Item Stats & Options

Apr 3, 2019
Item Stats & Options

  • Here is the list of all the item options from MMOItems. This list may not contain all the available item options, so make sure you read the rest of the wiki which may contain the info about the item option you're looking for! Item examples will help you configuring them manually if you feel like you don't need the edition menu (aka hardcore mode).

    Tip: use CTRL+F to find the desired item stat.
    Lastly, things may change a bit depending on your server version (1.13 / legacy)

    Material, Durability
    Your item material and its durability/data.
    Example: INK_SACK with 1 durability corresponds to Rose Red (for 1.8 - 1.12). Use ROSE_RED for 1.13.
    All materials can be found in the Spigot Javadocs (warning, these names correspond to the latest version material names).
    Code (Text):
    TEST_ITEM:
      material: INK_SACK
      durability: 1

    Display Name
    The name of your item. For color codes, use '&".
    You can also use placeholders for your item names. Get the placeholder you want (or create one) in the name-placeholders.yml file, and use <placeholder>. The placeholder will display a random word in the list you set up in the config file.
    Code (Text):
    TEST_ITEM:
      material: IRON_SWORD
      name: "&f<sml> Iron Greatsword"
    // with the default config, <sml> returns either "Short", "Medium" or "Large" (determined randomly)

    Enchantments
    The item enchants & their levels.
    Warning! Enchant IDs differ from enchant names, e.g Sharpness = DAMAGE_ALL. You can find all enchant IDs in the Spigot Javadocs. You may use enchant names instead of enchant IDs if you're using the 1.13 version.
    Code (Text):
    TEST_ITEM:
      material: IRON_SWORD
      enchants:
        DAMAGE_ALL: 3
        FIRE_ASPECT: 1

    Dye Color
    This parameter is only for leather armor pieces.
    In RGB (red-green-blue)
    Code (Text):
    TEST_ITEM:
      material: LEATHER_CHESTPLATE
      dye-color: 100 100 100

    Item Permission
    The permission any player must have in order to use this item.
    There's also a permission to bypass the item permission restriction.
    Code (Text):
    TEST_ITEM:
      material: LEATHER_CHESTPLATE
      permission: mmoitems.leather-breastplate

    Attack Damage, Attack Speed
    The amount of damage your weapon deals, and at which speed (in hits/sec).
    Code (Text):
    TEST_ITEM:
      material: IRON_SWORD
      attack-damage: 8.0
      attack-speed: 1.8

    Critical strike Chance & Power
    The chance of your item, in %, of dealing a critical strike.
    Critical strikes deals 250% of the initial damage (configurable in the config file).
    Critical Strike Power corresponds to the percentage of damage a critical strike deals.
    Code (Text):
    TEST_ITEM:
      material: IRON_SWORD
      critical-strike-chance: 50
      critical-strike-power: 250

    Range
    The range of your whip/staff.
    The default value is 18.
    Units here are not exactly blocks, distance in blocks of a default staff attack is 40% of that value.
    Code (Text):
    TEST_ITEM:
      material: LEASH
      range: 18

    Blunt Power & Rating
    Blunt Power corresponds to the radius of the blunt attack. The bigger the more enemies you can hit at the same time.
    Blunt Rating corresponds to the damage dealt by the blunt attack. In % of the initial damage.
    Example: Blunt Power = 3 | Blunt Rating = 70% | When hitting an entity, enemies within 3 units of distance will take 70% of the initial damage.
    Code (Text):
    TEST_ITEM:
      material: IRON_HAMMER
      blunt-power: 3
      blunt-rating: 70

    Unbreakable
    When set to true, weapons never break. This option is needed if you planned to give your item a custom texture using the Texture by durability mecanism.
    Code (Text):
    TEST_ITEM:
      material: IRON_SWORD
      unbreakable: true

    Armor, Armor Toughness
    The amount of armor and armor toughness your piece of armor gives to the player. These stats correspond to vanilla minecraft player attributes.
    Armor and armor thoughness reduce damage taken. You may visit the official MC wiki to know how damage is calculated depending on armor & armor thoughness, but briefly: armor reduces damage, and armor thoughness reduces armor reduction.
    These stats are not supported in 1.8 since the corresponding Minecraft attributes were added back in 1.9.
    Code (Text):
    TEST_ITEM:
      material: CHAINMAIL_CHESTPLATE
      armor: 2
      armor-toughness: 2

    Max Health
    The amount of health max your item gives to the holder/wearer.
    Code (Text):
    TEST_ITEM:
      material: SHIELD
      max-health: 5

    Movement Speed
    The amount of movement speed your item gives to the holder/wearer.
    The default minecraft movement speed is 0.2. If you set the item additional movement speed to 0.02, that will be +10% Movement Speed.
    Code (Text):
    TEST_ITEM:
      material: IRON_SWORD
      movement-speed: 0.02

    Two Handed
    If a player holds two items at the same time, one being Two Handed, he's significantly slowed down.
    You can also configurate that he can't do anything when being in this situation.
    Code (Text):
    TEST_ITEM:
      material: IRON_AXE
      two-handed: true

    Restore (Consumables)
    The amount of health, food and saturation a consumable item restores!
    Code (Text):
    TEST_ITEM:
      material: POTION
      restore:
        health: 3
        food: 8
        saturation: 16

    Potion Effects (Consumables)
    The potion effects a consumable item grants when consumed.
    Format: [POTION_EFFECT]: [DURATION],[AMPLIFIER]
    All potion effects can be found in the Spigot javadocs!
    Duration is in seconds, as usual.
    Code (Text):
    TEST_ITEM:
      material: BREAD
      effects:
        increased_damage: 1 10

    Permanent Effects
    The potion effects your item grant to the holder.
    Format: [POTION_EFFECT]: [AMPLIFIER]
    Code (Text):
    TEST_ITEM:
      material: IRON_SWORD
      perm-effects:
        increased_damage: 1

    Consume Cooldown (Consumables)
    The delay players must wait before drinking a consumable item twice.
    Code (Text):
    TEST_ITEM:
      material: POTION
      consume-cooldown: 5

    Crafting Recipe
    The craft recipe of your item (in a workbench).
    All materials can be found in the Spigot Javadocs!
    To add durability/ID to the different elements of your crafting recipe, put a ':' between the material name and the durability. Example: INK_SACK:2, which corresponds to... Cactus Green.
    Code (Text):
    TEST_ITEM:
      material: POTION
      craft-enabled: true
      craft:
      - AIR PAPER AIR
      - PAPER DIAMOND PAPER
      - PAPER PAPER PAPER
      craft-enabled: true

    Advanced Crafting Recipe
    The crafting recipe players can use in the advanced workbench to craft your item. This special workbench can be accessed by sneaking and right clicking a workbench. It allows the use of complex crafting recipes that use items with custom names, but it also support item amounts & MMOItems as ingredients.
    Editing an item advanced recipe is pretty easy, simply click the corresponding option in the edition menu: another GUI will pop up which will show your current item recipe. Drag & drop the items you want on the corresponding slots and don't forget to use /mi reload adv-recipes to make recipe changes apply.

    Code (Text):
    TEST_ITEM:
      material: IRON_SWORD
      advanced-craft-enabled: true
      advanced-craft:
        '0':
          material: IRON_INGOT
          amount: 1
          durability: 0
          name: ''"
        '1':
          material: AIR
          amount: 1
          durability: 0
          name: ''"
        '2':
          material: AIR
          amount: 1
          durability: 0
          name: ''"
        '3':
          material: AIR
          amount: 1
          durability: 0
          name: ''"
        '4':
          material: IRON_INGOT
          amount: 1
          durability: 0
          name: ''"
        '5':
          material: AIR
          amount: 1
          durability: 0
          name: ''"
        '6':
          material: AIR
          amount: 1
          durability: 0
          name: ''"
        '7':
          material: AIR
          amount: 1
          durability: 0
          name: ''"
        '8':
          material: STICK
          amount: 1
          durability: 0
          name: ''"
     

    Enchant: Autosmelt (Tools)
    When set to true, your tool automaticaly smelt mined iron and gold ores.
    Code (Text):
    TEST_ITEM:
      material: IRON_PICKAXE
      autosmelt: true

    Enchant: Bouncing Crack (Tools)
    When set to true, your tool also mines blocks in a line behind the block you first mined.
    Code (Text):
    TEST_ITEM:
      material: IRON_PICKAXE
      bouncing-crack: true

    Block/Dodge Rating
    The chance in % your armor/shield gives the wearer to dodge/block an attack.
    Code (Text):
    TEST_ITEM:
      material: IRON_PICKAXE
      block-rating: 42.1
      dodge-rating: 12.46
    Dodging an attack completely cancel damage. Blocking an attack only decreases the damage taken from a certain amount. Dodging also makes you briefly dash out of combat.
    The maximum amount of Block/Dodge Rating can be changed in the config file. By default, these values are 80% (1 chances out of 5 to take full damage).

    Block Power
    The percentage of the damage an armor can block.
    Code (Text):
    TEST_ITEM:
      material: IRON_PICKAXE
      block-power: 45.3
    By default, Block Power is 25%. This value can be increased by each item which has a Block Power stat.
    Maximum Block Power can also be configurated in the config file. By default, it's 75% (you only take 1/4 of the damage).

    Item Commands
    A command your item makes you perform when right clicked.
    You can also configurate the command's cooldown. Warning: this cooldown differs from the Consume Cooldown! It means that your item can still be consumed even though the command is on cooldown. If you don't want your item to do that, you have to set the item's consume cooldown to the same value as the command cooldown.
    You can use the %player% placeholder to get the command sender's name.

    Code (Text):
    TEST_ITEM:
      material: PAPER
      name: '&rScroll of Cowardness'
      commands:
        '1':
          command: spawn
          cooldown: 10.0

    Arrow Particles
    When used, this option will make your bow display particles around its arrows.
    Code (Text):
    MARKING_BOW:
      material: BOW
      arrow-particles:
        particle: SMOKE_NORMAL
        amount: 3
        speed: 0.05


    Required Level
    The level your weapon/item requires in order to be used.
    Code (Text):
    TEST_ITEM:
      material: IRON_PICKAXE
      required-level: 13

    Skull Texture (for player heads only)
    The skull texture used for a custom head.
    Make sure your item has 3 as durability, otherwise this is not a player skull. For 1.13, you no longer need to give your item a durability, use the PLAYER_HEAD item material.
    Code (Text):
    TEST_ITEM:
      material: SKULL_ITEM
      durability: 3
      skull-texture: eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvOTdlMmY0OTQyNDNhY2FkM2Y0ODQ0YmM1YWUyZDVmZDUzZTY5MjczMzA0YzlkYmY1YmQxMzA5NDlmYTEzMjk4ZiJ9fX0=


    Tutorial on how to configurate your item skull texture:
    • Find the head you want on Minecraft Heads or any similar head database.
    • Find the skull texture value, which should look something like this:
      Code (Text):
      eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvOTdlMmY0OTQyNDNhY2FkM2Y0ODQ0YmM1YWUyZDVmZDUzZTY5MjczMzA0YzlkYmY1YmQxMzA5NDlmYTEzMjk4ZiJ9fX0=
    • Set this text as your item skull-texture parameter, either by manually using config files or by going in the Editor GUI and changing the Skull Texture tag.

    Staff Spirit
    Staff spirits change the staff/wand left click basic attack. You may find the list of staff spirits using /mi list staff.
    Code (Text):
    TEST_ITEM:
      material: STICK
      staff-spirit: NETHER_SPIRIT

    Gem Sockets
    Having gem sockets on your item allows you to place gem stones onto it. Gem stones improve your item stats. Each bound gem stone occupies one gem socket. More info on this wiki page.
    Code (Text):
    TEST_ITEM:
      material: STICK
      gem-sockets: 4

    PvP & PvE Damage
    PvP damage increases the damage dealt by your weapon to players.
    PvE damage increases the damage dealt against animals & mobs.

    Code (Text):
    TEST_ITEM:
      material: STICK
      pve-damage: 12
      pvp-damage: 25

    Disable Interactions
    When enabled, this option will disable any event that could happen when right-clicking/placing your item. It blocks block placement and item use (snowballs, cocoa seeds, saplings.........).
    Code (Text):
    TEST_ITEM:
      material: SNOW_BALL
      disable-interact: true

    Inedible & Disable Right Click Consume
    Inedible completely disables the right-click item event.
    Disable Right Click Consume only prevents your item from being consumed when right clicked. You can still eat it but it won't be consumed.

    Code (Text):
    TEST_ITEM:
      material: STICK
      inedible: false
      disable-right-click-consume: true

    Item Particles
    Displays some particles when holding/wearing your item.
    An item particle effect is defined by 3 things: the particle pattern and its pattern modifiers, and the actual particle being used in the effect.
    The particle pattern defines how the particle will behave, what shape it forms, etc. For instance, choosing the Helix particle pattern will make the particle form a circle going up & down around you.
    The particle is the actual particle that is being used in the particle effect. Choosing redstone with Helix will form a helix of redstone particles around you.
    You can then slightly tweak the particle effects by changing the particle modifiers which can, for instance, change the base y-offset for the helix, its radius, its height, its display speed...
    Some particles are colorable e.g the redstone particle. This means you can edit their color to make particle effects even more unique. Colors can be setup by inputing three color levels: red, green and blue (RGB).
    Code (Text):

    FIRE_GREATLANCE:
      material: BLAZE_ROD
      item-particles:
        type: DOUBLE_RINGS
        particle: FLAME
        radius: 1.3
        rotation-speed: 0.4
    // this displays two flame rings that circle slowly around the player, with a radius of 1.3
     


    Displayed Type
    This option doesn't change the type of your item, it just displays something different in the lore where the item type would normally be displayed. You can thus use it to create new fake item types.
    Code (Text):
    TEST_ITEM:
      material: DIAMOND_SWORD
      name: "&fIron Greatsword"
      two-handed: true
      displayed-type: "&cTwo Handed Sword"
    // instead of displaying "Sword", the lore will display "Two Handed Sword" which gives extra info about the item but while not changing its type


    Musket Stats
    There are two main item stats you can use to customize muskets. Muskets are special range weapons that fire bullets when right-clicked. The knockback item stat defines the knockback applied onto the player whenever he fires a musket. It thus must be a positive value. The recoil defines the shooting accuracy e.g when set to 5, shots will be performed randomly 5° around your cursor.

    Lute Stats
    Lutes are ranged weapons which emit a music projectile when right clicked. Lutes have different attack effects (the list of all available effects is prompted when editing any lute attack effect using the edition GUI) which define the look of the projectile. You can also change the sound played when attacking. Note Weight when set to any value strictly greater than 0 will make the projectile slightly tilt its trajectory downwards with time as if it was pulled down by gravity.
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