MassiveCore/itemstackformat.txt

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# =============================================
# Vanilla NBT prented as pseudo-json
# =============================================
{
id: short
Count: byte
Damage: short
tag:
{
display:
{
Name: str
Lore: [str]
color: int
}
ench:
[
{
id: int
lvl: int
}
{
id: int
lvl: int
}
...
]
StoredEnchantments:
[
{
id: int
lvl: int
}
{
id: int
lvl: int
}
...
]
title: str
author: str
pages: [str]
map_is_scaling: byte
SkullOwner: str
CustomPotionEffects:
[
{
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Id: byte
Amplifier: byte
Duration: int
Amplifier: bool
}
...
]
Explosion:
{
Flicker: bool
Trail: bool
Colors: [int]
FadeColors: [int]
Type: byte
}
Fireworks:
{
Flight: byte
Explosions:
[
*Explosion*
...
]
}
AttributeModifiers:
[
{
UUIDMost: long
UUIDLeast: long
AttributeName: str (one of "generic.attackDamage", "generic.followRange", "generic.knockbackResistance", "generic.maxHealth", "generic.movementSpeed", "horse.jumpStrength" or "zombie.spawnReinforcements")
Name: str (may not be empty (or null?))
Amount: double
Operation: int (0, 1 or 2)
}
...
]
}
}
# =============================================
# Bukkit YAML prented as pseudo-json
# =============================================
{
type: str
damage: short
amount: int
meta:
{
meta-type: BOOK, SKULL, LEATHER_ARMOR, MAP, POTION or UNSPECIFIC
display-name: str
lore: [str]
enchants:
{
id: lvl
...
}
stored-enchants:
{
id: lvl
...
}
repair-cost: int
title: str
author: str
pages: [str]
color:
{
RED: int
BLUE: int
GREEN: int
}
scaling: byte
skull-owner: str
custom-effects:
[
{
effect: int
duration: int
amplifier: int
ambient: bool
}
...
]
firework-effect:
{
flicker: bool
trail: bool
colors:
[
*color*
...
]
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fade-colors:
[
*color*
...
]
type: "BALL", "BALL_LARGE", "STAR", "BURST" or "CREEPER"
}
firework-effects:
[
*firework-effect*
...
]
power: int
}
}
# =============================================
# MassiveCraft Json prented as pseudo-json
# =============================================
{
id: int
count: int
damage: short
name: str
lore: [str]
enchants:
{
id: lvl
id: lvl
...
}
stored-enchants:
{
id: lvl
id: lvl
...
}
repaircost: int
title: str
author: str
pages: [str]
color: int
scaling: bool
skull: str
effects:
[
{
id: int
duration: int
amplifier: int
ambient: bool
}
...
]
firework-effect:
{
flicker: bool
trail: bool
colors: [int ...]
fade-colors: [int ...]
type: str/enum
}
firework-effects:
[
*firework-effect*
...
]
firework-flight: int
unbreakable: bool
flags:
[
"HIDE_UNBREAKABLE"
...
]
banner-base: byte (dye color) // It seems this one never is used
banner:
[
str (pattern id), byte (dye color),
str (pattern id), byte (dye color),
str (pattern id), byte (dye color),
...
]
}