Stats
Item Lore Stat: power up item with this
Format: - <STAT> <TYPE><AMOUNT><CHAR> for normal stat - <STAT> [<CURRENT>/<MAX>] for durability - <LEVEL> [<CURRENT LEVEL>/<MAX LEVEL>] (<CURRENT EXP>/<EXP TO LEVEL>) for level
stats: (display in lore)
physic_damage: <string>: increase attack physic damage
physic_piercing: <string>: ignore enemy physic armor
magic_damage: <string>: increase attack magic damage
magic_piercing: <string>: ignore enemy magic armor
crit_chance: <string>: chance to multiple physic damage by <crit damage>
crit_damage: <string>: amount of damage will be multiple
accuracy: <string>: decrease enemy dodge chance
attack_speed: <string>: decrease time between two attack
physic_lifesteal: <string>: heal based on physic damage dealt
magic_lifesteal: <string>: heal based on magic damage dealt
pvp_damage: <string>: bonus damage on PVP
pve_damage: <string>: bonus damage on PVE
burn_chance: <string>: chance to catch fire on enemy and dealt magic damage Duration: 4s Damage: 3 (+50% magic damage)
freeze_chance: <string>: chance to freeze enemy Duration: 3s (+1s per 20 magic damage)
lighting_chance: <string>: chance to strike lightning on enemy and dealt magic damage Damage: 8 (+90% magic damage)
physic_armor: <string>: decrease enemy physic damage
magic_armor: <string>: decrease enemy magic damage
dodge_chance: <string>: chance to dodge the attack
block_chance: <string>: chance to decrease damage taken and slowdown attacker based on armor averageArmor = (physic armor + magic armor)/2 blockPower = 30% (+1% per 5 average armor) slowDuration = 1s (+1s per 10 average armor) slowTier = 1 (+1 per 25 average armor)
resistance: <string>: percent damage will be ignore
heal: <string>: increase healing amount FinalHeal = VanillaHeal(1) + 35%*heal
parry_chance: <string>: chance to counter the attack based on enemy attack RevengeDamage = FinalDamage*35% (FinalDamge is damage dealt, see it in Damage System)
pvp_defense: <string>: bonus armor on PVP
pve_defense: <string>: bonus armor on PVE
absorb_chance: <string>: absorb and change damage taken to shield averageArmor = (physic armor + magic armor)/2 Duration: 5s Absorb: FinalDamage*(30% (+1% per 8 averageArmor))
durability: <string>: custom durability
health: <string>: increase max health
speed: <string>: increase movement speed
xp_boots: <string>: increase dropped exp
level: <string>: enable item leveling
positive: <string>: string when amount of stat >0
negative: <string>: string when amount of stat <0
percent: <char>: special char in some stat (crit_chance, resistance,...)
multiple: <char>: special char in some stat (crit_damage,...
Some Example: /sattr stat physicdamage 10 --> <physic_damage>: <positive>10 /sattr stat dodge_chance -5 --> <dodge_chance>: <negative>5<percent> /sattr stat crit_damage 2.4 --> <crit_damage>: <positive>2.4<multiple>
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