Abilities (partner items)¶
Configured in abilities.yml. Commands: /ability, /ability give; /cooldown reset for staff.
A partner item is an item that does something when it is used: right-clicked, thrown, hit with, shot from, or reeled in. What it does is its type, built into the plugin; which ones a server runs, and every value they read, are abilities.yml's. The plugin ships 42 — several share a type, such as the four that only give effects.
| Command | Does | Permission |
|---|---|---|
/ability |
A menu of every ability, with your cooldown on each | everyone |
/ability list |
The abilities, in chat | everyone |
/ability give <player> <ability> [amount] |
Hand one out — from the console too: a killstreak, a redeem code, a store | hcfcore.ability.admin |
Shared rules¶
global:
enabled: true
# A wait after using any ability before the next one, whichever it is.
cooldown-seconds: 10
# An ability that takes several hits (hits-required) counts them on the same
# player, this many seconds apart at most; longer, and the count starts over.
hits-within-seconds: 10
# The title of /ability's menu.
menu-title: "{primary}&lAbilities"
# Where no ability works: a safe zone (spawn), a Citadel's claim, the zone
# of a running event (the area held or stood in: a KOTH's, a Conquest's, a
# DTC's...), the territory of a running event, the Nether, the End, the warzone.
disabled-in:
safezone: true
citadel: true
events: true
nether: true
end: true
warzone: false
# The territory of an event - the land of its server team, drawn with
# /events claim, larger than its zone:
# during-event - no ability there for as long as the event runs; between
# runs it is ordinary server land
# always - no ability there at any time, as on a safe zone
# never - abilities work there (the zone itself still follows
# "events" above)
# One event can say otherwise for its own land with
# "disable-abilities: never|during-event|always" in events.yml.
event-territory: during-event
- Two cooldowns: each ability's own (
cooldown-seconds), and a shared one after any ability — 10 seconds before the next, whichever it is. The Pocket Bard itself takes no part in it — the items it gives do. - Where no ability works: a safe zone (spawn), a Citadel's claim, the territory of an event (its land, drawn with
/events claim) — for as long as it runs, or at all times, asabilities.ymlor the event itself (disable-abilities) says, the zone of a running event (the area held or stood in), the Nether, the End — and the warzone if you switch it on. - An enemy is only reached if you could hit them: never a teammate, nobody on a safe zone, nobody during SOTW, an ally only in an event area — the rules of a blow (Combat). A teleport to a player who has since stepped onto a safe zone is cancelled.
- Nothing is spent on a refusal: on cooldown, in a refused zone, no target — the item stays, and no cooldown starts.
- An ability item is never placed as a block — a Crafting Chaos stays a crafting table in hand.
- Most are used up — one taken from the stack. Some stay: the Grappling Hook for good, and those with
uses— the Olympia (30), the Pumpkin Reaper and the Nausea Axe (10), the Portable Archer (5) — until their durability bar, which counts the uses left, runs out. Hits and shots do not wear them, nor a chance that misses. - Staff end a player's cooldowns with
/cooldown reset <player> [what]— all of them,abilities,global(the shared one) or one ability's id (Commands). - Lunar Client players see each cooldown as an icon (Integrations).
The 42 abilities¶
| Ability | Item | Used by | Does |
|---|---|---|---|
| Switcher | snowball | throwing it | Switch places with the player it hits, 8 blocks away at most |
| Thunderbolt | gold ingot | right-click | 10 s: each hit has 20% to strike lightning, 1.5 hearts through armour |
| Combo Ability | bowl | right-click | 10 s of hits counted (12 at most), then Strength II for a second per hit |
| Lucky Mode | yellow dye | right-click | 10 s: each hit deals from 10% less to 35% more, at random |
| Rage Ball | egg | throwing it | Where it lands, 8 blocks: teammates Strength II and Resistance III, enemies Wither II |
| Crafting Chaos | crafting table | 3 hits with it | 10 s: each of your hits has 20% to open a crafting table on them |
| Focus Mode | gold nugget | right-click | The last player who hit you takes 25% more damage from you, 10 s |
| Ninja Track | nether star | right-click | Teleport to the last player you hit (10 s), 3 s later |
| Portable Archer | bow | shooting | Its arrows archer-tag who they hit, 10 s; breaks after 5 shots |
| Invisibility | ink sac | right-click | Invisible 2 minutes, armour hidden too, until a player hits you |
| Time Warp | feather | right-click | Back to where you threw your last pearl, 2 s later |
| Pocket Bard | orange dye | right-click | A menu to pick 3 Bard items: Strength II, Resistance III, Jump VII or Speed III |
| Berserk | red dye | right-click | Strength II, Resistance III, Regeneration III — and no Healing II potion — for 8 s |
| Close Call | cookie | right-click | Strength II and Regeneration V for 6 s, at 3.5 hearts or less only |
| Switch Stick | stick | right-click | 10 s: each hit has 20% to turn the player hit around |
| Belch Bomb | slime ball | right-click | Slowness II and Blindness II for every enemy within 8 blocks, 6 s |
| Reverse Ninja Track | clock | right-click | Teleport to the last player who hit you (10 s), 3 s later — out of a trap |
| Rose Thorn | rose bush | a hit with it | 10 s: 30% of the damage that player deals you goes back to them |
| Pumpkin Reaper | diamond hoe | a hit with it | On a Diamond: 50% that their helmet becomes a pumpkin for 10 s. Kept: 10 uses |
| Hulk Smash | piston | right-click | Every enemy within 10 blocks thrown about 6 blocks up |
| Sticky Web | cobweb | right-click | No fall damage for 10 s |
| Med Kit | glistering melon | right-click | Regeneration III and Absorption V for 10 s |
| Grappling Hook | fishing rod | reeling in | Fly to where the hook is stuck, from the ground or mid-air; no fall damage while in hand. Kept after use |
| Nausea Axe | iron axe | a hit with it | 50%: Nausea for 10 s. Kept: 10 uses |
| Bunny Hop | rabbit's foot | right-click | Speed III and Jump Boost IV for 10 s |
| Ice Berg | blue ice | 3 hits with it | Slowness III for 5 s |
| Antidote | milk bucket | right-click | Takes off your negative effects only |
| Golden Head | golden apple | right-click | Eaten at once: Regeneration II 10 s, Absorption II 2 minutes |
| Grabber | tripwire hook | a hit with it | Pulls the player hit towards you |
| Poisonous Potato | poisonous potato | 3 hits with it | Slowness II, Poison II and Nausea for 10 s |
| Fake Pearl | ender pearl | throwing it | Flies as a pearl, teleports nobody |
| Rocket | firework rocket | right-click | About 10 blocks up, no fall damage for 6 s |
| Combo Fish | tropical fish | right-click | 5 s: the players you hit can be hit again after 2 ticks |
| Anti-Build Bone | bone | 3 hits with it | For 15 s they cannot build, break, or open chests, doors, gates, trapdoors, buttons, levers |
| Rotten Egg | egg | throwing it | The player hit: Slowness and Poison for 10 s |
| Rage Strength | nether wart | right-click | Strength II for 8 s |
| Olympia | iron horse armour | right-click | A shotgun: 10 burning eggs scattered in a cone, 2.5 hearts if all hit; the recoil pushes you back. Kept: 30 shots |
| Baguette | bread | 3 hits with it | Hunger that drains 14 food points over 10 s — time to eat |
| Sun | sunflower | right-click | Enemies within 8 blocks: 0.9 heart for each enemy caught (9 at most), blind 2 s |
| Scrambler | blaze rod | 3 hits with it | Shuffles their hotbar |
| Lucky Bard | golden carrot | right-click | Heads: Strength II, Speed II, Regeneration II — tails: Slowness II, Weakness I, Poison I — 8 s |
| Disarmer Wand | breeze rod | a hit with it | 50%: their weapon swaps places with another item of their inventory |
"The last player who hit you" means within the last 15 seconds (hit-within-seconds) — 10 for the two Ninja Tracks. A chance that misses starts the cooldown — a Nausea Axe cannot be tried again at once — but keeps the item and its uses: only a success spends them. Every value in this table is a setting — the pages below quote each ability as shipped.
Right-click¶
Thunderbolt¶
# For 10 seconds, each hit has a 20% chance to strike lightning, for 1.5
# hearts through armour.
thunderbolt:
type: thunderbolt
material: GOLD_INGOT
name: "&e&lThunderbolt"
lore:
- "{muted}Right click this item and for the next"
- "{muted}10 seconds you have a chance to strike"
- "{muted}your opponent with lightning dealing -1.5"
cooldown-seconds: 120
seconds: 10
chance: 20
damage-hearts: 1.5
Lightning is only a sight: it sets nothing on fire. The damage goes through armour, and a strike that kills is credited to you — deathban, DTR, statistics.
Combo Ability¶
# For 10 seconds your hits are counted (12 at most); then Strength II for a
# second per hit.
combo:
type: combo
material: BOWL
name: "&3&lCombo Ability"
lore:
- "{muted}Right click this item and for the next 10 seconds"
- "{muted}each hit you get will give you a second of strength"
cooldown-seconds: 120
seconds: 10
max-hits: 12
seconds-per-hit: 1
effect: {effect: strength, level: 2}
Lucky Mode¶
# For 10 seconds, each hit deals from 10% less to 35% more, at random.
lucky-mode:
type: lucky-mode
material: YELLOW_DYE
name: "&a&lLucky Mode"
lore:
- "{muted}Right click this item and for the"
- "{muted}next 10 seconds you will be given a damage"
- "{muted}change from -10% to 35% extra damage."
cooldown-seconds: 120
seconds: 10
min-percent: -10
max-percent: 35
Focus Mode¶
# The last player who hit you (in the last 15 seconds) takes 25% more damage
# from you for 10 seconds.
focus-mode:
type: focus-mode
material: GOLD_NUGGET
name: "&9&lFocus Mode"
lore:
- "{muted}Right click this item and the last person"
- "{muted}who hit you will take 25% more damage."
cooldown-seconds: 120
damage-multiplier: 1.25
seconds: 10
hit-within-seconds: 15
Both players are told. With nobody who hit you lately, nothing is spent.
Ninja Track, Reverse Ninja Track¶
# Teleports you, 3 seconds later, to the last player you hit (in the last 10
# seconds).
ninja-track:
type: ninja-track
material: NETHER_STAR
name: "&8&lNinja Track"
lore:
- "{muted}Right click this item to teleport to"
- "{muted}the last person you hit in 3s."
cooldown-seconds: 120
delay-seconds: 3
hit-within-seconds: 10
# Teleports you, 3 seconds later, to the last player who hit you (in the last
# 10 seconds) - out of a trap, onto the one who put you there.
reverse-ninja-track:
type: reverse-ninja-track
material: CLOCK
name: "&3&lReverse Ninja Track"
lore:
- "{muted}Right click this item to teleport to the last"
- "{muted}person who hit you in 3s."
cooldown-seconds: 120
delay-seconds: 3
hit-within-seconds: 10
The Ninja Track goes to the last player you hit; the Reverse Ninja Track to the last player who hit you. The teleport happens after the delay, to where the player stands then. It is cancelled if they have left, changed world, or stepped where you may not reach them — a safe zone.
Invisibility¶
# Invisible for 2 minutes - armour hidden too - until a player hits you.
invisibility:
type: invisibility
material: INK_SAC
name: "&7&lInvisibility"
lore:
- "{muted}Right click this item and you will be"
- "{muted}turned invisible even with armor on."
cooldown-seconds: 120
effect: {effect: invisibility, level: 2, seconds: 120}
hide-armor: true
reveal-on-hit: true
With hide-armor, the other players no longer see your armour — the game's Invisibility shows it. A hit from a player (reveal-on-hit) ends it: the effect goes, the armour shows again.
Time Warp¶
# Back, 2 seconds later, to where you threw your last ender pearl (in the
# last 15 seconds).
time-warp:
type: time-warp
material: FEATHER
name: "&5&lTime Warp"
lore:
- "{muted}Right click this item to teleport to"
- "{muted}your last pearl location in 2 seconds."
cooldown-seconds: 90
pearl-within-seconds: 15
delay-seconds: 2
Back to where you stood when you threw the pearl — undoing it.
Pocket Bard¶
# Opens a menu to pick a set of Bard items (pocket-bard, below). Nothing is
# spent until one is picked. No cooldown of its own, and none shared: the items
# it gives have theirs.
pocket-bard:
type: pocket-bard
material: ORANGE_DYE
name: "&6&lPocket Bard"
lore:
- "{muted}Right click this item to open the"
- "{muted}portable bard selection."
# The Pocket Bard's sets. A pick gives "amount" items; right-clicking one gives
# its effect to the teammates within "radius" - and the user, with include-self -
# then that set waits "cooldown-seconds" before its next use, and every item
# waits for and starts the shared cooldown (global.cooldown-seconds).
pocket-bard:
menu-title: "{primary}&lPocket Bard"
menu-size: 27
items:
strength:
material: BLAZE_POWDER
name: "&6Strength II"
lore: ["{muted}* {success}Team Members"]
amount: 3
effect: {effect: strength, level: 2, seconds: 6}
radius: 20
include-self: true
slot: 10
menu-name: "&c3x Strength"
cooldown-seconds: 60
resistance:
material: IRON_INGOT
name: "&6Resistance III"
lore: ["{muted}* {success}Team Members"]
amount: 3
effect: {effect: resistance, level: 3, seconds: 6}
radius: 20
include-self: true
slot: 12
menu-name: "&73x Resistance"
cooldown-seconds: 60
jump-boost:
material: FEATHER
name: "&6Jump VII"
lore: ["{muted}* {success}Team Members"]
amount: 3
effect: {effect: jump_boost, level: 7, seconds: 6}
radius: 20
include-self: true
slot: 14
menu-name: "&a3x Jump"
cooldown-seconds: 60
speed:
material: SUGAR
name: "&6Speed III"
lore: ["{muted}* {success}Team Members"]
amount: 3
effect: {effect: speed, level: 3, seconds: 6}
radius: 20
include-self: true
slot: 16
menu-name: "&b3x Speed"
cooldown-seconds: 60
Right-clicking opens the menu; nothing is spent until a set is picked. The Pocket Bard itself has no cooldown, and does not start or wait for the shared one: the items it gives have theirs. The items it gives work as a Bard's burst: a right-click gives their effect to the teammates within 20 blocks and to you, and uses one up. Each set waits 60 seconds between two uses (cooldown-seconds), and every item waits for and starts the shared cooldown — Strength II and Resistance III are never given at once. In a Bard's hand they are never taken for the class's own items.
Berserk¶
# Strength II, Resistance III and Regeneration III for 8 seconds - and no
# healing potion for those 8 seconds.
berserk:
type: berserk
material: RED_DYE
name: "&4&lBerserk"
lore:
- "{muted}Right click this item to receive godly"
- "{muted}effects but you are unable to pot for 8s"
cooldown-seconds: 180
seconds: 8
effects:
- {effect: strength, level: 2, seconds: 8}
- {effect: resistance, level: 3, seconds: 8}
- {effect: regeneration, level: 3, seconds: 8}
# Potions refused meanwhile, drunk or thrown: strong_healing is Healing II.
denied-potions: [strong_healing]
For those 8 seconds, drinking or throwing a potion listed in denied-potions is refused, and the potion stays.
Close Call¶
# Strength II and Regeneration V for 6 seconds - only at 3.5 hearts or less.
close-call:
type: close-call
material: COOKIE
name: "&d&lClose Call"
lore:
- "{muted}Right click this item to receive godly"
- "{muted}effects when you are lower than 3.5 hearts."
cooldown-seconds: 120
max-health-hearts: 3.5
effects:
- {effect: strength, level: 2, seconds: 6}
- {effect: regeneration, level: 5, seconds: 6}
Switch Stick¶
# For 10 seconds, each hit has a 20% chance to turn the player hit around.
switch-stick:
type: switch-stick
material: STICK
name: "&e&lSwitch Stick"
lore:
- "{muted}Right click this item to start a 10 second"
- "{muted}period where you are able to turn around the"
- "{muted}player you are attacking."
cooldown-seconds: 120
seconds: 10
chance: 20
degrees: 180
Belch Bomb¶
# Slowness II and Blindness II for 6 seconds, for every enemy within 8 blocks.
belch-bomb:
type: belch-bomb
material: SLIME_BALL
name: "&2&lBelch Bomb"
lore:
- "{muted}Right click this item to give all enemies in a"
- "{muted}radius of 8 blocks slowness and blindness."
cooldown-seconds: 120
radius: 8
effects:
- {effect: slowness, level: 2, seconds: 6}
- {effect: blindness, level: 2, seconds: 6}
Effects for you: Med Kit, Bunny Hop, Golden Head, Rage Strength¶
# Regeneration III and Absorption V for 10 seconds.
med-kit:
type: effects
material: GLISTERING_MELON_SLICE
name: "&c&lMed Kit"
lore:
- "{muted}Right click to receive Regeneration III"
- "{muted}and Absorption V for 10 seconds."
cooldown-seconds: 120
effects:
- {effect: regeneration, level: 3, seconds: 10}
- {effect: absorption, level: 5, seconds: 10}
# Speed III and Jump Boost IV for 10 seconds.
bunny-hop:
type: effects
material: RABBIT_FOOT
name: "&a&lBunny Hop"
lore:
- "{muted}Right click to receive Speed III and"
- "{muted}Jump Boost IV for 10 seconds."
cooldown-seconds: 90
effects:
- {effect: speed, level: 3, seconds: 10}
- {effect: jump_boost, level: 4, seconds: 10}
# Eaten at once: Regeneration II for 10 seconds and Absorption II for 2 minutes.
golden-head:
type: effects
material: GOLDEN_APPLE
name: "&6&lGolden Head"
lore:
- "{muted}Right click to eat it at once: Regeneration II"
- "{muted}for 10 seconds and Absorption II for 2 minutes."
cooldown-seconds: 30
effects:
- {effect: regeneration, level: 2, seconds: 10}
- {effect: absorption, level: 2, seconds: 120}
# Strength II for 8 seconds.
rage-strength:
type: effects
material: NETHER_WART
name: "&4&lRage Strength"
lore:
- "{muted}Right click to receive Strength II"
- "{muted}for 8 seconds."
cooldown-seconds: 120
effects:
- {effect: strength, level: 2, seconds: 8}
The Golden Head is eaten at once, on the click, rather than as a golden apple is.
Lucky Bard¶
# Heads or tails, for you: Strength II, Speed II and Regeneration II - or
# Slowness II, Weakness I and Poison I - for 8 seconds.
lucky-bard:
type: lucky-bard
material: GOLDEN_CARROT
name: "&6&lLucky Bard"
lore:
- "{muted}Test your luck to receive either"
- "{muted}positive or negative effects."
cooldown-seconds: 60
positive-chance: 50
good-effects:
- {effect: strength, level: 2, seconds: 8}
- {effect: speed, level: 2, seconds: 8}
- {effect: regeneration, level: 2, seconds: 8}
bad-effects:
- {effect: slowness, level: 2, seconds: 8}
- {effect: weakness, level: 1, seconds: 8}
- {effect: poison, level: 1, seconds: 8}
Antidote¶
# Takes off your negative effects - Poison, Slowness, Weakness and the like;
# the others stay. Drunk at once.
antidote:
type: cleanse
material: MILK_BUCKET
name: "&f&lAntidote"
lore:
- "{muted}Right click to remove your negative effects."
cooldown-seconds: 60
Drunk at once, on the click. What the game counts as a harmful effect goes — Poison, Wither, Slowness, Weakness, Nausea, Blindness, Mining Fatigue…; Strength, Speed and the other good ones stay, where a plain milk bucket would take everything.
Sticky Web, Rocket¶
# No fall damage for 10 seconds.
sticky-web:
type: no-fall
material: COBWEB
name: "&f&lSticky Web"
lore:
- "{muted}Right click: no fall damage for 10 seconds."
cooldown-seconds: 30
seconds: 10
# Launches you about 10 blocks up, with no fall damage for 6 seconds.
rocket:
type: rocket
material: FIREWORK_ROCKET
name: "&c&lRocket"
lore:
- "{muted}Right click to boost yourself into the air."
cooldown-seconds: 30
height: 3.5 # 1 is about 3 blocks
no-fall-seconds: 6
Hulk Smash¶
# Every enemy within 10 blocks is thrown about 6 blocks in the air.
hulk-smash:
type: hulk-smash
material: PISTON
name: "&2&lHulk Smash"
lore:
- "{muted}Right click to throw every enemy within"
- "{muted}10 blocks in the air."
cooldown-seconds: 30
radius: 10
height: 2 # 1 is about 3 blocks
push: 0.3 # how far away from you, as well as up
They are thrown a little away from you too. Their fall is theirs: a Hulk Smash is also a way to hurt.
Combo Fish¶
# For 5 seconds, the players you hit can be hit again after 2 ticks instead
# of the game's 10: combos as in a combo-fly practice mode.
combo-fish:
type: combo-fish
material: TROPICAL_FISH
name: "&e&lCombo Fish"
lore:
- "{muted}Right click: for 5 seconds your hits"
- "{muted}follow each other much faster."
cooldown-seconds: 90
seconds: 5
hit-delay-ticks: 2
After a hit, the game makes a player untouchable for 10 ticks. For the Combo Fish's 5 seconds, a player you hit can be hit again after 2 ticks (hit-delay-ticks), as in a practice server's combo mode.
Olympia¶
# A shotgun: 10 burning eggs scattered in a cone 10 degrees wide. Each one that
# hits a player deals a quarter of a heart through armour - 2.5 hearts if all
# ten do - and sets them on fire for 10 seconds. The shot pushes you back - aim
# down to jump. It stays: 30 shots.
olympia:
type: shotgun
material: IRON_HORSE_ARMOR
name: "&e&lOlympia"
lore:
- "{muted}A shotgun that fires incendiary eggs."
- "{muted}The recoil pushes you back."
cooldown-seconds: 15
uses: 30
projectiles: 10
spread: 10 # degrees: the width of the cone the eggs scatter in
speed: 1.5 # how fast the eggs fly
damage-hearts: 0.25 # per egg: 10 eggs, 2.5 hearts at most
fire-seconds: 10
recoil: 1.0
The eggs scatter in a cone, as a shotgun's pellets, and hatch nothing. Each one that hits a player you could hit sets them on fire and takes its quarter heart through armour: 2.5 hearts if all ten hit, fire aside. The Olympia stays for 30 shots, its durability bar counting them. The recoil pushes you away from where you aim: aimed at the ground, it throws you up.
Sun¶
# Fireworks burst around you. Every enemy within 8 blocks takes 0.9 heart
# through armour for each enemy caught - 9 hearts with 10 or more - and is
# blinded for 2 seconds. You and your teammates are neither hurt nor counted.
sun:
type: sun
material: SUNFLOWER
name: "&6&lSun"
lore:
- "{muted}Right click to explode the sun: the more"
- "{muted}enemies around you, the more it hurts."
cooldown-seconds: 45
radius: 8
damage-hearts-per-player: 0.9
max-players: 10
fire-seconds: 0 # seconds on fire; 0 for none
blindness-seconds: 2
fireworks: 6 # how many burst around you: only a sight
Only the enemies are caught, and only they are counted: you with 2 teammates and 4 enemies around you, each of the 4 takes 3.6 hearts — 4 players, not 7 — and you and your teammates nothing. With 10 enemies or more, 9 hearts. The fireworks are only a sight. The damage goes through armour, and a death is credited to you.
Thrown¶
Switcher¶
# Throw it at a player to switch places with them, 8 blocks away at most.
switcher:
type: switcher
material: SNOWBALL # SNOWBALL or EGG: it is thrown
name: "&b&lSwitcher"
lore:
- "{muted}Throw this snowball at a player to switch"
- "{muted}positions with them, max range of 8 blocks."
cooldown-seconds: 30
distance: 8
Rage Ball¶
# Throw it: where it lands, within 8 blocks, teammates get Strength II and
# Resistance III, enemies Wither II. Its cooldown starts for the whole team.
rage-ball:
type: rage-ball
material: EGG # SNOWBALL or EGG: it is thrown
name: "&c&lRage Ball"
lore:
- "{muted}Throw this and when it lands every player"
- "{muted}in a radius of 8 blocks will be given effects:"
- "{muted}Teammates: Strength 2, Resistance 3"
- "{muted}Enemies: Wither 2"
cooldown-seconds: 120
radius: 8
cooldown-whole-team: true
team-effects:
- {effect: strength, level: 2, seconds: 8}
- {effect: resistance, level: 3, seconds: 8}
enemy-effects:
- {effect: wither, level: 2, seconds: 8}
It works wherever it lands, on a player or on the ground. An egg hatches no chicken.
Thrown on cooldown, it stays in hand.
Rotten Egg¶
# Throw it: the player it hits gets Slowness and Poison for 10 seconds.
rotten-egg:
type: thrown-effects
material: EGG # SNOWBALL or EGG: it is thrown
name: "&2&lRotten Egg"
lore:
- "{muted}Throw it at a player: Slowness and"
- "{muted}Poison for 10 seconds."
cooldown-seconds: 30
effects:
- {effect: slowness, level: 1, seconds: 10}
- {effect: poison, level: 1, seconds: 10}
Fake Pearl¶
# Thrown as an ender pearl, flies as one, teleports nobody. Its cooldown is
# its own: your real pearls are not held back by it.
fake-pearl:
type: fake-pearl
material: ENDER_PEARL # a fake-pearl is an ENDER_PEARL
name: "&5&lFake Pearl"
lore:
- "{muted}Throw it: it flies as a pearl and"
- "{muted}teleports nobody."
cooldown-seconds: 15
Nothing tells it from a real pearl until it lands, and vanishes. Its short cooldown between two throws is its own: your real pearls stay ready. Time Warp never goes back to where a fake pearl was thrown.
Hit with¶
When it takes several hits, they must land on the same player, 10 seconds apart at most; you are told how many are left.
Crafting Chaos, Anti-Build Bone¶
# Hit a player 3 times with it: for 10 seconds, each of your hits has a 20%
# chance to open a crafting table on them.
crafting-chaos:
type: crafting-chaos
material: CRAFTING_TABLE
name: "&6&lCrafting Chaos"
lore:
- "{muted}Hit a player with this item and have"
- "{muted}a chance of putting them in a"
- "{muted}crafting table when you hit them."
cooldown-seconds: 120
hits-required: 3
chance: 20
seconds: 10
# Hit a player 3 times with it: for 15 seconds they alone cannot build, break
# or use the blocked blocks - a block (CHEST) is that block alone; FENCE_GATE
# covers every fence gate, DOOR every door, BUTTON every button.
anti-build-bone:
type: anti-build
material: BONE
name: "&a&lAnti-Build Bone"
lore:
- "{muted}Hit a player 3 times with this item: for 15"
- "{muted}seconds they cannot build, break or open blocks."
cooldown-seconds: 120
hits-required: 3
seconds: 15
blocked-blocks: [CHEST, TRAPPED_CHEST, BARREL, FENCE_GATE, TRAPDOOR, DOOR, BUTTON, LEVER]
user-effects: []
Anti-build is on the player hit alone. It refuses placing and breaking blocks, buckets, and using the blocks listed: a block's own name (CHEST) is that block alone; a family's end (FENCE_GATE, DOOR, BUTTON) is every one of them.
Effects for them: Nausea Axe, Ice Berg, Poisonous Potato¶
# Hit a player with it: a 50% chance of Nausea for 10 seconds. The axe stays:
# 10 uses, spent only when it works.
nausea-axe:
type: hit-effects
material: IRON_AXE
name: "&e&lNausea Axe"
lore:
- "{muted}Hit a player with this item: 50% chance"
- "{muted}to give them Nausea for 10 seconds."
cooldown-seconds: 45
uses: 10
chance: 50
effects:
- {effect: nausea, level: 1, seconds: 10}
# Hit a player 3 times with it: Slowness III for 5 seconds.
ice-berg:
type: hit-effects
material: BLUE_ICE
name: "&b&lIce Berg"
lore:
- "{muted}Hit a player 3 times with this item to"
- "{muted}give them Slowness III for 5 seconds."
cooldown-seconds: 45
hits-required: 3
effects:
- {effect: slowness, level: 3, seconds: 5}
# Hit a player 3 times with it: Slowness II, Poison II and Nausea for 10
# seconds.
poisonous-potato:
type: hit-effects
material: POISONOUS_POTATO
name: "&2&lPoisonous Potato"
lore:
- "{muted}Hit a player 3 times with this item: Slowness II,"
- "{muted}Poison II and Nausea for 10 seconds."
cooldown-seconds: 120
hits-required: 3
effects:
- {effect: slowness, level: 2, seconds: 10}
- {effect: poison, level: 2, seconds: 10}
- {effect: nausea, level: 1, seconds: 10}
Rose Thorn¶
# Hit a player with it: for 10 seconds, 30% of the damage they deal you goes
# back to them, through armour.
rose-thorn:
type: thorns
material: ROSE_BUSH
name: "&c&lRose Thorn"
lore:
- "{muted}Hit a player with this item: for 10 seconds,"
- "{muted}30% of the damage they deal you goes back to them."
cooldown-seconds: 120
seconds: 10
reflect-percent: 30
What comes back is 30% of the damage they really dealt you, after armour; it goes through theirs.
Pumpkin Reaper¶
# Hit a Diamond with it: a 50% chance their helmet is swapped for a pumpkin,
# which cannot be taken off, for 10 seconds. The helmet comes back after -
# and drops as itself if they die meanwhile. The hoe stays: 10 uses, spent
# only when it works.
pumpkin-reaper:
type: pumpkin
material: DIAMOND_HOE
name: "&c&lPumpkin Reaper"
lore:
- "{muted}Hit a Diamond with this item: 50% chance"
- "{muted}their helmet becomes a pumpkin for 10 seconds."
cooldown-seconds: 30
uses: 10
chance: 50
seconds: 10
classes: [diamond] # the classes it works on; [] for anybody
Only on a player whose Diamond class is on (classes); on anybody else, or a bare head, nothing is spent. The pumpkin carries Curse of Binding: it stays on until the helmet comes back — then it is gone, wherever it was. If the head is taken by then, the helmet goes in the inventory. A death meanwhile drops the helmet, never the pumpkin.
Grabber¶
# Hit a player with it: they are pulled towards you.
grabber:
type: grab
material: TRIPWIRE_HOOK
name: "&9&lGrabber"
lore:
- "{muted}Hit a player with this item to pull"
- "{muted}them towards you."
cooldown-seconds: 15
pull: 1.0 # stronger above 1, weaker below
max-speed: 4.0 # the fastest it carries them, in blocks a tick
The pull comes right after the hit's own knockback, so it wins over it.
Baguette, Scrambler, Disarmer Wand¶
# Hit a player 3 times with it: a Hunger strong enough to take 14 food points
# (of 20) over 10 seconds - time for them to eat.
baguette:
type: starve
material: BREAD
name: "&6&lBaguette"
lore:
- "{muted}Hit a player 3 times with this item:"
- "{muted}their hunger bar drains for 10 seconds."
cooldown-seconds: 120
hits-required: 3
food-lost: 14
seconds: 10
# Hit a player 3 times with it: their hotbar is shuffled.
scrambler:
type: scramble
material: BLAZE_ROD
name: "&a&lScrambler"
lore:
- "{muted}Hit a player 3 times with this item"
- "{muted}to scramble their hotbar."
cooldown-seconds: 90
hits-required: 3
# Hit a player with it: a 50% chance the weapon in their hand swaps places
# with another item of their inventory. Nothing is dropped.
disarmer-wand:
type: disarm
material: BREEZE_ROD
name: "&6&lDisarmer Wand"
lore:
- "{muted}Hit a player with this item: 50% chance"
- "{muted}to disarm them."
cooldown-seconds: 15
chance: 50
The Baguette's Hunger is the game's own, strong enough to empty 14 points in its 10 seconds once their saturation is gone — it is taken at once: eating keeps them up, an Antidote cures it. The Scrambler shuffles the nine hotbar slots. The Disarmer Wand swaps the item in hand with one from the inventory above the hotbar, a filled slot if there is one: nothing ever falls on the ground.
Shot from¶
Portable Archer¶
# A bow whose arrows archer-tag the player they hit for 10 seconds; it breaks
# after 5 shots.
portable-archer:
type: portable-archer
material: BOW
name: "&2&lPortable Archer"
lore:
- "{muted}Shoot someone with this bow"
- "{muted}to archer tag them for 10s."
enchantments: {infinity: 1}
cooldown-seconds: 60
uses: 5
tag-seconds: 10
damage-multiplier: 1.15
The tag is the Archer class's own: the scoreboard shows it, and every player's damage on the target is multiplied. The bow wears one use per shot, and a shot on cooldown is refused.
Reeled in¶
Grappling Hook¶
# Cast it at a block and reel in: you fly to the hook - from the ground, a
# jump or a fall. No fall damage while it is in hand. It never breaks, and stays.
grappling-hook:
type: grappling-hook
material: FISHING_ROD # a grappling-hook is a FISHING_ROD
name: "&6&lGrappling Hook"
lore:
- "{muted}Cast at a block and reel in to fly to it."
- "{muted}No fall damage while in hand."
cooldown-seconds: 15
consume: false
pull: 1.2 # stronger above 1, weaker below
lift: 0.4 # extra upward push: a higher arc; 0 for none
max-speed: 4.0 # the fastest it carries you, in blocks a tick
no-fall-while-held: true
Cast the hook at a block; once it is stuck in it, lying on it, or against its side, reel in: you fly to it, in an arc — standing, jumping or falling. Casting costs nothing — the cooldown starts on the pull. The rod never breaks.
Your own: commands¶
# A "commands" ability runs console commands, with %player%:
#
# my-ability:
# type: commands
# material: BLAZE_ROD
# name: "&6My Ability"
# cooldown-seconds: 60
# commands:
# - "effect give %player% minecraft:haste 30 1"
A commands ability runs console commands, with %player%, on a right-click — anything the types do not cover.