who can use it
  • Example: canBeUsedOnlyByTheOwner: false
  • Required: NO (Default: false)

GLOW DROP

  • Info: When the item is dropped, it has a glow effect
  • Example: glowEffect: true
  • Required: NO (Default: false)

ITEM RECOGNITION 🎇 PREMIUM 🎇 (1.12+)

  • Info: Considers anything that isn't ei as ei
  • Example:
itemRecognition:
- NAME
- MATERIAL
- LORE
  • HIDE_ATTRIBUTE : (By default), The items are recognize with an hide attribute (injected on the item when you give it)
  • NAME: Checks if the item's name is exactly the same as the ei item's name
  • MATERIAL: Checks if the item's material type is exactly the same as the ei's material
  • LORE: Check if the item's lore is exactly the same as the ei's lore
  • Example Scenarios:
    • If an ei item only has the item recognition of MATERIAL and is a DIAMOND, all the diamonds that exist in the server will be an ei item
    • If an ei item only has the item recognition of NAME and is named "&dAngle", if you attempt to use any item with the name, "&dAngle", it will be considered as an ei item. BUT if the name was "&eAngle", it will not work.
    • If an ei item only has the item recognition of LORE, an item will only be considered as an ei if the item EXACTLY has the same color codes on lore lines and every bit of capitalizing and lowercasing of letters and characters.
    • If an ei item only has the item recognition of MATERIAL and NAME, the items must have the EXACT NAME and MATERIAL of the ei item for the item to be considered as an ei item.
  • KEEP IN MIND:
    • FOR EXAMPLE, IF THE ITEM RECOGNITION'S OPTION IS SET TO MATERIAL ONLY, ONLY USE IT ON ONE EI ITEM BECAUSE FOR EXAMPLE, IF THERE ARE 2 EI ITEMS WITH THE MATERIAL OF A DIAMOND BLOCK AND THE ITEM RECOGNITION IS BOTH MATERIAL ONLY, THE FIRST ONE IN THE ALPHABETIC ORDER WILL BE THE ONE WHO WILL HAVE THE MOST PRIORITY

ITEM VARIABLES (ONLY LIMITED TO NUMBERS AT THE MOMENT)

variables:
  x: 0
  y: 0
  z: 0
  maVar:
    default: hello
    type: STRING
  • Required: NO

Custom Settings

Custom Head Texture (Only at version 1.13+)

  • Instructions:
  1. Set the material: PLAYER_HEAD-{YOUR VALUE HERE WITHOUT THE {}}
  2. Visit a custom heads site similar to this.
  3. Get the "Value" of the head. Reference
  4. Put the value in the material section like this.
  • NOTE: HEAD TEXTURE WILL STAY AS STEVE WHEN IT'S IN THE EDITOR, YOU HAVE TO GIVE YOURSELF THE ITEM TO SEE THE HEAD TEXTURE

Usage of HEX Colors in 1.16

  • Instructions:
  1. Go to a site where it can help you choose a color of your choice for the hex color code. I recommend this.
  2. Pick a color of your choice and note down the hex color of it. Reference
  3. Add # on the beginning of the hex code and this is what you will type ingame (#DB6725)
  • #DB6725&lPractice ingame look

BUKKIT TAGS

  • This is what it will look like in the item's config
tags:
 - mytag:blabla1
 - myothertag:blabla2

In game it will be represented in PublicBukkitValues, like that

executableitems:mytag:blabla1
executableitems:myothertag:blabla2

If you need NBT TAGS look this part : NBT TAG