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abilities.yml

Partner items: the shared rules, every ability, and the Pocket Bard's sets.

How it plays: read the guide

Every example on this page is taken from the shipped abilities.yml. Changes apply with /hcf reload.

Shared rules

abilities.yml
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
Key As shipped What it does
global.enabled true The module at all
global.cooldown-seconds 10 A wait after any ability before the next one, whichever it is
global.hits-within-seconds 10 Most time between two hits counted towards hits-required; longer and the count starts over
global.menu-title &dAbilities /ability's menu
global.disabled-in.safezone true No ability in a safe zone (spawn)
global.disabled-in.citadel true No ability on a Citadel's claim
global.disabled-in.events true No ability in the zone of a running event — the area held, stood in or broken inside: a KOTH's, a Conquest's, a DTC's, a Slide's, a Totem's
global.disabled-in.nether · end true No ability in the Nether, the End
global.disabled-in.warzone false No ability in the warzone
global.disabled-in.event-territory during-event No ability on the territory of an event — the land of its server team, /events claim, larger than its zone: during-event for as long as it runs, always at any time (as on a safe zone), never not at all. An event decides for its own land with disable-abilities: never\|during-event\|always in events.yml. true and false, as written before, read as during-event and never

An ability

Each block under abilities: is one ability; its key is its id — stored on the items, so renaming it retires the items handed out.

Key Default What it does
type — What it does: one of the types below
material — The item. switcher, rage-ball and thrown-effects are a SNOWBALL or an EGG; portable-archer a BOW; fake-pearl an ENDER_PEARL; grappling-hook a FISHING_ROD
name · lore the id · none Shown on the item; colour codes allowed
glow true Shines as an enchanted item does
enchantments none On the item itself: {infinity: 1}
cooldown-seconds 0 Wait before this ability can be used again
consume true One is taken from the stack when it is used
uses 0 (5 for portable-archer) Above 0 the item stays instead, and its durability bar counts the uses left: one per use that works, none for a hit, a shot or a missed chance; it breaks after the last
enabled true false leaves it out

An effect is written {effect: strength, level: 2, seconds: 8} — level 1 is level I. A key a type does not read is reported in the console; an ability that cannot work — no type, an unknown item, a thrown type that is not thrown — is left out, with a warning.

The types

commands

Console commands, run with %player%: any ability the others do not cover. Used by a right-click.

It reads commands: console commands, run with %player%; at least one.

switcher

Thrown snowball or egg: swaps places with the player it hits, within distance. Used by throwing it.

Key Default What it does
distance 8 Blocks away the player hit may be, at most

thunderbolt

For seconds, each hit has chance% to strike lightning, for damage-hearts through armour. Used by a right-click.

Key Default What it does
seconds 10 How long it runs
chance 20 Percent chance per hit
damage-hearts 1.5 Hearts a strike takes, through armour

combo

For seconds, hits are counted (to max-hits); then effect for so many seconds each. Used by a right-click.

Key Default What it does
seconds 10 How long it runs
max-hits 12 Hits counted at most
seconds-per-hit 1 Seconds of the effect per hit counted
effect as shipped The effect

lucky-mode

For seconds, each hit deals from min-percent to max-percent more, at random. Used by a right-click.

Key Default What it does
seconds 10 How long it runs
min-percent -10 Least extra damage, in percent (negative: less)
max-percent 35 Most extra damage, in percent

rage-ball

Thrown: where it lands, teammates get team-effects, enemies enemy-effects. Used by throwing it.

Key Default What it does
radius 8 Blocks around where it reaches
cooldown-whole-team true The cooldown starts for the whole team
team-effects as shipped Effects for teammates
enemy-effects as shipped Effects for enemies

crafting-chaos

hits-required hits with it: for seconds, each hit has chance% to open a crafting table on them. Used by hitting a player with it.

Key Default What it does
hits-required 3 Hits on the same player it takes, global.hits-within-seconds apart at most
chance 20 Percent chance per hit
seconds 10 How long it runs

focus-mode

The last player who hit you (within hit-within-seconds) takes damage-multiplier from you, for seconds. Used by a right-click.

Key Default What it does
damage-multiplier 1.25 What the damage is multiplied by
seconds 10 How long it runs
hit-within-seconds 15 How recent the hit must be

ninja-track

Teleports, after delay-seconds, to the last player you hit (within hit-within-seconds). Used by a right-click.

Key Default What it does
delay-seconds 3 Seconds before the teleport
hit-within-seconds 10 How recent the hit must be

anti-build

hits-required hits with it: they cannot build, break or use blocked-blocks for seconds. Used by hitting a player with it.

Key Default What it does
hits-required 3 Hits on the same player it takes, global.hits-within-seconds apart at most
seconds 15 How long it runs
blocked-blocks as shipped Blocks that may not be used: a block's name, or a family's end (FENCE_GATE)
user-effects as shipped Effects for the user

portable-archer

A bow whose arrows archer-tag the player they hit; it breaks after uses shots (the common setting, 5 unless set). Used by shooting it.

Key Default What it does
tag-seconds 10 How long the archer tag lasts
damage-multiplier 1.15 What the damage is multiplied by

invisibility

Invisible - armour hidden too with hide-armor - until hit, with reveal-on-hit. Used by a right-click.

Key Default What it does
effect as shipped The effect
hide-armor true Armour hidden from the other players too
reveal-on-hit true A hit from a player ends it

time-warp

Back, after delay-seconds, to where you threw your last ender pearl (within pearl-within-seconds). Used by a right-click.

Key Default What it does
pearl-within-seconds 15 How recent the pearl must be
delay-seconds 2 Seconds before the teleport

pocket-bard

A menu to pick a set of Bard items (the pocket-bard section). Used by a right-click.

It reads nothing of its own: its sets are the pocket-bard section. It has no cooldown and takes no part in the shared one; each set's items have their own cooldown-seconds, and wait for and start the shared one.

berserk

effects, and no denied-potions for seconds. Used by a right-click.

Key Default What it does
seconds 8 How long it runs
effects as shipped The effects
denied-potions as shipped Potions refused meanwhile, by type (strong_healing is Healing II)

close-call

effects, only at max-health-hearts or less. Used by a right-click.

Key Default What it does
max-health-hearts 3.5 Usable only at this health or less
effects as shipped The effects

switch-stick

For seconds, each hit has chance% to turn the player hit by degrees. Used by a right-click.

Key Default What it does
seconds 10 How long it runs
chance 20 Percent chance per hit
degrees 180 How far the player hit is turned

belch-bomb

effects for every enemy within radius. Used by a right-click.

Key Default What it does
radius 8 Blocks around where it reaches
effects as shipped The effects

reverse-ninja-track

Teleports, after delay-seconds, to the last player who hit you (within hit-within-seconds). Used by a right-click.

Key Default What it does
delay-seconds 3 Seconds before the teleport
hit-within-seconds 10 How recent the hit must be

effects

effects for you. Used by a right-click.

Key Default What it does
effects as shipped The effects

lucky-bard

positive-chance% to get good-effects; bad-effects otherwise. Used by a right-click.

Key Default What it does
positive-chance 50 Percent chance of the good effects
good-effects · bad-effects as shipped The effects of either side

cleanse

Takes off your negative effects; the others stay. Used by a right-click. It reads nothing of its own.

no-fall

No fall damage for seconds. Used by a right-click.

Key Default What it does
seconds 10 How long it runs

rocket

Launches you up, with no fall damage for no-fall-seconds. Used by a right-click.

Key Default What it does
height 3.5 How high: 1 is about 3 blocks
no-fall-seconds 6 No fall damage for so long

hulk-smash

Throws every enemy within radius in the air. Used by a right-click.

Key Default What it does
radius 10 Blocks around the user it reaches
height 2 How high: 1 is about 3 blocks
push 0.3 How far away from the user, as well as up

combo-fish

For seconds, the players you hit can be hit again after hit-delay-ticks, not the game's 10. Used by a right-click.

Key Default What it does
seconds 5 How long it runs
hit-delay-ticks 2 Ticks before a player you hit can be hit again

shotgun

Fires projectiles eggs scattered in a cone spread degrees wide, as a shotgun's pellets; each sets the player it hits on fire and deals damage-hearts; you are pushed back by recoil. Used by a right-click.

Key Default What it does
projectiles 10 Eggs per shot
spread 10 Degrees: the width of the cone the eggs scatter in
speed 1.5 How fast the eggs fly
damage-hearts 0.25 Hearts an egg takes, through armour: all of them together, projectiles × this at most
fire-seconds 10 Seconds on fire
recoil 1.0 How hard the user is pushed back; 0 for none

sun

Fireworks burst around you; every enemy within radius takes damage-hearts-per-player for each enemy caught (at most max-players) - the user and teammates count for nothing - and is blinded - and burns, with fire-seconds. Used by a right-click.

Key Default What it does
radius 8 Blocks around the user it reaches
damage-hearts-per-player 0.9 Hearts, through armour, per enemy caught
max-players 10 Enemies counted at most
fire-seconds 0 Seconds on fire; 0 for none
blindness-seconds 2 Seconds of Blindness
fireworks 6 Fireworks bursting around the user: only a sight

hit-effects

hits-required hits: chance% to give the player hit effects. Used by hitting a player with it.

Key Default What it does
hits-required 1 Hits on the same player it takes, global.hits-within-seconds apart at most
chance 100 Percent chance; a miss starts the cooldown, and keeps the item and its uses
effects as shipped Effects for the player hit

pumpkin

A hit: chance% that the player hit - in one of classes - has their helmet swapped for a pumpkin, given back after seconds. Used by hitting a player with it.

Key Default What it does
hits-required 1 Hits on the same player it takes
chance 50 Percent chance; a miss starts the cooldown, and keeps the item and its uses
seconds 10 How long the pumpkin stays
classes [diamond] The classes it works on, by id; [] for anybody

disarm

A hit: chance% that the weapon of the player hit swaps places with another item of theirs. Used by hitting a player with it.

Key Default What it does
hits-required 1 Hits on the same player it takes
chance 50 Percent chance; a miss starts the cooldown, and keeps the item and its uses

scramble

hits-required hits: the hotbar of the player hit is shuffled. Used by hitting a player with it.

Key Default What it does
hits-required 3 Hits on the same player it takes, global.hits-within-seconds apart at most

starve

hits-required hits: Hunger strong enough to take food-lost points from the player hit over seconds - time for them to eat. Used by hitting a player with it.

Key Default What it does
hits-required 3 Hits on the same player it takes, global.hits-within-seconds apart at most
food-lost 14 Food points (of 20) the Hunger takes, once saturation is gone
seconds 10 Over how long

grab

A hit: the player hit is pulled towards you. Used by hitting a player with it.

Key Default What it does
hits-required 1 Hits on the same player it takes
pull 1.0 How hard: stronger above 1, weaker below
max-speed 4.0 The fastest the pull carries a player, in blocks a tick

thorns

A hit: for seconds, reflect-percent% of the damage that player deals you goes back to them. Used by hitting a player with it.

Key Default What it does
hits-required 1 Hits on the same player it takes
seconds 10 How long it runs
reflect-percent 30 Percent of the damage, after armour, sent back through theirs

thrown-effects

Thrown: the player it hits gets effects. Used by throwing it.

Key Default What it does
effects as shipped Effects for the player hit

fake-pearl

An ender pearl that flies as one and teleports nobody. Used by throwing it. It reads nothing of its own; its cooldown-seconds also greys out the fake pearls in the hotbar, a cooldown group of their own that leaves real pearls ready.

grappling-hook

A fishing rod: reeling in a hook stuck in a block pulls you to it. Used by reeling in.

Key Default What it does
pull 1.0 How hard: stronger above 1, weaker below
lift 0.4 An extra upward push, for a higher arc; 0 for none
max-speed 4.0 The fastest the pull carries a player, in blocks a tick
no-fall-while-held true No fall damage while it is in hand

Pocket Bard's sets

abilities.yml
# 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
Key As shipped What it does
menu-title · menu-size &dPocket Bard Selection · 9 The menu; a size is 9 to 54, by nines
items.<id>.material · name · lore The items a pick gives
items.<id>.amount 3 How many
items.<id>.effect What a right-click with one gives
items.<id>.radius 20 Blocks around the user the effect reaches: the teammates there
items.<id>.include-self true The user gets it too
items.<id>.cooldown-seconds 60 Wait between two uses of this set's items, per player; each set apart. The shared cooldown holds as well
items.<id>.slot · menu-name The icon in the menu, from slot 0

The whole shipped file

View it on GitHub.

abilities.yml
# ---------------------------------------------------------------------------
# abilities.yml - partner items
#
# An ability is an item that does something when it is used: right-clicked,
# thrown, hit with, or shot from. What it does is its "type" - built into the
# plugin - and every value it reads is here. A "commands" ability runs console
# commands instead, for anything the types do not cover.
#
#   /ability                             the abilities, and your cooldowns
#   /ability give <player> <id> [amount]  hand one out (hcfcore.ability.admin);
#                                         from the console too - a killstreak, a
#                                         redeem code, a store
#
# Every ability reads:
#   type               what it does (the list is in the documentation)
#   material           the item
#   name, lore         shown on it; colour codes allowed
#   glow               shines as an enchanted item does (default true)
#   enchantments       on the item itself, e.g. {infinity: 1}
#   cooldown-seconds   wait before this ability can be used again
#   consume            take one from the stack when used (default true)
#   uses               the item stays instead, and its durability bar counts the
#                      uses left: one per use, none for a hit or a shot; it breaks
#                      after the last (default 0: not counted)
#   enabled            false leaves it out (default true)
#
# An effect is {effect: strength, level: 2, seconds: 8} - level 1 is level I.
#
# /hcf reload applies changes at once. An item handed out keeps working as long
# as its id is still here: rename an id and the items carrying the old one stop.
#
# Lines "# --8<-- [start:...]" and "# --8<-- [end:...]" mark the parts the online
# documentation quotes from this file. They are comments and change nothing.
# ---------------------------------------------------------------------------

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

abilities:
  # 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

  # 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

  # 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}

  # 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

  # 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}

  # 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

  # 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

  # 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

  # 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

  # 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

  # 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

  # 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."

  # 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]

  # 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}

  # 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

  # 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}

  # 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

  # 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

  # 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

  # 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

  # 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

  # 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}

  # 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

  # 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}

  # 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}

  # 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}

  # 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

  # 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}

  # 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

  # 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}

  # 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

  # 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

  # 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

  # 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: []

  # 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}

  # 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}

  # 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

  # 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

  # 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

  # 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

  # 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}

  # 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

  # 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"

# 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