MMOItems - Item Stats

Nov 29, 2018
MMOItems - Item Stats

  • Here is the list of all the item options from MMOItems. This list may not contain all the item options, but 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).

    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"

    Item Lore
    The description of your item.
    Looks like a text list in the config files.
    Code (Text):
    TEST_ITEM:
      material: IRON_SWORD
      lore:
      - "&9My lore has"
      - "&9multiple ligns!"

    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.
    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

    On-hit & Right-click Abilities
    The abilities of your weapon (Right Click, On-Hit).
    An on-hit ability will trigger whenever you hit any entity with a weapon, if it is not in cooldown and if you have enough mana/stamina.
    A right-click ability can be cast by right clicking your item.
    Code (Text):
    TEST_ITEM:
      material: IRON_SWORD
      ability:
        right-click:
          type: firebolt
          cooldown: 5
          damage: 7
        on-hit:
          type: shock
          cooldown: 3
          duration: 1.5

    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.
    You can also set MMOItems as ingredients using the GUI.
    This workbench also supports item quantities.
    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 <p> 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

    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: http://textures.minecraft.net/texture/761ae2fcf2f39216830951ce9fd1b26edfee4fc3199b93f8246b16d81072c7


    Tutorial on how to configurate your item's skull texture:
    • Find the head you want on Minecraft Heads.
    • Find its /give command: it should look like something like this:
      Code (Text):
      /give @p skull 1 3 {display:{Name:"Ice Cream Cone (Chocolate)"},SkullOwner:{Id:"6c77e0db-001c-460d-82eb-5cb14b864ce9",Properties:{textures:[{Value:"eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvODNhNzFiNTc3MjY2NGQ2MjIyNTU3N2MxMjg5MmU1MzI0ZTA3ZTQxNzgyOTgyMzk0NThhYTQ2ZDY3NGMxMzM3In19fQ=="}]}}}
    • Select and copy the long Value parameter. In this case:
      Code (Text):
      eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvODNhNzFiNTc3MjY2NGQ2MjIyNTU3N2MxMjg5MmU1MzI0ZTA3ZTQxNzgyOTgyMzk0NThhYTQ2ZDY3NGMxMzM3In19fQ==
    • This value is encrypted in Base64. The URL of your skull texture is encrypted in it, so you must use an online tool like Base64Encode to decrypt it.
    • Once it is decrypted, you should have a text similar to that:
      Code (Text):
      {"textures":{"SKIN":{"url":"http://textures.minecraft.net/texture/83a71b5772664d62225577c12892e5324e07e4178298239458aa46d674c1337"}}}
    • What you want is the URL of the texture. Select and copy the url, in this case:
      Code (Text):
      http://textures.minecraft.net/texture/83a71b5772664d62225577c12892e5324e07e4178298239458aa46d674c1337
    • And set this as your item's skull-texture parameter, either by manualy using config files or by going in the Editor GUI and changing the Skull Texture tag.
    You can take any URL from textures.minecraft.net for your skull texture, so if you already have your URL, skip the first steps. This tutorial also works for any other heads database that provides you the /give command.

    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.

    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.
    There are two types of item particles : normal and colored.

    Normal typed particles can have a speed. The higher the speed is, the greater they'll fly off when spawned.
    Format: [particle name]:[speed]
    Code (Text):
    TEST_ITEM:
      material: BLAZE_ROD
      item-particles: "FLAME:0.02"

    Colorable particles can be RGB colored but don't have a speed.
    Format: [particle name]:[red]:[green]:[blue]
    Code (Text):
    TEST_ITEM:
      material: STICK
      item-particles: "REDSTONE:0:0:255"

    Here is the list of all the particle names you can use:
    Code (Text):
    EXPLOSION_NORMAL: uncolorable
    EXPLOSION_LARGE: uncolorable
    EXPLOSION_HUGE: uncolorable
    FIREWORKS_SPARK: uncolorable
    WATER_BUBBLE: uncolorable
    WATER_SPLASH: uncolorable
    WATER_WAKE: uncolorable
    SUSPENDED: uncolorable
    SUSPENDED_DEPTH: uncolorable
    CRIT: uncolorable
    CRIT_MAGIC: uncolorable
    SMOKE_NORMAL: uncolorable
    SMOKE_LARGE: uncolorable
    SPELL: uncolorable
    SPELL_INSTANT: uncolorable
    SPELL_MOB: COLORABLE
    SPELL_MOB_AMBIENT: COLORABLE
    SPELL_WITCH: uncolorable
    DRIP_WATER: uncolorable
    DRIP_LAVA: uncolorable
    VILLAGER_ANGRY: uncolorable
    VILLAGER_HAPPY: uncolorable
    TOWN_AURA: uncolorable
    NOTE: COLORABLE
    PORTAL: uncolorable
    ENCHANTMENT_TABLE: uncolorable
    FLAME: uncolorable
    LAVA: uncolorable
    FOOTSTEP: uncolorable
    CLOUD: uncolorable
    REDSTONE: COLORABLE
    SNOWBALL: uncolorable
    SNOW_SHOVEL: uncolorable
    SLIME: uncolorable
    HEART: uncolorable
    BARRIER: uncolorable
    ITEM_CRACK: uncolorable
    BLOCK_CRACK: uncolorable
    BLOCK_DUST: uncolorable
    WATER_DROP: uncolorable
    ITEM_TAKE: uncolorable
    MOB_APPEARANCE: uncolorable
     

    Displayed Type
    This option doesn't change the type of your item, it just displays something else in the lore as its type.
    You can use it to create "new item types" that will have the same passive effects.
    Code (Text):
    TEST_ITEM:
      material: DIAMOND_SWORD
      name: "&fIron Greatsword"
      two-handed: true
      displayed-type: "&cTwo Handed Sword"


    Musket Stats
    There are two main item stats you can use to customize muskets.
    • Knockback - when set to a positive value, the player will be knocked back when using a musket.
    • Recoil - shooting innacuracy (e.g when set to 5, the shot can deviate by up to 5°)
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