Changelog
ID changes
- Changed how items are checked for being a BendingItem, now only relying on the id stored in the persistent data container of the item.
Attributes section for item configs
- This is a list comprised of modifiers for minecraft attributes (like health, attack damage, and speed)
- Each element of the list follows the format
<ATTRIBUTE>;<OPERATION>;<AMOUNT>;<EQUIPMENT SLOT>
<ATTRIBUTE> is an attribute players have, like generic_max_health, generic_attack_damage, generic_movement_speed, etc. Some attributes may not be modifiable with items.
<OPERATION> is either:
add_number - this adds the exact amount given to the specified attribute
add_scalar - this uses the amount as a percent, so 0.25 would be a 25% increase
multiply_scalar_1 this does the same as add_scalar, but adds 1, so 0.25 would be a 125% increase
<AMOUNT> is the amount to modify the attribute by, can be either a positive or negative decimal number
<EQUIPMENT SLOT> is the where the player needs this item for the attribute modifiers to take effect. Acceptable values are chest, feet, hand, head, legs, off_hand.
ItemMeta section for item configs
- Specific metas have further sections under this that can be used if the correct item material is being used.
- Currently implemented sections are ArmorTrim, AxolotlBucket, Banner, BlockData, Book, Compass, and LeatherArmor, further explained below
- ArmorTrim has two values, Material and Pattern. This should be self explanatory.
- AxolotlBucket has one value for the Variant of the axolotl in the bucket.
- Banner has one value, Patterns. This is a list of the patterns to be applied on the banner. Each element of the list is formatted as
<PATTERN>;<DYE COLOR>.
- BlockData has one value, Value, for the block data to be used on the block.
- Book has four values: Title, Author, Generation, and Pages.
- Title accepts alt color codes
- Generation is either ORIGINAL, COPY_OF_ORIGINAL, COPY_OF_COPY
- Pages is a list where each element is a page in the book. Unsure what the limit is. Pages also accept alt color codes.
- Compass has four values, World, X, Y, Z. These are used to create a location for the compass to track.
- LeatherArmor has one value, Color. This is a hexadecimal color, the # symbol can be omitted.
Example
Material: LEATHER_CHESTPLATE
Element: Earth
Usage: WEARING
Display: '&x&5&0&C&8&7&8Badgermole Pelt Tunic'
Lore:
- 'A tunic made from the hide of a badgermole'
Attributes:
- generic_max_health;add_number;40;chest
ItemMeta:
LeatherArmor:
Color: 'bf9678'