Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- # ----------------------------- #
- # #
- # Example Weapon. #
- # #
- # Just Copy Paste this file to #
- # make other weapons #
- # #
- # ----------------------------- #
- # Item Settings.
- item:
- # Item ID.
- id: iron_sword
- # Item display name.
- display-name: '&7&lThrowing Knife'
- # Item Lore. Use of & for colors.
- lore:
- - ' '
- - '&7Drop to throw!'
- # Damage entities get when getting hit by that.
- damage: 6
- # Cooldown, in ticks. (1 second = 20 ticks, 1 tick = 0.05s)
- cooldown: 40
- # Speed of the weapon.
- speed: 2.35
- # Permission to throw the weapon.
- permission: throwingweapons.knife
- # Trail Settings.
- trail:
- # Trail enabled or not?
- enabled: true
- # Trail Particle.
- # List: http://pastebin.com/CVKkufck
- particle: CRIT
- # Actions executed when Throwing Weapon hits an entity.
- on-hit:
- # Potion Effects to give.
- # Format:
- # NAME, duration(in ticks), strength
- # List for NAME: http://bit.ly/28MDLG2
- potion-effects:
- - 'POISON, 60, 1'
- - 'BLINDNESS, 60, 1'
- # Put the entity on fire when hitting it.
- fire:
- enabled: false
- # duration (in ticks) 20ticks = 1 sec. 1 tick = 0.05seconds
- duration: 160
- # Commands to execute when the weapon hits an entity.
- # Commands executed as console!
- #
- # %tw_thrower% -> The name of the player who threw the weapon.
- # %tw_hit% -> Player: their name.
- # Entity without name: Type of entity. (e.g. "Pig", "Villager").
- # Entity w/ custom name: Its custom name.
- # %tw_item% -> The display name of this weapon. (of the item).
- # %tw_item_original% -> The display name defined in Throwing Weapons
- # This will be different from %tw_item% if
- # using Nexo, Oraxen, or ItemsAdder.
- # %tw_id% -> The ID of the item.
- #
- # --- Supports PlaceholderAPI!
- # The player is always the thrower. You can also use the name of
- # the other player with %tw_hit%
- # Example: %otherplayer_level_%tw_thrower%%
- commands-on-hit-player:
- - 'say %tw_thrower% hit player %tw_hit% with %tw_item%!'
- commands-on-hit-entity:
- - 'say %tw_thrower% hit entity %tw_hit% with %tw_item%!'
- # Run hit commands also when the hit kills the entity.
- run-commands-on-kill: true
- # Chance to drop when hitting ground (Out of 100)
- drop-chance-ground:
- enabled: false
- chance: 40
- # Chance to drop when hitting entity (Out of 100)
- drop-chance-entity:
- enabled: false
- chance: 40
- # Commands executed when the weapon kills a non-player entity.
- commands-on-kill-entity: []
- # Commands executed when the weapon kills a player.
- commands-on-kill-player: []
- # Crafting Settings.
- crafting:
- # Should the item be craftable?
- enabled: true
- # Shaped Craft?
- # If yes, you can dispose how you want the items in the grid. Like a torch.
- # If not, you have the follow the exact crafting.
- shaped-craft: true
- # Ingredients.
- # Pattern:
- # a,b,c,d,e,f,g,h,i
- #
- # It corresponds to that in Minecraft:
- # a b c
- # d e f
- # g h i
- #
- # Use Items IDs.
- ingredients: 'iron_ingot,stick,iron_ingot,0,arrow,0,0,0,0'
- #
- # Amount of throwing weapons created when crafting.
- #
- amount: 5
- # Should the item rotate?
- rotation-animation: true
- # Does the weapon drops when it hits the ground?
- drops-when-hits-ground: true
- # Does the weapon drops when it hits an entity?
- drops-when-hits-entity: true
- # Should all items of the ID of this throwing weapon be throwable?
- overrides-default-mc-item: false
- # Should the weapon go directly back in thrower when it hits something?
- goes-back-to-inventory: false
- # Sounds config
- sounds:
- # Sound to play on hit.
- on-hit:
- # Enabled?
- enabled: true
- # Which sound? Sound List: http://pastebin.com/giyy6JKp
- sound: ARROW_HIT
- # Sound to play on throw.
- on-throw:
- # Enabled?
- enabled: true
- # Which sound? Sound List: http://pastebin.com/giyy6JKp
- sound: IRONGOLEM_THROW
- # Only works on items that have durability (swords, etc).
- durability:
- # Should the item decrease at each use or not.
- decreases: false
- # How much it decreases at each use.
- decrease-per-use: 1
- # How should it be thrown?
- # Possible:
- # DROP
- # LEFT_CLICK
- # RIGHT_CLICK
- throw-manner: DROP
- bypass-delay-between-weapons: false
- # Works only on 1.14+
- custom-model-data:
- enabled: false
- value: 123456
- # You can also use the plugin Oraxen for custom items, instead of custom model data.
- # 1.14+ only too
- oraxen:
- enabled: false
- oraxen-id: your_custom_item
- # You can also use the plugin ItemsAdder for custom items, instead of custom model data.
- # 1.14+ only too
- itemsadder:
- enabled: false
- itemsadder-id: your_custom_item
- # You can also use the plugin Nexo for custom items, instead of custom model data.
- # 1.14+ only too
- nexo:
- enabled: false
- nexo-id: your_custom_item
- # Only on +1.14!
- # Format: 'MODIFIER, SLOT, Operation, Amount
- # List of modifiers:
- # - MAX_HEALTH
- # - FOLLOW_RANGE
- # - KNOCKBACK_RESISTANCE
- # - MOVEMENT_SPEED
- # - ATTACK_DAMAGE
- # - ATTACK_SPEED
- # - ARMOR
- # - ARMOR_TOUGHNESS
- # - LUCK
- # List of slots:
- # - ANY
- # - HAND
- # - OFF_HAND
- # - HEAD
- # - CHEST
- # - LEGS
- # - FEET
- # List of operations:
- # - AMOUNT
- # - PERCENTAGE
- # - MULTIPLY
- modifiers:
- enabled: false
- list:
- - 'MAX_HEALTH, ANY, AMOUNT, 1'
- - 'ATTACK_DAMAGE, OFF_HAND, PERCENTAGE, 4'
- knockback:
- enabled: true
- # Knockback vertical component
- vertical: 0.2
- # Knockback strength
- strength: 1.0
- # This setting overrides all the others.
- # If enabled, the weapon keeps a constant
- # speed along a straight trajectory.
- # The speed is the one set in the speed
- # setting above multiplied by this factor.
- #
- # This SHOULD be used with
- # max-living-ticks enabled!!
- straight-trajectory:
- enabled: false
- multiplier: 0.3
- # Max living ticks for the weapon.
- # 1 tick = 0.05 seconds.
- # 20 ticks = 1 second
- max-living-ticks:
- enabled: false
- value: 50
- # These settings allow for affecting the
- # gravity and can make the weapon
- # fall slower (have a longer range)
- # without requiring a very high speed.
- #
- # Warning, these settings can make the
- # weapon act weirdly and stay
- # in the air for a long time.
- # Preferably use with max-living-ticks
- # enabled, or use straight-trajectory
- # with max-living-ticks.
- gravity-modifiers:
- # Maximum Y velocity for the weapon.
- # if velocity y <= -value, the weapon
- # will not accelerate more downward.
- max-y-velocity:
- enabled: false
- value: 0.1
- # At each tick, this value is added
- # to the weapon's velocity y (upward).
- anti-gravity:
- enabled: false
- value: 0.01
Add Comment
Please, Sign In to add comment