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This page first explains three concepts that run through the whole plugin, then gives the complete ability tables for the nine identities, and finally covers the systems they share.
Every number below is the default in the
config.ymlwritten on the first 1.5.1 start. Key names are included so you can look them up directly in Configuration.
Each player has a superType in data.yml, one of:
human · vampire · ghoul · werewolf · demon · priest · witchhunter · angel · enderborn
SuperNPlayer.isSuper() excludes four of them from “supernatural”:
Counted as supernatural (isSuper() == true) |
Counted as the “human side” (isSuper() == false) |
|---|---|
| vampire, ghoul, werewolf, demon, enderborn | human, priest, witchhunter, angel |
That line decides a lot of rules:
- A priest’s Banish, Exorcise and Drain only work on the supernatural; they do nothing to priests, witch hunters or angels.
- An angel’s Purify (paper) also requires a supernatural target, so an angel cannot purify an angel.
- A vampire, ghoul or werewolf only spreads its curse when it kills someone on the human side.
- Witch hunter bounties only pick the supernatural.
- The church altar’s holy light only kills the supernatural, not priests, witch hunters or angels.
- The range is 0 – 10,000, enforced by
SuperNPlayer.setPower(); hand-edited saves are clamped too (since 1.5.0). -
A cost exactly equal to your power can be paid. Since 1.5.1 every affordability check goes through
SuperNManager.canPay, which askspower >= cost. Before that, each ability askedpower > cost, so a bar of exactly 5,000 could not buy a 5,000-power ability — the one number it could not pay was its own. Abilities that do not usecanPaystill compare for themselves; see FAQ if an ability refuses at an exact amount. - Everything that scales with power uses the same formula:
effective bonus = configured value × (current power / 10000)
So Vampire.DamageFactor.AttackBonus: 0.3 means “+30% at full power”, and only +15% at half power.
- Power is not written to disk every second.
data.ymlis written on a conversion, a cure, a revert, a truce-timer change,/sn save, and shutdown.
Only three entry points rewrite a race, all in SuperNManager:
| Method | Meaning |
|---|---|
convert(player, type[, power]) |
Become the given race; records oldType / oldPower
|
cure(player) |
Return to human; if oldType was priest, return to priest |
revert(player) |
Swap with oldType (used by /sn convert when going back) |
A conversion resets the truce, updates the name colour, refreshes bounties, and clears the player’s wolves, ghoul bond and guardian angel.
| Race | Starting power | Role | Main price |
|---|---|---|---|
| Human | 0 | The starting point; where every conversion path begins | No abilities |
| Vampire | 10,000 | Night mobility, steady growth, feeding on combat | Sunlight, wooden weapons, cannot eat food, drowning costs power |
| Werewolf | 5,000 | Night melee burst and wolf packs | Almost every active ability and bonus stops working by day |
| Ghoul | 5,000 | Heavy brawling, damage soaking, summoning zombies | Water damage every second, most weapons banned |
| Priest | 10,000 | Suppressing the supernatural, healing, exorcism, guardian angel | Cannot wear any armor |
| Demon | 10,000 | Fire, fireballs, crowd control, Nether adaptation | Loses power outside the Nether unless standing in fire/lava; cannot wear armor |
| WitchHunter | 10,000 | Archery, bounties, anti-supernatural | Leather only; nearly all melee weapons banned |
| EnderBorn | 0 | Ender-pearl economy, power theft, short teleports | Every copper/diamond/netherite weapon and tool banned (18 items); human again after 5 deaths |
| Angel | 0 | Healing, purification, summoning animals, no fall damage, water charging | Gold/diamond/netherite armor is removed; cannot use a diamond- or netherite-tier weapon on animals |
EnderBorn and Angel call
convertwithout a starting power, so they begin at 0 and have to earn it.
An ordinary player with no active abilities. The “gameplay” is that the way you die decides what you become:
| Death condition | Result |
|---|---|
| Fall to death while holding a feather in the main hand | → Angel |
| Die in the Nether to fire/lava while wearing full leather | → Demon |
| Be killed by a zombified piglin in the Nether | → Ghoul |
| Be killed by an untamed wolf at night | → Werewolf |
| Right-click a gold-block altar and pay the materials | → Vampire |
| Right-click a church diamond-block altar and pay the materials | → Priest |
| Kill 3 different supernatural types without dying | → Witch hunter invitation |
| Right-click a clay block while holding an ender pearl | → EnderBorn |
When a human kills a supernatural, SNEntityMonitor records the victim’s superType; once three distinct values are collected, an invitation follows 10 seconds later.
Turning: gold-block altar + surrounding obsidian
Cure: lapis-block altar + surrounding glowstone
| Item | Detail |
|---|---|
| Altar centre |
Vampire.Altar.Infect.Material = GOLD_BLOCK
|
| Surrounding blocks |
Vampire.Altar.Infect.Surrounding.Material = OBSIDIAN, at least 20 within radius 7
|
| Materials | Mushroom stew ×1, bone ×10, gunpowder ×10, redstone ×10 |
| Permission | supernatural.player.shrineuse.vampire |
| Cure altar |
LAPIS_BLOCK + 20 GLOWSTONE within radius 7 |
| Cure materials | Water bucket ×1, milk bucket ×1, sugar ×20, wheat ×20 |
Passive
- Immune to fall damage.
- Drowning: with at least 90 power, spends 90 and cancels the damage; otherwise the damage lands.
-
Wooden weakness: a melee hit from an item in Bukkit’s
Material.Woodentag — the wooden tier’s sword, axe, pickaxe, shovel and hoe (and its spear, where the game has one) — deals +150%.STICKandBOWare in that tag too, but projectile damage returns early, so arrows do not trigger the weakness. -
Other melee reduction: non-wooden melee damage from players is reduced by 20% at full power (
Vampire.DamageFactor.DefenseBonus: 0.8). -
Passive growth: +45 power every 3 seconds (
Time.PowerGained: 15per second). - Regeneration: 1 HP every 3 seconds, costing 60 power; no regeneration at 60 power or below.
-
Sunlight: burns continuously when exposed to the sky by day. A golden helmet (
Burn.HelmetProtection), water, rain, a roof, the Nether, night, orsupernatural.player.preventsundamageprevents it. -
Cannot eat normal food: any item in
Material.Foodhas its consume event cancelled with a message that vampires must drink blood.
Active
| Input | Effect | Cost |
|---|---|---|
Left-click · poppy (Materials.Jump) |
Super jump upward, initial speed 1.2 | 1,000 |
Left-click · book (Spell.Material) |
Teleport to the saved point | 9,000 |
Right-click · poppy (TeleportMarker.Material) |
Save the current position as the teleport point | Free |
Teleport restrictions: the point must be in the same world; a point in another world or an unloaded world is refused with a message, and the point is not lost.
Gains and costs
- Kill a creature: +100; kill a player: +500 (only if the victim has more than 500 power); death: −10,000.
- Killing someone on the human side has a 35% chance to turn them into a vampire (
Supernatural.SpreadChance). -
Truce: at peace with 41 hostile mobs by default; attacking one breaks the truce for 120 seconds (
Supernatural.Truce.BreakTime).
Turning: be killed by a wild wolf at night
Cure: brew and use a Wolfbane potion by day
| Item | Detail |
|---|---|
| Trigger item |
Were.Wolfbane.Trigger = BOWL (an empty bowl) |
| Use | By day, left-click with the empty bowl |
| Recipe | Dandelion, poppy, red mushroom and brown mushroom ×10 each, every other flower ×1, bowl ×1 |
| Permission | supernatural.player.wolfbane |
Passive
-
Night attack bonus:
Were.DamageFactor.AttackBonus: 5→ +500% at full power (+250% at the starting 5,000). Night only. -
Fall reduction:
Were.DamageFactor.Fall: 0.5→ half fall damage. - Night regeneration: 1 HP every 5 seconds.
-
Wolf truce:
Were.WolfTruce: true.
Active (summon and dash are night-only)
| Input | Effect | Cost |
|---|---|---|
| Left-click · porkchop | Summon a tamed wolf (maximum 5) | 2,000 + 1 porkchop |
| Left-click · feather | Dash forward, initial speed 4 | 400 |
Using either by day prints “Cannot use this ability during the day.” and costs nothing.
Eating for power (day or night)
| Input | Effect | Cost |
|---|---|---|
| Right-click air · any food | +100 power, +6 hunger | 1 food item |
Bread does nothing (the plugin says werewolves gain no power from bread). By day, eating stops when the hunger bar is full; at night, full hunger does not prevent eating for power.
Restrictions
- Weapons are banned at night (
Were.Weapon.Restrictions: 44 entries — bow, stick, and the swords, axes, pickaxes, shovels, hoes and spears of the wooden, stone, iron, golden, copper, diamond and netherite tiers). - By day weapons are allowed, but there is no attack bonus either.
Gains and costs
- Kill a creature: +20; kill a player: +100 (only if the victim has more than 100 power); death: −2,000.
- Killing someone on the human side at night has a 35% chance to spread lycanthropy.
Turning: be killed by a zombified piglin in the Nether
Cure: church holy light (chance), priest Exorcise/Purify, or /sn cure
Passive
- Immune to fall damage.
-
Water weakness: standing in water deals −4 HP per second. A boat or
supernatural.player.preventwaterdamageprevents it. The “Ghouls disintegrate in water! Get Out Quick!” line is said at most once every 5 seconds (since 1.5.1); the damage still ticks every second. Leaving the water re-arms the warning. -
Weapon immunity: a hit from any diamond- or netherite-tier tool or weapon — sword, axe, pickaxe, shovel, hoe or spear — deals zero damage, and the attacker is told
Ghouls are immune to that material!. The list behindGhoul.Immunityis read as materials, not as items (since 1.5.1): naming a diamond thing means diamond, in every kind, plus the netherite that stands in for it. A diamond block or a piece of diamond armour is not judged — the rule is about what is swung. - Melee reduction: incoming player melee damage is reduced by 35% at full power.
-
Attack bonus:
Ghoul.DamageFactor.AttackBonus: 2→ +200% at full power. - Regeneration: 1 HP every 10 seconds; no regeneration while it is raining and the ghoul is exposed.
Active
| Input | Effect | Cost |
|---|---|---|
| Left-click · porkchop | Summon a zombie (the area must allow spawning) | 1,000 |
| Left-click · bone | Form an Unholy Bond with a supernatural player | 50 |
Unholy Bond: while the bond is active, damage to the bonded player is halved, and part of it is transferred to the ghoul; each transfer costs the ghoul another 50 power. Conditions: the ghoul is online, alive, in the same world, within 10 blocks, and has at least 50 power.
Restrictions
- 44 weapons banned: bow, stick, and the sword, axe, pickaxe, shovel, hoe and spear of the wooden, stone, iron, golden, copper, diamond and netherite tiers.
- Truce: at peace with 19 grave mobs — the zombie family (zombie, zombie villager, husk, drowned, zombified piglin, giant, zoglin, zombie horse, zombie nautilus, camel husk), the skeleton family (skeleton, stray, bogged, parched, wither skeleton, skeleton horse), the phantom, the creeper and the enderman. Both families are complete on purpose: a grave that knows a zombie and not a husk is a rule with holes in it.
Gains and costs
- Kill a creature: +200; kill a player: +1,000 (only if the victim has more than 1,000 power); death: −2,000.
- Killing someone on the human side has a 35% chance to spread the curse.
Turning: church diamond-block altar + materials
Cure: right-click the church altar with coal (“insult the Church”)
| Item | Detail |
|---|---|
| Altar |
Priest.Church.AltarMaterial = DIAMOND_BLOCK
|
| Location | Must be within 10 blocks of any registered church |
| Materials | Gold ingot ×4, glowstone dust ×4, redstone ×8, bread ×30 |
| Permission | supernatural.player.shrineuse.priest |
Passive
- Attacks against the supernatural deal +100% damage at full power and set the target on fire for 50 ticks; demons are not ignited.
- No bonus against the human side.
- Cannot harm animals (wolves excepted).
-
Cannot wear any armor (
Priest.Armorcontains onlyAIR; anything else is removed and dropped). - No weapon restriction by default (
Weapon.Restrictions: [none]).
Spells: hold the material and attack (left-click) a player.
| Material | Spell | Cost | Effect |
|---|---|---|---|
| Feather | Banish | 4,000 | Teleports a supernatural target to the banish point; requires a PvP area |
| Sugar | Exorcise | 9,000 | Returns a supernatural target to humanity |
| Flint | Purify | 1,000 | Returns a supernatural target to humanity, but the target must also hold flint |
| Paper | Heal | 1,000 | Heals a non-supernatural target for +10 HP |
| Book | Drain | 1,000 | Steals 15% of the target’s current power |
| White wool | Guardian Angel | 5,000 | Gives a non-supernatural target one lethal-hit reprieve |
Since 1.5.0, Banish refuses to cast when no banish point is set, costs nothing, and tells the admin to run
/sn setBanish.
Guardian Angel: the next lethal hit on the target is cancelled, the target returns to 20 HP, and the guardian is consumed. A priest can guard only one person at a time; guarding another removes the old one first.
Two uses of the church altar
- A priest right-clicks: every donation item in the inventory is consumed and converted to power. Apple 9,000, cod 510, cooked cod 500, cooked porkchop 210, bread 80 (per item).
-
Any other supernatural right-clicks: torn apart by holy light — health is set directly to 0 (the damage cause is recorded as a block explosion). A ghoul has a 25% chance (by default,
SpreadChance − 0.1) to be cleansed back to humanity instead.
⚠️ This is not a safe zone. A vampire, werewolf, demon or enderborn touching the church altar dies on the spot.
Remote donation: left-click with an empty bowl to consume one donation item from the inventory and receive 50% of its normal power reward.
Gains and costs: death −2,000; killing creatures or players grants no power. Power comes from donations.
Turning: wear full leather, enter the Nether, and die to fire/lava; or be converted by a demon with netherrack
Cure: drown in a cold biome while carrying at least 30 snowballs
| Item | Detail |
|---|---|
| Nether check | Checked once when entering a Nether portal; checked again at death for full leather |
| Conversion | A demon hits a target with NETHERRACK, spending 2,000 power |
| Cure | Drowning death + a cold biome (taiga, snowy plains, frozen ocean, frozen river, snowy slopes, etc.) + SnowballAmount snowballs |
Passive
- Immune to fire, fireball/explosion, lava and fall damage.
- Lava charging: standing in lava heals 1 HP and grants +40 power (about once every 2 seconds).
- Power leak outside the Nether: when not in the Nether and not standing in fire/lava, −20 power every 5 seconds.
Active
| Input | Effect | Cost |
|---|---|---|
| Left-click · redstone | Launch a fireball (10 damage, 200 fire ticks, no terrain damage) | 2,000 |
| Left-click · ink sac | Create a 3×3×3 cobweb at the target location for 10 seconds | 1,000 |
| Hit a player with netherrack | Convert the target into a demon | 2,000 |
Since 1.5.0, a target that is already a demon is refused, so the hit lands as an ordinary attack instead of silently costing 2,000.
Restrictions: cannot wear any armor (Demon.Armor contains only AIR); no weapon restriction by default.
Gains and costs: kill a creature +20; kill a player +100 (only if the victim has more than 100 power); death −10,000.
Turning: kill 3 different supernatural types as a human → receive an invitation → right-click the hall’s iron door
Cure: kill yourself (“poor bow skills”)
| Item | Detail |
|---|---|
| Invitation | A human kills 3 different superTypes without dying |
| Invitation delay | 200 ticks (10 seconds) |
| Joining | Right-click an iron door with a sign within 5×5×5 whose lines contain WitchHunter.Hall.Message
|
| Leaving | Be killed by yourself (suicide) → automatically returned to humanity |
Passive
-
Fall reduction:
WitchHunter.FallReduction: 3→ fall damage −3. - Bounties: on server start, 5 random supernatural targets are drawn and announced server-wide; completing one immediately draws another.
-
Leather only (
WitchHunter.ArmorcontainsAIRand the four leather pieces).
Archery: left-click the air with a bow to cycle arrow types. The order comes from WitchHunter.ArrowTypes, default:
fire → triple → power → grapple → normal → …
| Arrow | Effect | Cost |
|---|---|---|
| Fire | Sets the target on fire for 100 ticks; ignites burnable blocks it hits | 100 |
| Triple | Fires 3 arrows (4 ticks apart) | 100 |
| Power |
×3 damage (+200%); only this arrow enters the 15-second recovery |
1,000 |
| Grapple | Pulls the player toward the hit point | 500 |
| Normal | A vanilla arrow | 0 |
Special arrows are refused outside PvP areas with a message. Since 1.5.0, having no arrows also prints a clear message.
The power arrow’s recovery is its own. Until 1.5.1 the cooldown was checked before the arrow type was read, so one power shot locked all five arrows for fifteen seconds. Now only power is refused (You are still recovering from Power Shot (7s). Switch arrow type to shoot something else.); fire, triple, grapple and normal fire normally.
What the grapple does now. Until 1.5.1 the grapple set the player’s velocity, which the server discards the moment the client reports a position — so the shot cost 500 power and moved nobody. Since 1.5.1 it is a teleport of one block per tick toward the hit point, with the yaw and pitch carried across, ending 3 blocks short, and fall distance pinned to zero until the player is on the ground (or for 3 seconds). What it will not do is charge for a ride it did not give:
| Situation | Result |
|---|---|
| The arrow never left the block it was fired into | Checked two ticks after the shot; the power is returned and the arrow removed |
| What it hit is under 3 blocks away | Returned, with the distance in the message |
| The pull runs out of time | Returned |
| The move is refused (region plugin, world border) | Returned |
| The player and the target are in different worlds | Returned |
| A later shot takes the pull over | The older pull stands down; the newer one moves the player |
This world is not one the ability works in (MultiWorld + no permission) |
Returned |
The refund is what was actually charged, not what the setting says — an operator with supernatural.admin.infinitepower is charged nothing, and gets nothing back.
Restrictions: 42 weapons banned — the sword, axe, pickaxe, shovel, hoe and spear of all seven tiers; the bow is not on the list.
Gains and costs
- Kill a creature: +0; kill a player: +2,000 (only if the victim has more than 2,000 power); death: −500.
- Killing a bounty target grants an extra +8,000 (10,000 total).
- A killed bounty target is removed and replaced automatically.
Turning: fall to death while holding a feather
Cure: none in game
isSuper()treats an angel as part of the human side, while every purification spell (priest or angel) requires a supernatural target. An angel therefore cannot be purified. Only an admin’s/sn curereturns one to humanity.
Passive
- Immune to fall damage.
- Water charging: +50 power every 10 seconds.
-
Cannot use a diamond- or netherite-tier weapon on animals: any of the twelve (sword, axe, pickaxe, shovel, hoe, spear × diamond, netherite) cancels the hit with
Angels cannot use diamond or netherite weapons on animals!. Before 1.5.1 this rule read the victim off the event and cast it toPlayer, so it threw aClassCastExceptionon exactly the animals it was written for and refused nothing; it also only knew the diamond sword. - Armor restriction: gold, diamond and netherite pieces are removed and dropped, in all four slots. Netherite was missing before 1.5.1, so upgrading a diamond chestplate was a way round the rule.
Active
| Input | Effect | Cost |
|---|---|---|
| Left-click · dandelion | Jump upward, initial speed 1.2 | 1,000 |
| Hit a player · feather | Heal the target for +5 HP | 3,000 |
| Hit a player · paper | Purify a supernatural target | 6,000 |
| Left-click · beef | Summon a cow in front / beside the clicked face | 5,000 + 1 beef |
| Left-click · bone | Summon a tamed wolf | 5,000 + 1 bone |
| Left-click · porkchop | Summon a pig | 5,000 + 1 porkchop |
Summoning searches, in order, the cell beside the clicked face, the block above, two blocks in front, then one block in front, for ground an animal can stand on, so it is not spawned inside a wall.
Gains and costs: killing a monster grants +30; death has no penalty; killing players grants nothing.
Turning: right-click a clay block with an ender pearl; be killed by an enderborn (10%); or trade pearl hits with another pearl-holding player
Cure: die 5 times and return to humanity
| Item | Detail |
|---|---|
| Clay turning | Right-click a clay block; consumes 1 ender pearl |
| Pearl duel | When both players hold an ender pearl, the attacker converts the target |
| Kill conversion | An enderborn’s kill rolls EnderBorn.Convert.Chance (default 0.1) |
| Cure | 5 cumulative deaths; the counter is in memory only and resets on relog |
Passive
- Attack bonus: a 35% chance to add +30% at full power.
- Pearl guard: carrying an ender pearl in either hand (main or off hand, since 1.5.1) with at least 500 power reduces incoming damage by 50%, costing 500 power each time. Requiring it in the swinging hand made the guard unusable while holding a sword, which is how a player actually carries one.
Active
| Input | Effect |
|---|---|
| Left-click · ender pearl | Toggle “pearl teleport” on/off |
| Right-click · ender pearl (toggle on) | Normal vanilla teleport |
| Right-click · ender pearl (toggle off) | The pearl is consumed and converted into +100 power |
Restrictions: 18 weapons banned — the copper, diamond and netherite sword, axe, pickaxe, shovel, hoe and spear; no armor restriction.
Gains and costs: kill a creature +50; kill a player and steal 50 from them (they lose 50), with a 10% chance to convert them; death −300.
Every “per second” or “every few seconds” effect is driven by the same 1-second cycle, but the actual cadence differs per effect:
| Effect | Actual cadence | Amount |
|---|---|---|
| Vampire: regeneration / sunlight ignition / passive power | Every 3 s | 1 HP / ignition / +45 |
| Ghoul: regeneration | Every 10 s | 1 HP |
| Ghoul: water damage | Every 1 s | −4 HP |
| Werewolf: regeneration (night only) | Every 5 s | 1 HP |
| Angel: water charging | Every 10 s | +50 |
| Demon: out-of-Nether power leak | Every 5 s | −20 |
| Truce recovery countdown | Every 3 s | −3 s |
| Armor legality check | Every 1 s | Drops illegal armor |
There is one clock for the whole server:
SNTaskTimeradvancestaskCounteronce per tick, then dispatches to each online player. The number of players does not change the cadence.
| Race | At peace with | Config |
|---|---|---|
| Vampire | 41 hostile mobs (creeper, skeleton, zombie, enderman, spider, wither, warden, ghast, phantom, ender dragon, …) | Vampire.Truce.Creatures |
| Ghoul | 19 grave mobs (both the zombie and skeleton families, phantom, creeper, enderman) | Ghoul.Truce.Creatures |
| Werewolf | Wolves | Were.WolfTruce |
During a truce those mobs do not target you, and damage already on its way is refused. A vampire or ghoul that attacks a truce mob breaks the truce; it recovers after BreakTime (default 120,000 ms = 120 seconds), and recovery clears any mob currently targeting you.
Both truce lists are rebuilt from the file on every load, so
/sn reload configcannot double them. A name that does not resolve — a typo, or a mob this version does not have — costs oneWARNINGline and is skipped, instead of aborting startup the wayvalueOfused to. A name that is not a living entity is refused the same way: a truce with an arrow is not a truce.
The werewolf’s wolf truce is only a switch (
Were.WolfTruce). It has no break timer and does not participate in thetrucecountdown above.
- On server start,
WitchHunter.Bounty.MaxNumber(default 5) random supernatural players are drawn and announced server-wide. - Killing a bounty target with more than 2,000 power grants +2,000 base and +8,000 bounty, then removes the target and draws a new one.
-
/sn killlistshows the list;/sn rmTarget <player>removes a target manually and draws a replacement. - The bounty list is in memory only; a restart draws it again.
- Armor: checked every second. A piece not on the race’s allowed list is removed, dropped at the player’s feet, and a message explains that the race cannot wear it.
- Weapons: checked on hit. A banned weapon sets that hit’s damage to zero and prints a message.
- Three races default to
[none]:noneis not a valid material and resolves tonull, socontains()is always false — there is effectively no restriction. That is the real default behaviour; do not read it as “all weapons banned”.
Every rule about a material’s quality — what a race may not swing, what cannot hurt it, what an angel may not wear — is a rule about a tier, not about a sword. Hand-written item lists drifted the two ways such lists always do: a tier that arrived later was only half added, and a kind the game added was in no list at all. The result was a ghoul that shrugged off a diamond sword and was cut by the netherite one, and by a diamond spear.
MaterialTiers now answers those questions once:
| Concept | Rule |
|---|---|
| Tier | the name up to the first underscore (DIAMOND_SPEAR → DIAMOND) |
| Kind | the name after the last underscore (DIAMOND_SPEAR → SPEAR) |
| Weapon kinds |
SWORD, AXE, PICKAXE, SHOVEL, HOE, SPEAR
|
| Armour kinds |
HELMET, CHESTPLATE, LEGGINGS, BOOTS
|
| Paired tiers |
DIAMOND and NETHERITE stand in for each other, in both directions |
How each list shape is read:
-
Weapon-ban lists are widened. A list that names one diamond item means the diamond tier and the netherite that stands in for it, in all six kinds. This is right because the list says what a race may not hold: every item it grows by is an item the rule already meant to cover. It also repairs an old
config.ymlwithout touching it. - Armour lists are not widened by kind. They say what a race may wear, and everything else is taken off, so inventing a kind would hand out a slot the server never handed out. Only the tier is paired: a list that allows a diamond chestplate allows the netherite one, and nothing else.
-
The ghoul’s immunity list is read as tiers.
Ghoul.Immunityis a set of tier names (DIAMOND,NETHERITE), asked throughisToolOrWeaponOfTier, so the kind of the thing cannot be changed to get round it. - Nothing here decides what may be held, picked up or crafted. Every tool and weapon stays obtainable; a race’s list only decides whether the swing lands.
Practical consequence: the counts on this page are the defaults this build writes, computed from the game rather than typed by hand — 42 weapons and tools across seven tiers, 28 armour pieces across seven tiers. If a future version adds a kind, the same code covers it and the item is covered by every list that names its tier; if you rely on a specific material, re-read your list after a version change.
1.5.1 is a fix release whose own notes warn that “a few items may now be accepted or refused where the old lists and the rules disagreed”. If a player reports a weapon that suddenly does or does not land, this section is the explanation.
With MultiWorld: true, only players holding supernatural.world.enabled trigger supernatural rules. The permission defaults to true for everyone, so the practical effect is usually “all enabled”; to disable rules per world, revoke that node per world with a permissions plugin.
-
EnableChatColors: truecolours player names by race (vampire dark purple, werewolf blue, ghoul dark gray, priest gold, witch hunter green, demon red, enderborn light purple, angel aqua, human white). -
EnableLoginMessage: truebroadcasts “Vampire xxx has joined the server.” on join. -
Spanish: trueswitches some command and login messages to Spanish; it is not a full localization.
With EnableJoinCommand: false (the default), everyone participates automatically. When enabled, /sn join adds the player to WhitelistedPlayers in whitelistYaml.yml.
This mechanism has limits in the current version:
/sn joinonly changes an in-memory configuration object and never calls save, and the whitelist check during conversion only blocks “a non-human converting again”. For strict admission control, use a permissions plugin. See FAQ for details.
The repository README continues the original documentation and covers the main gameplay, but it does not cover everything added since:
- The README says “eight supernatural races”. More precisely there are 8 supernatural races plus the human starting point, i.e. 9
superTypes; do not forget to count human. - The README’s “Joining and leaving” lists only the 6 classic races; Angel and EnderBorn are covered by a single sentence pointing at
/sn classes. - The README lists
/sn power <playername> [amount]as an admin command, but the implementation setssenderMustBePlayer = true, so the console cannot run it. - The README’s permission table names
supernatural.player.shrineuse;plugin.ymlactually splits it into.vampireand.priest.
This Wiki describes the actual behaviour of the code.