Item Features

Usage of HEX Colors in 1.16

  • Instructions:

    • Go to a site where it can help you choose a color of your choice for the hex color code. I recommend this.

    • Pick a color of your choice and note down the hex color of it. Reference

    • Add # on the beginning of the hex code and this is what you will type in-game (#DB6725)

    • #DB6725&lPractice ingame look

Basic Settings

MATERIAL

  • Info: The base Minecraft item of the executable item

  • Example:

material: DIAMOND

NAME

  • Info: The name of the item

  • Example:

name: '&cEpic Sword'
  • For 1.16 HEX, refer to the information at the top of this page.

  • Required: YES

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

  • 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 don't 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 please.

As a pro tip you can leave an empty space using the GUI tiping "&f" without the "".

GLOW

  • Info: Gives the executable item a glow/enchanted look.

  • Example:

glow: true
  • Required: NO (Default: false)

disableEnchantGlow (1.20.5++)

  • Info: Forces the item to not have the glow effect even if it is enchanted.

  • Example:

disableEnchantGlow : true

You can also remove the vanilla enchant from the nether star for example

GLOW DROP / GLOW DROP COLOR

  • Info: When the item is dropped, it has a glow effect

  • Possible colours:

  • Example:

glowEffect: true
glowDropColor: DARK_BLUE
  • Required: NO (Default: false)

DISPLAY NAME ON DROP

  • Info: Displays the custom name of the item when it is dropped.

  • Example:

displayNameOnDrop: true
  • Required: NO (Default: false)

DISPLAY CONDITIONS

  • Info: Allows you to display conditions on the lore.

  • Example:

displayConditions:
  playerConditions:
    ifSneaking: true
  worldConditions: {}
  itemConditions: {}
  placeholdersConditions: {}
  enableFeature: true
  • Required: NO

DURABILITY (1.20.5 --)

  • 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

DURABILITY (1.20.5 ++)

isDurabilityBasedOnUsage: true
maxDurability: 20 
durability: 19

ENCHANTMENTS

  • Info: Sets the enchantments the executable item will have

  • Example:

enchantments:
  enchantment1:
    enchantment: sharpness
    level: 1
  • Required: NO

UNBREAKABLE

  • Info: Whether the executable item will be unbreakable or not

  • Example:

unbreakable: true
  • Required: NO (Default: false)

ATTRIBUTES (1.12+)

(For 1.12 ONLY) (Other versions : check below 😄)

Attributes are now available in 1.12 ! (It requires the premium version)

Generate your item with attributes on a website like that https://mapmaking.fr/give1.12/ then give you the item to you, take it in your hand and do /ei create it will import them automatically.

  • Info: Sets the item's vanilla attributes

    • Attribute: To what kind of vanilla attribute it will be. Reference

  • UUID: "Code" For the Attribute Modifiers (IGNORE THIS)

  • Name: Name of the modifier (Doesn't do anything new)

  • Operation:

  • 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

keepDefaultAttributes: It keeps or not the default attributes

ignoreKeepDefaultAttributesFeature: It ignores the setting of keep default attributes. (Useful for the third case)

Before 1.21After 1.21

EI STONE_PICKAXE

  • keepDefaultAttributes YES

  • No other attributes

  • When in Main Hand:

    • 3 attack damage (green)

    • 1.2 attack speed (green)

EI STONE_PICKAXE

  • keepDefaultAttributes YES

  • No other attributes

  • When in Main Hand:

    • 3 attack damage (green)

    • 1.2 attack speed (green)

EI STONE_PICKAXE

  • keepDefaultAttributes NO

  • No other attributes

  • When in Main Hand

EI STONE_PICKAXE

  • keepDefaultAttributes NO

  • No other attributes

  • NOTHING

EI STONE_PICKAXE

  • keepDefaultAttributes YES

  • 1 armor attribute

  • When in Main Hand:

    • + 2 attack damage (blue)

    • -2.8 attack speed (red)

    • 1 armor (blue)

EI STONE_PICKAXE

  • keepDefaultAttributes YES

  • 1 armor attribute

  • When in Main Hand:

    • 3 attack damage (green)

    • 1.2 attack speed (green)

    • 1 armor (blue)

EI STONE_PICKAXE

  • keepDefaultAttributes NO

  • 1 armor attribute

  • When in Main Hand:

    • 1 armor (blue)

EI STONE_PICKAXE

  • keepDefaultAttributes NO

  • 1 armor attribute

  • When in Main Hand:

    • 1 armor (blue)

  • Info: Sets the Custom Model Data of the item

  • Example:

customModelData: 2232
  • Required: NO

  • Tutorial:

[Premium] Custom textures

Rarity (1.20.5+)

  • Info: Sets the rarity of the item

Default mining speed (1.20.5+)

  • Info: Sets the default mining speed of the item

Damage per block break (1.20.5+)

  • Info: Add custom rules depending on the block broken, each rule has three settings :

    • Materials

    • Mining speed

    • true/false setting to set whether or not this rule is considered the optimal tool for the blocks listed by this rule and will drop items.

Equippable

  • Info: If enabled, this item can be equipped in the specified slot.

  • Example

equippableFeatures:
    enable: false
    slot: BODY
    enableSound: false
    sound: ITEM_ARMOR_EQUIP_DIAMOND

    equipModel: "" # "mynamespace:mymodel"
    cameraOverlay"" # "mynamespace:mymodel"

    isDamageableOnHurt: false
    isDispensable: true
    isSwappable: true

    allowedEntities:
     - PLAYER

Repairable

  • Info: For repairable tools

repairableFeatures:
    enable: false
    repairCost: 2

glider

  • Info: If enabled , you can glide with the item like the elytras

glider: false

itemModel

  • Info: To customize the item model

itemModel: "" # "mynamespace:mymodel"

tooltipModel

  • Info: To customize the item tooltip model

tootipModel: "" # "mynamespace:mymodel"

NBT Tags

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
 '7':
    key: CanDestroy
    type: STRING_LIST
    value:
    - minecraft:stone
  • Different Type: BOOLEAN, BOOL | STRING, STR | INTEGER, INT | DOUBLE | COUMPOUND

  • Example value: true, false | blabblabla, mystringhere | 4, 2000 | 0.25, 0.6

  • Required: NO (Default: false)

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

Hiders Settings

hiders:
  hideEnchantments: false
  hideUnbreakable: false
  hideAttributes: false
  hidePotionEffects: false
  hideUsage: false
  hideDye: false
  hideArmorTrim: false
  hidePlacedOn: false
  hideDestroys: false

HIDE ENCHANTMENTS

  • Info: Hides the enchantments on the executable item in the lore while still being functional

  • Required: NO (Default: false)

HIDE ATTRIBUTES

  • Info: Hides the attributes on the executable item in the lore while still being functional

  • Required: NO (Default: false)

HIDE UNBREAKABLE

  • Info: Hides the unbreakable attribute on the lore of the Executable Item

  • Required: NO (Default: false)

HIDE POTION/BANNER TAGS

  • Info: Hides potion and banner descriptions in their lore

  • Required: NO (Default: false)

HIDE USAGE

  • Info: Hides the usage of the item

  • Required: NO

It will hide the text "Remaining usage: ..." from the lore, but if you want you can set the usage again in the lore with the placeholder %usage%

Custom usage Settings

USAGE

  • Info: The value of how many times you can use it. Mostly used for the usage modification function of activators.

  • Example:

usage: 1

For infinite items use:

usage: -1
  • Required: NO (Default: 0)

usage: 0 -> equals usage: 1 + the option hideUsage turn on true

You are able to hide the usage text : "Remaining use: ..." from the lore, check the setting hideUsage.

  • 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)

Food Settings (1.20.5++)

food:
  nutrition: 1
  saturation: 1
  isMeat: false
  canAlwaysEat: false
  eatSeconds: 

Nutrition

  • Info: Set the nutriniotal value of the item

Saturation

  • Info: The saturation level that the item gives

isMeat

  • Info: If you can eat the item

canAlwaysEat

  • Info: If you can always eat the item or only when hunger

eatSeconds

  • Info: The amount of seconds it takes to eat the item

Potion Settings

POTION SETTINGS

  • Info: Options for the potion effects

    • color: Pick a color on the website below and copy/paste the MapInfo Color

  • potionType:

  • potionEffectType:

  • potionExtended: Boost of time (generally from 3m to 8m on vanilla potions)

  • potionUpgrade: Boost of level (generally from level I to level II on vanilla potions)

  • duration: Duration of the effect in seconds.

  • Example:

potionSettings:
  potionColor: 56575
  potionType: WATER
  potionExtended: false
  potionUpgraded: false
  potionEffects:
    pEffect1:
      isAmbient: false
      duration: 200
      potionEffectType: REGENERATION
      amplifier: 2
      hasParticles: false
      hasIcon: false
    pEffect0:
      isAmbient: true
      duration: 30
      potionEffectType: HEAL
      amplifier: 1
      hasParticles: true
      hasIcon: true

Armor Settings

ARMOR SETTINGS

  • Info: Options for the color of the leather armor executable items.

    • color: Pick a color on the website below and copy/paste the MapInfo Color

  • Example:

armorColor: 56575
  • Then put this at the bottom of the item config, save and reload the plugin

Head Settings

If you want use Head material for your ExecutableItem, you are in the good part !

Without plugin ?

The without plugin method requires to edit direclty your item FILE, it's not possible IN-GAME !

Custom Head Texture (Only at version 1.13+)

  • Instructions:

Example:

headValue: eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvMTk4ZGY0MmY0NzdmMjEzZmY1ZTlkN2ZhNWE0Y2M0YTY5ZjIwZDljZWYyYjkwYzRhZTRmMjliZDE3Mjg3YjUifX19

HEAD DATABASE (1.12+)

  • Info: Option to use head database custom heads (No need to modify the material with this method)

  • Example:

headDBID: 44328

You need to have one of theses plugins below

Custom Settings

whitelistedWorlds

  • Info: Prevents or allow the players from using the EI in certain worlds

  • Example:

whitelistedWorlds:
- ZombieSurvivalWorld_the_end
- '!ApocalypseWorld'

STORE ITEM INFO

  • 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:

storeItemInfo: false
  • Required: NO (Default: true)

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)

KEEP ITEM ON DEATH

  • Info: Keeps the item on the player's inventory even after death

  • Example:

keepItemOnDeath: true
  • Required: NO (Default: false)

Its compatible with worldguard keepInventory and vanilla keepInventory gamerule

  • Info: Prevents EI items from stacking

  • Example:

disableStack: true
  • Required: NO (Default: false)

  • Info: Set the max of stacking of an item

  • Example:

customStackSize: 32
  • Required: NO (Default: 0)

Variables Settings

NEVER TYPE "id" or "usage" IN THE ID OF A VARIABLE AS IT MAY CAUSE ISSUES AND BREAK THE EI ITEM

ITEM VARIABLES

variables:
  var0:
    variableName: x
    type: NUMBER
    default: 0.0
  var1:
    variableName: myVar
    default: hello
    type: STRING

Custom give first join Settings

giveFirstJoin:
  giveFirstJoin: false
  giveFirstJoinAmount: 1
  giveFirstJoinSlot: 0

GIVE FIRST JOIN

  • Info: Gives the players that has joined the server for the first time the executable item

  • 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.

  • Required: NO (Default: 0)

Item Recognition Settings

  • Info: Considers anything that isn't EI as EI

  • Example:

recognitions:
- 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:

  • 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.

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