DungeonsAndMobs Wiki
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Commands:
DungeonsAndMobs use an advanced permissions system, that allows you to configure every single permission. You can find it explained in the "files" section.
Here, I will put the default permissions.
Every command: dungeonsandmobs.* or being OP
Every mobs command: dungeonsandmobs.mobs.*
/dam create: dungeonsandmobs.mobs.create
/dam edit <ID>: dungeonsandmobs.mobs.edit
Every item command: dungeonsandmobs.item.*
/dam item <name> <level>: dungeonsandmobs.item.get
Files:
Automatically arranged by the plugin.You can edit every message.Here you will be able to edit the plugin's permissions. The player just needs one permission for being able to perform a certain action.
Code (YAML):every-command: 'dungeonsandmobs.*' #You can do everything
every-mobs-command: 'dungeonsandmobs.mobs.*' #Every command regarding mobs
creating-mobs: 'dungeonsandmobs.mobs.create' #Create and edit mobs
editing-mobs: 'dungeonsandmobs.mobs.edit' #Edit mobs
every-item-command: 'dungeonsandmobs.item.*' #Every command regarding items
get-item: 'dungeonandmobs.item.get' #/dam item command
Code (YAML):items:
powerful_sword:
custom-name: '&ePowerful Sword [&7%level&e]'
type: weapon
item: iron_sword
max-durability: 200
#%actexp will be replaced with the experience the weapon has in that moment; %totexp will be replaced with the needed experience to level up. Damage is different from the base damage; it is calculated using the damage-calculation formula, so it changes with levels if you decide so.
lore:
- '&7&oA nice sword... I guess.'
- '&6Level: &7%level'
- '&7Exp: %actexp/%totexp'
- '&cDamage: &6%damage'
base-damage: 7.0
#The plugin will use this formula to calculate the damage the weapon deals, depending, in this case, also from the level.
#For example, in this case, if the weapon is level 3, it will deal 7.0+3*0.25 = 7.0+0.75 = 7.75 damage.
damage-calculation: '%basedamage+%level*0.25'
exp-to-level-up-calculation: 20+%level*5
max-level: 20
#The enchantments the weapon will get at a certain level. They remain if they are not specified;
#by the way, if another enchantment is defined and the old one is not, the old one disappears. Same thing for the effects.
enchantments:
'1':
fire_aspect: 1
'3':
fire_aspect: 2
'5':
fire_aspect: 3
effects:
'1':
speed: 2
'3':
speed: 2
regeneration: 1
'10':
speed: 2
regeneration: 2
'20':
speed: 2
regeneration: 3
high_potential_sword:
custom-name: '&8High Potential Sword [&7%level&8]'
type: weapon
item: wood_sword
max-durability: 0
lore:
- '&7&oIt increases its damage... exponentially.'
- '&6Level: &7%level'
- '&7Exp: %actexp/%totexp'
- '&cDamage: &6%damage'
base-damage: 0.5
damage-calculation: '%basedamage+%level*%level*%level'
exp-to-level-up-calculation: 100+%level*%level*%level*%level*%level
max-level: 3
enchantments: {}
effects: {}
corrupting_sword:
custom-name: '&8Corrupting Sword'
type: weapon
item: gold_sword
max-durability: 0
lore:
- '&7&oIt seems op...'
- '&cCorruption level: &4%level'
- '&cDamage: &6%damage'
base-damage: 30
damage-calculation: '%basedamage-%level*2'
exp-to-level-up-calculation: 10+%level
max-level: 15
enchantments:
'1':
fire_aspect: 3
'5':
fire_aspect: 2
'12':
fire_aspect: 1
'15':
fire_aspect: 0
effects:
'1':
speed: 2
'3':
speed: 1
'5':
speed: 0
'7':
slow: 1
blindness: 1
glowing: 1
hunger: 1
'8':
harm: 1Code (YAML):
#The range the mobs are able to spawn from the locations. Put "0" to make them spawn in the precise point.
spawn-range: 3
delete-default-drops: true
being-killer-time: 5
player-kill-exp: 15
normal-mobs-exp:
zombie: 2
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