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items:types [2019/10/21 13:56]
indyuce
items:types [2020/07/01 03:13] (current)
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 +====== Item Types======
 +
 Items you create must all have an item type: blunt weapon, armor, consumable, etc. Every item type has a specific set of item stats/​options/​tags that you can use to customize your item. Items which have the same type also share unique **type passive effects**. The item type also defines how the item looks when it is unidentified. Items you create must all have an item type: blunt weapon, armor, consumable, etc. Every item type has a specific set of item stats/​options/​tags that you can use to customize your item. Items which have the same type also share unique **type passive effects**. The item type also defines how the item looks when it is unidentified.
  
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         * • Accessory: these items may only apply their stats when they are placed in non-vanilla slots i.e custom slots from custom inventories like RPGInventory.         * • Accessory: these items may only apply their stats when they are placed in non-vanilla slots i.e custom slots from custom inventories like RPGInventory.
  
-** __Range__ **+=====Range=====
     * Range weapons have different item passives depending on their item types.     * Range weapons have different item passives depending on their item types.
         * • Wand - can cast magic attack [left click] & can knock enemies back [right click on entity]         * • Wand - can cast magic attack [left click] & can knock enemies back [right click on entity]
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 You need to use the following format: You need to use the following format:
-```+<​code>​
 LONG_SWORD: LONG_SWORD:
     display: IRON_SWORD:​0     display: IRON_SWORD:​0
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         - '​{range}&​8- &7Lvl Range: &​e#​range#'​         - '​{range}&​8- &7Lvl Range: &​e#​range#'​
         - '​{tier}&​8- &7Item Tier: #​prefix##​tier#'​         - '​{tier}&​8- &7Item Tier: #​prefix##​tier#'​
-```+</​code>​
  
 For instance, this adds an item type called Long Sword which behaves exactly like the SWORD item type. The type parent defines how the item type will behave. When set to '​GEM_STONE',​ the type will behave exactly like a gem stone and you will be able to give your item any gem stone stat. The type name is the name displayed in /mi browse, in the recipe list or on the item lore. For instance, this adds an item type called Long Sword which behaves exactly like the SWORD item type. The type parent defines how the item type will behave. When set to '​GEM_STONE',​ the type will behave exactly like a gem stone and you will be able to give your item any gem stone stat. The type name is the name displayed in /mi browse, in the recipe list or on the item lore.
  
-The `unident-itemconfig section dictates how an unidentified item from that item category looks like. You can change the item display name and lore using given placeholders. #prefix# corresponds to the item TIER color prefix which thus depend on the unidentified item's tier. #prefix# is the display name of the unidentified item tier. #range# is the unidentified item's level range which also depends on its item tier.\+The ''​unident-item'' ​config section dictates how an unidentified item from that item category looks like. You can change the item display name and lore using given placeholders. #prefix# corresponds to the item TIER color prefix which thus depend on the unidentified item's tier. #prefix# is the display name of the unidentified item tier. #range# is the unidentified item's level range which also depends on its item tier. 
 Lines starting with {tier} only display if the unidentified item has a tier. Lines starting with {range} only display if the item has the '​Required Level' item stat. Lines starting with {tier} only display if the unidentified item has a tier. Lines starting with {range} only display if the item has the '​Required Level' item stat.
 {{https://​i.imgur.com/​4IuCQ72.png?​450}} {{https://​i.imgur.com/​4IuCQ72.png?​450}}
  
 You can add as many new item types as you want. Do not forget to use /mi reload after adding new item types, this way the config files corresponding to your item type (located in /​MMOItems/​item/​) are generated. If your item type was successfully registered in MMOItems, you should be able to find it in the command auto tab completions. You can add as many new item types as you want. Do not forget to use /mi reload after adding new item types, this way the config files corresponding to your item type (located in /​MMOItems/​item/​) are generated. If your item type was successfully registered in MMOItems, you should be able to find it in the command auto tab completions.

items/types.1571666175.txt.gz · Last modified: 2020/07/01 03:13 (external edit)