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¶
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¶
# 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¶
# ---------------------------------------------------------------------------
# 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