Item Features
Last updated
Last updated
Usage of HEX Colors in 1.16
Instructions:
Info: The base Minecraft item of the executable item
Example:
For the head settings Refer to here.
Required: YES
Info: The name of the item
Example:
For 1.16 HEX, refer to the information at the top of this page.
Required: YES
Info: The lore of the item
Example:
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 "".
Info: Gives the executable item a glow/enchanted look.
Example:
Required: NO (Default: false)
Info: Forces the item to not have the glow effect even if it is enchanted.
Example:
You can also remove the vanilla enchant from the nether star for example
Info: When the item is dropped, it has a glow effect
Possible colours:
Example:
Required: NO (Default: false)
Info: Displays the custom name of the item when it is dropped.
Example:
Required: NO (Default: false)
Info: Allows you to display conditions on the lore.
Example:
Required: NO
Info: Allows you to customize the durability of the EI item equal or below it's maximum vanilla durability
Example:
Required: NO (Default: Max Durability of the Material
Info: Sets the enchantments the executable item will have
Example:
Required: NO
Info: Whether the executable item will be unbreakable or not
Example:
Required: NO (Default: false)
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:
Required: NO
keepDefaultAttributes: It keeps or not the default attributes
ignoreKeepDefaultAttributesFeature: It ignores the setting of keep default attributes. (Useful for the third case)
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:
Required: NO
Tutorial:
Info: Sets the rarity of the item
Info: Sets the default mining speed of the item
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.
Info: If enabled, this item can be equipped in the specified slot.
Example
Info: For repairable tools
Info: If enabled , you can glide with the item like the elytras
Info: To customize the item model
Info: To customize the item tooltip model
Require this plugin NBTAPI
Info: Insert your custom nbt tags in your ExecutableItem
Example:
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)
This is what it will look like in the item's config
In game it will be represented in PublicBukkitValues, like that
Info: Hides the enchantments on the executable item in the lore while still being functional
Required: NO (Default: false)
Info: Hides the attributes on the executable item in the lore while still being functional
Required: NO (Default: false)
Info: Hides the unbreakable attribute on the lore of the Executable Item
Required: NO (Default: false)
Info: Hides potion and banner descriptions in their lore
Required: NO (Default: false)
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%
Info: The value of how many times you can use it. Mostly used for the usage modification function of activators.
Example:
For infinite items use:
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:
Required: NO (Default: -1)
Info: The limit to how many times you can use the item each day (In real life)
Example:
Required: NO (Default: -1)
Info: Set the nutriniotal value of the item
Info: The saturation level that the item gives
Info: If you can eat the item
Info: If you can always eat the item or only when hunger
Info: The amount of seconds it takes to eat the item
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:
NOTE: IF YOU ARE TRYING TO CREATE AN ITEM THAT GIVES EFFECTS TO THE USER OF THE ITEM, DON'T USE THIS. USE THE LOOP ACTIVATOR INSTEAD.
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:
Then put this at the bottom of the item config, save and reload the plugin
If you want use Head material for your ExecutableItem, you are in the good part !
The without plugin method requires to edit direclty your item FILE, it's not possible IN-GAME !
Instructions:
Example:
Info: Option to use head database custom heads (No need to modify the material with this method)
headDBID:
The id of the head. Reference
Example:
You need to have one of theses plugins below
Premium Head Database plugin
Free Head database plugin
Info: Prevents or allow the players from using the EI in certain worlds
Example:
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:
Required: NO (Default: true)
Info: The player who first got the item is the only one who can use it
Example:
Required: NO (Default: false)
Info: Keeps the item on the player's inventory even after death
Example:
Required: NO (Default: false)
Its compatible with worldguard keepInventory and vanilla keepInventory gamerule
Info: Prevents EI items from stacking
Example:
Required: NO (Default: false)
Info: Set the max of stacking of an item
Example:
Required: NO (Default: 0)
NEVER TYPE "id" or "usage" IN THE ID OF A VARIABLE AS IT MAY CAUSE ISSUES AND BREAK THE EI ITEM
Info: Defines what variables are inside your item. (Number or String)
Example:
Required: NO
Info: Gives the players that has joined the server for the first time the executable item
Required: NO (Default: false)
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)
Info: Considers anything that isn't EI as EI
Example:
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.
(For 1.12 ONLY) (Other versions : check below )