Configuration(Legacy)

This plugin is highly user-configarable. A large portion of the item and boss abilities are fully configurable by the user.

### How to configure

Once you start your server with this plugin it will generate a folder in your plugins folder called *GodItems*. Inside there will be 3 files:

* config.yml
* data.yml
* temp.yml

Do not touch the later 2. The only file you need is config.yml . It should have the following contents:

```
goditems:
 spawn\_in\_chest\_chance: 10 # percentage
 protect\_items: true # whether goditems dropped on ground should be protected from burning or cactus(they will still despawn after a period of time)
 monster\_with\_goditem\_spawn\_chance: 0 #percentage
 show\_enchantments: false # true -> you can see the enchantments of the items; false -> you can not
 custom\_textures: true #true -> textures on; false -> textures off
 double\_attack: false #true -> you can get the effect from God weapon if it is in your offhand
 boss\_spawn\_chance: 10 # Chance to spawn a boss when spawning normal monster. We recommend setting spawn\_in\_chest and monster\_with\_goditem to 0
 use\_party\_scoreboard: true #true-> you will see a sidebar scoreboard with all members of your party; false -> no scoreboard, view members with /party show (removes clashes with other plugins with scoreboards)

crown\_of\_the\_necromancer:
 get\_spawn\_egg\_chance: 1 #percentage
 unbreakable: true # true -> this item will be unbreakable; false -> this item can break
 rarity: 1.00 # higher the number bigger the chance to find that item

the\_might\_of\_the\_thunder:
 damage: 10
 cooldown: 5 # seconds
 unbreakable: true # true -> this item will be unbreakable; false -> this item can break
 rarity: 1.00 # higher the number bigger the chance to find that item

boots\_of\_leaping:
 cooldown: 5 # seconds
 unbreakable: true # true -> this item will be unbreakable; false -> this item can break
 jump: 2 #this determines the height of the jump
 rarity: 1.00 # higher the number bigger the chance to find that item

trickster\_chestplate:
 #cooldown: 1 #seconds -> to prevent spamming (spamming can cause loss of armor on slower connections) not finished
 unbreakable: true # true -> this item will be unbreakable; false -> this item can break
 rarity: 1.00 # higher the number bigger the chance to find that item

gladiators\_trident:
 cooldown: 20 # seconds
 stun\_duration: 4 # seconds
 unbreakable: true # true -> this item will be unbreakable; false -> this item can break
 rarity: 1.00 # higher the number bigger the chance to find that item

cursed\_blade :
 cooldown: 20 # seconds
 duration\_wither: 4 # seconds
 duration\_slow: 4 # seconds
 duration\_blind: 4 # seconds
 unbreakable: true # true -> this item will be unbreakable; false -> this item can break
 rarity: 1.00 # higher the number bigger the chance to find that item

shield\_of\_the\_unmovable:
 cooldown: 5 # seconds
 wall\_blocks: 5 # blocks
 duration: 5 # seconds
 unbreakable: true # true -> this item will be unbreakable; false -> this item can break
 rarity: 1.00 # higher the number bigger the chance to find that item

firemage\_wand:
 basic\_cooldown: 5 # seconds
 fireball\_cooldown: 5 # seconds
 fireblast\_cooldown: 10 # seconds
 firecircle\_cooldown: 15 # seconds
 firecircle\_radius: 6 # blocks
 duration: 5 # seconds
 fireball\_strength: 3.0 # 4.0 equals tnt
 rarity: 1.00 # higher the number bigger the chance to find that item

knight\_armor:
 unbreakable: true # true -> this item will be unbreakable; false -> this item can break
 rarity: 1.00 # higher the number bigger the chance to find that item

defender\_armor:
 unbreakable: true # true -> this item will be unbreakable; false -> this item can break
 rarity: 1.00 # higher the number bigger the chance to find that item

armor\_from\_the\_depths:
 health\_bonus: 10 # health points(2 equal 1 heart)
 unbreakable: true # true -> this item will be unbreakable; false -> this item can break
 rarity: 1.00 # higher the number bigger the chance to find that item

besieger:
 cooldown: 5 # seconds
 explosion: 4 # strength(4 equal tnt explosion)
 unbreakable: true # true -> this item will be unbreakable; false -> this item can break
 rarity: 1.00 # higher the number bigger the chance to find that item

trickster\_bow:
 teleport\_cooldown: 10 # seconds
 potion\_cloud\_cooldown: 5 # seconds
 potion\_cloud\_duration: 5 # seconds
 potion\_cloud\_radius: 3 # blocks
 effect\_duration: 5 # seconds
 unbreakable: true # true -> this item will be unbreakable; false -> this item can break
 rarity: 1.00 # higher the number bigger the chance to find that item

druid\_staff:
 enemy\_timer: 60 # seconds
 range: 5 # blocks
 slow\_duration: 5 # seconds
 ally\_heal: 5 # seconds
 heal: 5 # seconds
 basic\_cooldown: 5 # seconds
 slow\_cooldown: 5 # seconds
 ally\_heal\_cooldown: 15 # seconds
 heal\_cooldown: 10 # seconds
 rarity: 1.00 # higher the number bigger the chance to find that item

hammer\_of\_the\_underworld:
 range: 3 # blocks
 cooldown: 5 # seconds
 push\_strength: 1.5 # launch
 unbreakable: true # true -> this item will be unbreakable; false -> this item can break
 rarity: 1.00 # higher the number bigger the chance to find that item

berzerker\_axe:
 cooldown: 5 # seconds
 thrown\_axe\_damage: 10 # 2 = 1 heart
 unbreakable: true # true -> this item will be unbreakable; false -> this item can break
 rarity: 1.00 # higher the number bigger the chance to find that item

blood\_thirst:
 cooldown: 5 # seconds
 heal\_from\_lifesteal: 6 # 6 is equals to 3 hearts in game
 damage\_from\_lifesteal: 4 # 4 is equals to 2 hearts in game
 unbreakable: true # true -> this item will be unbreakable; false -> this item can break
 rarity: 1.00 # higher the number bigger the chance to find that item

draculas\_armor:
 bats\_count: 10 #number of bats
 cooldown: 5 # seconds
 duration\_at\_day: 15 # seconds
 duration\_at\_night: 30 # seconds
 fire\_ticks: 10 # if it is set to 5 the bats will not die from the fire
 unbreakable: true # true -> this item will be unbreakable; false -> this item can break
 rarity: 1.00 # higher the number bigger the chance to find that item

masters\_katana:
 cooldown: 5 # seconds
 unbreakable: true # true -> this item will be unbreakable; false -> this item can break
 damage\_to\_players: 10 #The damage that you are going to deal to players when dashing
 damage\_to\_mobs: 20 #The damage that you are going to deal to mobs when dashing
 rarity: 1.00 # higher the number bigger the chance to find that item

hellstorm:
 cooldown: 5 # seconds
 barrage\_cooldown: 10 #seconds
 fire\_rain\_cooldown: 15 #seconds
 fire\_rain\_count: 30 #number of arrows in fire rain
 fire\_rain\_spread: 5 #spread of arrows in fire rain
 fire\_rain\_vert: 20 #vertical displacement of spawned arrows
 barrage\_count: 15 #number of arrows in barrage
 barrage\_spread: 3.00 #spread of arrows in barrage(higher spread means more area is covered)
 unbreakable: true # true -> this item will be unbreakable; false -> this item can break
 rarity: 1.00 # higher the number bigger the chance to find that item

dark\_lord\_armor:
 pretender\_timeout: 60 #seconds
 logout\_timeout: 1 #minutes
 guard\_count: 4 # wither skeletons to spawn(max 4)
 guard\_cooldown: 10 #seconds
 unbreakable: true # true -> this item will be unbreakable; false -> this item can break
 rarity: 1.00 # higher the number bigger the chance to find that item

teleportation\_wand: #coming soon
 rarity: 1.00 # higher the number bigger the chance to find that item

dragon\_wing:
 cooldown: 20 #seconds
 boost: 3.5 # boost strength (has to be greater than 1 to boost)
 armour\_bonus: 8 #armour points. 8 is equal to netherite armour
 armour\_toughness: 3 #armour toughness bonus. 3 is equal to netherite chestplate
 knockback\_resistance: 1 #knockback resistance bonus. 1 is equal to netherite armour
 unbreakable: true # true -> this item will be unbreakable; false -> this item can break
 rarity: 1.00 # higher the number bigger the chance to find that item

ender\_sceptre:
 cooldown: 5 #seconds
 targetRadius: 50 # blocks
 endJumpBoost: 3 # set level of jump boost effect in the end
 endSpeeedBoost: 3 # set level of speed boost in the end
 rarity: 1.00 # higher the number bigger the chance to find that item

dragon\_fang:
 cooldown: 10 #seconds
 targetRadius: 20 # blocks
 unbreakable: true # true -> this item will be unbreakable; false -> this item can break
 rarity: 1.00 # higher the number bigger the chance to find that item

dragon\_scale:
 count: 5 #how many items will the dragon drop when killed

bomb:
 max\_explosives: 6 # max explosives contained in the item
 explosive\_strength: 4 # strength of the explosives. 4 equals tnt
 place\_cooldown: 5 # seconds
 detonate\_cooldown: 10 # seconds
 basic\_cooldown: 1 # seconds. cooldown between any uses of the item (to prevent spamming)
 explosive\_show\_duration: 5 #seconds. How long will explosive be shown
 rarity: 1.00 # higher the number bigger the chance to find that item

parry\_sword:
 unbreakable: true # true -> this item will be unbreakable; false -> this item can break
 rarity: 1.00 # higher the number bigger the chance to find that item
 bonus\_damage: 4.00 #The bonus damage a player is going to deal when the Parry Sword is in their off hand

soul\_bearer:
 unbreakable: true # true -> this item will be unbreakable; false -> this item can break
 rarity: 1.00 # higher the number bigger the chance to find that item

haunted\_pumpkin:
 unbreakable: true # true -> this item will be unbreakable; false -> this item can break
 rarity: 1.00 # higher the number bigger the chance to find that item

haunted\_chainmail:
 unbreakable: true # true -> this item will be unbreakable; false -> this item can break
 rarity: 1.00 # higher the number bigger the chance to find that item

haunted\_mob:
 spawn\_chance: 5 # higher the number higher the chance to spawn (max 100; min 1)

sorcerer\_robes:
 unbreakable: true # true -> this item will be unbreakable; false -> this item can break
 rarity: 1.00 # higher the number bigger the chance to find that item
 cooldown: 10 # seconds
 radius: 40 # blocks
 count: 100 # meteor count
 strength: 4 # 4 equals tnt

ancient\_pickaxe:
 unbreakable: true # true -> this item will be unbreakable; false -> this item can break
 rarity: 1.00 # higher the number bigger the chance to find that item
 find\_resources: 1 #percentage

ancient\_axe:
 unbreakable: true # true -> this item will be unbreakable; false -> this item can break
 rarity: 1.00 # higher the number bigger the chance to find that item

frostbite:
 unbreakable: true # true -> this item will be unbreakable; false -> this item can break
 rarity: 1.00 # higher the number bigger the chance to find that item
 cooldown: 10 # seconds
 freeze\_duration: 4 #seconds ( we recommend to be less than the cooldown )
 spawn\_stray: 10 #chance in percents to find a stray with frostbite for a weapon

tome\_of\_ice:
 unbreakable: true # true -> this item will be unbreakable; false -> this item can break
 rarity: 1.00 # higher the number bigger the chance to find that item
 cooldown: 10 # seconds
 freeze\_radius: 5 # within this radius all water will be frozen
 shield\_strength: 200 # total absorbed damage by energy shield
 freeze\_duration: 5 #seconds. All entities that hit you when the ability is on will get freeze effect for this many seconds

bosses:
 highlight: true # highlights the bosses if you attack them or they attack you
 drowned\_knight:
 health: 200 # 2 = 1 heart
 damage: 10 # basic attack damage
 air\_damage: 4 # how much air 1 hit takes 1 = 1 bubble
 duration\_confusion: 15 #seconds
 resistance: 3 # level of absorbtion when in water
 cooldown: 10 #seconds
 damage\_ability: 10 # 2 = 1 heart
 relative\_spawn\_rate: 1 # adjusts the spawn rate for this boss relative to the global boss spawn rate

 buried\_warlord:
 health: 200 # 2 = 1 heart
 damage: 10 # basic attack damage
 cooldown: 10 # seconds
 guards: 4 # number of guards. Max of 4
 relative\_spawn\_rate: 1 # adjusts the spawn rate for this boss relative to the global boss spawn rate

 dark\_legionary:
 health: 200 # 2 = 1 heart
 damage: 10 # basic attack damage
 cooldown: 10 # seconds
 push\_strength: 5 #
 damage\_ability: 15 # 2 = 1 heart
 relative\_spawn\_rate: 1 # adjusts the spawn rate for this boss relative to the global boss spawn rate

 undead\_trickster:
 health: 200 # 2 = 1 heart
 damage: 20 # basic attack damage
 cooldown: 10 # seconds
 effect\_duration: 10 # seconds
 relative\_spawn\_rate: 1 # adjusts the spawn rate for this boss relative to the global boss spawn rate

 ignus\_sorcerer:
 health: 300 # 2 = 1 heart
 damage: 10 # basic attack damage
 cooldown\_basic: 10 # seconds
 cooldown\_guards: 30 # seconds
 radius\_fire\_circle: 6 # blocks
 strength\_fireball: 4 # 4 = tnt explosion
 duration: 5 #seconds to restore blocks
 meteor\_count: 50 # count of meteors in meteor shower
 meteor\_radius: 25 # radius of meteor shower
 acolyte\_cooldown: 10 # seconds
 relative\_spawn\_rate: 1 # adjusts the spawn rate for this boss relative to the global boss spawn rate

 ignus\_acolyte:
 health: 200
 heal\_cooldown: 10 # seconds
 heal\_strength: 1 # amplifies the healing effect (range 1 - 3)

 cursed\_swordmaster:
 health: 200 # 2 = 1 heart
 damage: 10 # basic attack damage
 armor: 20 # base armor value
 relative\_spawn\_rate: 1 # adjusts the spawn rate for this boss relative to the global boss spawn rate

 izor\_necromancer:
 health: 300 # 2 = 1 heart
 damage: 20 # base attack damage
 armor: 20 # base armor value
 initial\_cultists: 4 # number of dark cultists that will spawn with boss
 base\_raised\_dead: 2 # base value of dead raised by ability. For every cultist present the number is increased by 1
 cultist\_detect\_range: 15 # blocks
 cooldown\_basic: 30 # seconds
 ability\_duration: 10 # seconds
 relative\_spawn\_rate: 1 # adjusts the spawn rate for this boss relative to the global boss spawn rate

 dark\_cultist:
 health: 200 # 2 = 1 heart
 damage: 10 # base attack damage
 armor: 20 # base armor
 cooldown: 10 # seconds

 raised\_dead:
 health: 50 # 2 = 1 heart
 damage: 10 # base attack damage
 armor: 20 # base armor

 barbarian\_berserker:
 health: 200 # 2 = 1 heart
 damage: 15 # base attack damage
 armor: 20 # base armor
 last\_stand\_cooldown: 30 # seconds
 last\_stand\_duration: 10 # seconds
 relative\_spawn\_rate: 1 # adjusts the spawn rate for this boss relative to the global boss spawn rate

 barbarian\_champion:
 health: 200 # 2 = 1 heart
 damage: 15 # base attack damage
 armor: 20 # base armor
 cooldown: 10 # seconds
 explosion\_strength: 4 # 4 = tnt
 summoned\_units: 2 # count of vindicators summoned
 relative\_spawn\_rate: 1 # adjusts the spawn rate for this boss relative to the global boss spawn rate

 barbarian\_sapper:
 health: 200 # 2 = 1 heart
 damage: 15 # base attack damage
 armor: 20 # base armor
 explosion\_strength: 4 # 4 equals tnt
 cooldown: 10 # seconds
 relative\_spawn\_rate: 1 # adjusts the spawn rate for this boss relative to the global boss spawn rate

 dark\_elf:
 health: 200 # 2 = 1 heart
 damage: 15 # base attack damage
 armor: 20 # base armor
 cooldown: 10 # seconds
 teleport: 10 # blocks
 max\_y\_displacement: 5 # blocks
 relative\_spawn\_rate: 1 # adjusts the spawn rate for this boss relative to the global boss spawn rate

```
If your file is missing content you might need to update in manually. Just copy the missing content from here and paste it into your configuration file. WARNING! Bosses should have 1 more indents than items.

To configure you just need to edit whatever parameter you want, save the file and restart the server.