Configuration
All settings live in plugins/AcuteLoot/config.yml. After editing, run /al reload. The full default file is on GitHub.
General
| Key | Default | What it does |
|---|---|---|
config-version |
19 |
Don’t change it. Lower values trigger the out-of-date warning and a config.bak backup |
use-permissions |
true |
false ignores permissions: operators can do everything, other players can only enchant |
loot-name-color |
"&3" |
Name colour when global-loot-name-color is on (also used by /al name) |
global-loot-name-color |
false |
true gives every loot name loot-name-color; false uses the rarity colour |
loot-effect-color |
"&d" |
Colour of effect lines in the lore |
display-rarities |
true |
Show the rarity line in the lore (the rarity is rolled either way) |
capitalize-names |
true |
Capitalise generated names |
enchantment-chance |
65 |
Described as the chance of vanilla enchantments on random loot. Not currently used by the plugin |
Reroll
| Key | Default | What it does |
|---|---|---|
reroll.enabled |
true |
Allow /al reroll |
reroll.mode |
xp |
xp (costs levels) or item (costs items) |
reroll.cost |
1 |
Levels, or number of items |
reroll.material |
EMERALD |
The item used in item mode |
Loot sources
| Key | Default | What it does |
|---|---|---|
loot-sources.enchanting.enabled |
true |
Enchanting creates loot |
loot-sources.enchanting.chance |
100 |
% chance per enchant |
loot-sources.enchanting.overwrite-existing-name |
true |
Replace an item’s custom name |
loot-sources.enchanting.overwrite-existing-colors |
true |
Replace existing name colours (only matters if the name isn’t replaced) |
loot-sources.fishing.enabled |
true |
Fishing creates loot |
loot-sources.fishing.chance |
10 |
% per catch, plus 2.1% per Luck of the Sea level |
loot-sources.chests.enabled |
true |
Natural chests and /al chest chests create loot |
loot-sources.chests.chance |
65 |
% for the first item; each extra item rolls again |
loot-sources.chests.show-cooldown-msg |
true |
Show the remaining cooldown on AcuteLoot chests |
loot-sources.chests.auto-empty |
false |
Put chest loot straight into the opener’s inventory |
loot-sources.anvils.enabled |
true |
Shields and elytra from anvils become loot |
loot-sources.anvils.overwrite-existing-name |
false |
Replace custom names on anvil loot |
loot-sources.anvils.overwrite-existing-colors |
false |
Replace existing colours on anvil loot |
Category lore
loot-category-lore.enabled (default true) adds a line naming the item kind. Each kind has its own list of lore lines, all grey (&7) by default:
| Key | Default |
|---|---|
loot-category-lore.axe |
["&7Axe"] |
loot-category-lore.boots |
["&7Boots"] |
loot-category-lore.bow |
["&7Bow"] |
loot-category-lore.chest_plate |
["&7Chestplate"] |
loot-category-lore.elytra |
["&7Elytra"] |
loot-category-lore.fishing_rod |
["&7Fishing Rod"] |
loot-category-lore.generic |
["&7Generic"] |
loot-category-lore.helmet |
["&7Helmet"] |
loot-category-lore.hoe |
["&7Hoe"] |
loot-category-lore.mace |
["&7Mace"] |
loot-category-lore.map |
["&7Map"] |
loot-category-lore.pants |
["&7Leggings"] |
loot-category-lore.pick |
["&7Pick"] |
loot-category-lore.shield |
["&7Shield"] |
loot-category-lore.shovel |
["&7Shovel"] |
loot-category-lore.spear |
["&7Spear"] |
loot-category-lore.sword |
["&7Sword"] |
loot-category-lore.trident |
["&7Trident"] |
loot-category-lore.unknown |
["&7Unknown"] |
There’s no crossbow entry by default, so crossbow loot gets no category line (and a warning in the log). Add crossbow: ["&7Crossbow"] if you want one.
Loot tables and loot rules
Loot tables are named pools of items. A table can list materials: [...], point to a materials-file: (same format as materials.txt), or combine subtables: with a chance each, either by ref to another table or defined inline. Subtables can nest.
| Key | Default |
|---|---|
loot-tables.bows.materials |
[BOW, CROSSBOW] |
loot-tables.swords.materials-file |
"tables/swords.txt" |
Loot rules decide when monsters get loot. Each rule has a trigger (entity-spawn, entity-death, or any-of with sub-rules), a mob filter (mob-type with entity names, or mob-class with monster or creature, not both), and a generator with a chance in percent and an optional loot-table.
| Key | Default | Meaning |
|---|---|---|
loot-rules.monsters-hold-loot.entity-spawn.mob-class |
["MONSTER"] |
When a monster spawns… |
loot-rules.monsters-hold-loot.generator.chance |
2.0 |
…2% hold a piece of AcuteLoot |
loot-rules.monsters-drop-loot.entity-death.mob-class |
["MONSTER"] |
When a monster dies… |
loot-rules.monsters-drop-loot.generator.chance |
2.0 |
…2% drop a piece of AcuteLoot |
The default config has commented examples of mob-type, loot-table and any-of.
Rarities
| Key | Default |
|---|---|
rarities.100 (name, color, chance, effect-chance) |
Common, &f, 45, 10 |
rarities.200 |
Uncommon, &a, 30, 30 |
rarities.300 |
Epic, &d, 15, 70 |
rarities.400 |
Legendary, &6, 10, 100 |
See Rarities and names for how they work.
Effects
Every effect has name (the lore text), chance (its weight) and enabled. Don’t delete effects or rename their sections; set chance: 0 or enabled: false instead.
| Key | Default | What it does |
|---|---|---|
effects.enabled |
true |
Master switch for all effects |
effects.recharging-text |
"&cRecharging..." |
Action bar text while Deluminator, Pop or Tailwind recharges |
effects.gardener |
Gardener, 90, on | |
effects.timewalker |
Time Walker, 50, on | |
effects.timewalker.affect-world-time |
true |
Change the world clock |
effects.timewalker.affect-villagers |
true |
Also age villagers |
effects.timewalker.time-shift |
150 |
Ticks per step |
effects.timewalker.durability-modifier |
1 |
Boot durability per block |
effects.light-walker |
Light Walker, 20, on | |
effects.light-walker.durability-modifier |
1 |
Durability cost of moving about 5 blocks |
effects.midas |
Midas Touch, 90, off | |
effects.midas.affect-passive-blocks |
false |
Also gild the block underfoot, beds and portals |
effects.enderbow |
Enderbow, 5, on | |
effects.dead-eye |
Dead Eye, 2, on | |
effects.dead-eye.affect-players |
false |
Meant to keep nearby players out of the slow motion. In 2.17.0 nearby players are slowed either way; this setting only decides whether their slowness is lifted when Dead Eye ends |
effects.dead-eye.effect-time |
60 |
Slow-motion length, ticks |
effects.dead-eye.cooldown-time |
60 |
Ticks |
effects.dead-eye.vanilla-enchantments |
true |
Infinity, Punch, Flame and Power apply |
effects.dead-eye.durability-modifier |
1 |
Bow durability per arrow |
effects.medusa |
Gorgo, 2, on | |
effects.medusa.affect-players |
true |
Players hit turn to stone and die |
effects.medusa.death-message |
"turned to stone" |
Shown as “[player] turned to stone” |
effects.medusa.drop-loot |
true |
Petrified mobs drop their gear |
effects.marauders-map |
Marauder’s Map, 10, on | |
effects.marauders-map.show-sneaking |
true |
Show sneaking players |
effects.marauders-map.swear-message |
"&7&oI solemnly swear that I am up to no good." |
Shown when turned on |
effects.marauders-map.managed-message |
"&7&oMischief managed." |
Shown when turned off |
effects.marauders-map.terrain |
default |
default, topo, biome-only or none |
effects.xp-boost |
XP Boost, 1, on | |
effects.xp-boost.boost-amount |
1 |
Extra XP per XP gain |
effects.gryffindor |
Sword of Gryffindor, 1, on | enabled also starts or stops the feature |
effects.gryffindor.candidate-lore |
"&7Binds upon pickup, vanishing until times of need" |
|
effects.gryffindor.bind-message |
"&6[name] is now bound to you and will appear in times of need" |
|
effects.gryffindor.activation-message |
"&6[name] appeared in time of need" |
|
effects.gryffindor.already-bound-message |
"&cYou are already bound to a Sword of Gryffindor" |
|
effects.gryffindor.absorb-message |
"&6[name] absorbed &a[trait]" |
|
effects.gryffindor.trait-names |
Venom, Wither, &4Flame, Conduit, Force |
Trait display names |
effects.gryffindor.health-threshold |
0.5 |
Fraction of max health that counts as “in need” |
effects.gryffindor.minimum-duration-seconds |
30 |
Minimum time it stays out |
effects.bows.heart |
Love, 5, on | |
effects.bows.purple-spark |
Cursed, 20, on | |
effects.bows.lava |
Lava, 10, on | |
effects.bows.drip |
Linger, 30, on | |
effects.bows.sparkle |
Sparkle, 30, on | |
effects.weapons.max-distance |
15 |
Particle reach in blocks |
effects.weapons.laser |
Laser, 4, on | |
effects.weapons.note |
Music, 4, on | |
effects.weapons.lava |
Lava, 2, on | |
effects.weapons.enchanting-table |
Mythic, 10, on | |
effects.weapons.potion-effect |
Loopy, 10, on | |
effects.weapons.nautilus |
Magic, 10, on | |
effects.weapons.slime |
Sticky, 30, on | |
effects.weapons.water-splash |
Splash, 30, on | |
effects.weapons.glow |
Glow, 30, on | |
effects.weapons.ink |
Poof, 30, on | |
effects.weapons.spore |
Spore, 30, on | |
effects.weapons.spark |
Spark, 30, on | |
effects.weapons.deluminator |
Deluminator, 10, off | |
effects.weapons.deluminator.cooldown-time |
40 |
Ticks |
effects.weapons.deluminator.durability-modifier |
2 |
Per use |
effects.weapons.deluminator.radius |
15 |
Blocks (max 32) |
effects.weapons.deluminator.max-lights |
64 |
Per click; 0 = unlimited |
effects.weapons.deluminator.respect-protection |
true |
Ask protection plugins first |
effects.weapons.deluminator.lights.toggle |
true |
Switch campfires, candles and copper bulbs |
effects.weapons.deluminator.lights.replace |
true |
Swap torches, lanterns and glowing blocks for unlit stand-ins |
effects.weapons.deluminator.lights.lamps |
false |
Also redstone lamps |
effects.weapons.deluminator.blocked-materials |
[] |
Never touch these |
effects.pop |
Pop, 5, on | |
effects.pop.durability-modifier |
20 |
|
effects.pop.cooldown-time |
40 |
Ticks |
effects.pop.radius |
1.0 |
Launch radius around the geyser |
effects.pop.base-water-blocks |
2 |
Geyser size (about 6 blocks of plume each) |
effects.pop.duration-ticks |
90 |
How long it erupts |
effects.pop.height-jitter |
true |
Vary the size by ±1 |
effects.tailwind |
Tailwind, 5, on | |
effects.tailwind.speed-multiplier |
0.5 |
+50% flying speed |
effects.tailwind.duration-ticks |
200 |
|
effects.tailwind.cooldown-time |
200 |
Raised to the duration if lower |
effects.tailwind.durability-modifier |
60 |
World settings
world-settings (empty by default) is a list of per-world overrides. Each entry has world-name, effects.enabled, and loot-sources.enchanting.enabled, loot-sources.fishing.enabled, loot-sources.chests.enabled and loot-sources.anvils.enabled. Set all of them for each world you list.
Salvager
| Key | Default | What it does |
|---|---|---|
salvager.enabled |
false |
Turn on the Salvager (beta) |
salvager-drops.<rarity ID>.<output>.loot-types |
example | Item kinds this output applies to (e.g. [sword, axe]) |
…drops.<drop>.material |
example | The reward item |
…drops.<drop>.name |
example | Its display name |
…drops.<drop>.give-item |
example | Give the item or not; commands run either way |
…drops.<drop>.commands |
example | Console commands; {PLAYER} is replaced |
Replace the examples before enabling it (one runs kill {PLAYER}).
Messages
| Key | Default |
|---|---|
msg.salvage.inv-name |
"&6[&8AcuteLoot&6] &4Salvager" |
msg.salvage.no-item |
"No item in salvage slot!" |
msg.salvage.not-salvagable |
"Input not salvagable!" |
msg.salvage.already-salvaged |
"Already salvaged!" |
msg.salvage.name |
"&4Salvager" |
msg.salvage.cancel-button |
"&cCancel" |
msg.salvage.help-name |
"&8Salvager Help" |
msg.salvage.help-lore |
“Click the Salvager to see output”, “Then click the green pane to confirm” |
msg.salvage.pre-salvage-button |
"&7Click the &4Salvager &7first" |
msg.salvage.cancel |
"Salvaged cancelled" |
msg.salvage.not-single-item |
"Stack size must be 1!" |
msg.chests.cooldown-remaining |
"Remaining cooldown:" |
msg.stats.loot-stats |
"&7[[item]&7] (hover me!)" |
msg.stats.click-to-share |
"Click here to share this loot!" |
msg.share.shared |
"&7[name] shared [[item]&7]" |
msg.sneak-click-itemframes.enabled |
true |
msg.sneak-click-itemframes.clicked |
"&7<[item]&7>" |
msg.hover |
Name, blank line, Rarity: [rarity], [effects], Loot code: [loot_code] |
msg.hover-effects |
"Effects:\n [effects]" |
msg.hover-no-effects |
"Mundane (no effects)" |
msg.hover-effects-item |
"- [effect_name]" |
msg.generic.not-acuteloot |
"Item is not AcuteLoot!" |
msg.generic.empty-hand |
"You must be holding an item!" |
msg.generic.no-permission |
"You do not have permission to do this" |
Placeholders: [item], [name], [rarity], [effects], [loot_code], [effect_name]. Placeholders can’t have colours yet.
Death messages
| Key | Default |
|---|---|
death-messages.enabled |
true |
death-messages.item-death-message-pattern |
"[killed] was slain by [killer] using [[item]&r]" |
death-messages.bow-death-message-pattern |
"[killed] was shot by [killer] using [[item]&r]" |
Names
| Key | Default |
|---|---|
name-pools |
prefix, suffix and kana (single lists), item_name and fixed (one file per item kind) |
name-generators |
prefixGenerator, suffixGenerator, prefixSuffixGenerator (weight 30 each), fixedGenerator and kanaGenerator (weight 5 each) |
Details and patterns: Rarities and names.
Other files
modules.yml:debug: false,lootRules: true. Use/al enableand/al disablerather than editing it.materials.txt: the items random loot can be (tools, weapons, armour, horse and wolf armour, plants, food, maps, music discs and more). Comma-separated; lines with#are skipped; items your server version doesn’t have are skipped. Bows, crossbows, shields and elytra aren’t in it.names/*.txt: one word or name per line.tables/*.txt: item lists for loot tables:swords,armor,fisherman_items,flora,food,golden_items,misc,spooky_itemsandtools_weapons. Onlyswordsis used by default.