ModsJava
★ShinyItems★ Fork
Official plugin page: Original author : sipsi133 This fork is for continuation of plugin ShinyItems Required plugin LightAPI fork . (the latest version)…
⬇ Download on Spigot
Official plugin page: https://www.spigotmc.org/resources/shinyitems-1-8-x-1-12-x.12531/
Original author : sipsi133
This fork is for continuation of plugin ShinyItems
Original author : sipsi133
This fork is for continuation of plugin ShinyItems
Required plugin LightAPI fork . (the latest version)
Do not worry about " Native minecraft version 1.13 " at the top. Bukkit/Spigot 1.14 understands both 1.13 and 1.14.
PS. Although the ShinyItems supports any version of the LightAPI (fork and original), it is strongly recommended to use the fork last version ( the original LightAPI for 1.14 has bugs and is not stable )
Installation
- Drag and drop the plugin into " plugins" folder
- Backup and remove the old configuration "plugins/ShinyItems/config.yml" if you used a version version prior 1.7.0 (this one is incompatible with old versions)
- Run the server
Commands
- /shinyitems toggle - Toggles shinyitems on/off for player executing command.
- /shinyitems reload - Reloads data from config to memory. Used to make changes to config take effect in-game.
- shinyitems.use - If permissions are enabled from config, players need this to use this plugin. Otherwise, all players have this by default.
- shinyitems.use. < item_name_here> - If both permission options are enabled from config, players need above and this permissions to use lighting items. For example to get torches to emit light, player needs "shinyitems.use.torch" permission.
< item_name_here> is the material name in lower case according to https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Material.html
- shinyitems.toggle - Grants access to "/shinyitems toggle". Toggles shinyitems on/off for player executing command.
- shinyitems.reload - Grants access to "/shinyitems reload". Reloads data from config to memory. Used to make changes to config take effect in-game.
Spoiler: See comments in config.yml
# ShinyItems 1.7.3 by sipsi133 and Qveshn
#
# Configuration file
# ==================
#
# debug: true/false
# Enable/disable extra debug output for diagnostics.
#
# enable-permissions: true | false
# If true, players need permission "shinyitems.use" to use lighting items. Otherwise, all players can do it.
#
# enable-item-specific-permissions: true | false
# If both this and enable-permissions are true, players can only use those lighting elements that are defined
# by the shinyitems.use.<XXX> permissions, where <XXX> is the item name in lower case according to the "item"
# parameter in the "lightsources" section (see below). Remember to type the permissions all in lower case.
#
# update-delay-ticks: <number>
# The delay in server ticks before refresh lighting around the players.
#
# db-lights-as-allowed: true/false
# Affects the default state of enabling shiny items for the player (the player who has never used the command
# "/shinyitems toggle"). If true, then shiny items are disabled for the player by default. Otherwise, enabled.
# The default value is false (shiny items are enabled for the player by default)
#
# water-height-method: MODERN | OLD | AUTO
# The method for determining the height of the water to check whether the player is under water or not (when
# Minecraft begins an underwater rendering style).
# MODERN - Uses the algorithm of Minecraft 1.14 and above (more accurately).
# OLD - Uses the algorithm of Minecraft below 1.14.
# AUTO - Uses MODERN or OLD according to the Minecraft version.
# =========================== Details ===========================
# There are 8 levels that water can have.
# Minecraft renders water as block with 9 layers (1/9 block height per layer).
# The first layer (height = 1.00000) is always air until there is no water in the block above.
# The second layer (height = 0.88889) corresponds to the first water level.
# The third layer (height = 0.77778) corresponds to the second water level etc.
# The ninth layer (height = 0.11111) corresponds to the eighth water level.
#
# Minecraft 1.14 and above switches the rendering to an underwater style at the height of the water layer.
# Minecraft below 1.14 switches the rendering to an underwater style at the height of one layer above (+0,11111).
# ===============================================================
# lightsources: The list of shiny item structures
# This list defines what items should be used for lighting. The first line of each structure should
# contain "==: - = [ShinyItem] = -". Each structure has the following parameters:
# item: <name>
# The item name according to https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Material.html.
# Example:
# item: TORCH
# lightlevel: <on the air [, <under water>]
# The level of illumination for this item. The level can take values from 0 to 15. The first level is used when
# the player is on the air. The second level (optionally) is used when the player is under water. The water level
# must be separated from air level by comma. if the second parameter is omitted, the first parameter will be used
# instead when the player is under water.
# Examples:
# lightlevel: 14 # The item shines equally under water and in the air.
# lightlevel: 14, 7 # Under water the item can shine with lower brightness.
# lightlevel: 0, 14 # The item can shine only under water
# amount: <number>[, <number>] | Any
# Condition for using this item. The number of items in the hand that the player must hold.
# The value can be a number, an interval (two numbers separated by comma) or magic word "Any" meaning any amount.
# Examples:
# amount: Any # Any number (no matter).
# amount: 3 # Exactly three items should be in hand.
# amount: 20, 64 # The number of items must be from 20 to 64
# durability: <number>[, <number>] | Any
# Condition for using this item. The durability of the item in the hand that the player must hold.
# The value can be a number, an interval (two numbers separated by comma) or magic word "Any" meaning any durability.
# Examples:
# durability: Any # Any durability (no matter).
# durability: 0 # The item must not be damaged
# durability: 0, 10 # Damage level should not exceed 10.
# unbreakable: true | false | Any
# Condition for using this item. The unbreakable flag of the item in the hand that the player must hold.
# The unbreakable flag means that the item can not accept any damages at all.
# The value can be "true", "false" or magic word "Any" meaning any unbreakable state.
# Examples:
# unbreakable: Any # No matter.
# unbreakable: true # The item must be unbreakable
# enchantments: Any | <the list of enchantments>
# Condition for using this item. The list of enchantments, that item must have.
# The value can be the list of strings (enchantments) or magic word "Any" meaning no matter.
# If the list is defined, then the item nust contain all its enchantments. If The list is empty ([]), then
# the item must not contain any enchantments at all.
# Examples:
# enchantments: Any # No matter.
# enchantments: [] # The item must not contain enchantments.
# enchantments: # The item must have at least the following two enchantments:
# - FIRE_ASPECT # "minecraft:fire_aspect"
# - DAMAGE_ALL # "minecraft:sharpness"
#
# The Item list may contain duplicate items. The first item satisfying all conditions will be selected for lighting.
# If the player holds in both hands shiny items, then the item with maximum lighting level will be selected.
#
# All conditions must be met simultaneously (item AND amount AND durability AND unbreakable AND enchantments).
# To use the OR condition, simply repeat the structure with another conditions. This can also help to emulate
# dynamic light levels.
# Example:
# - ==: -=[ShinyItem]=-
# item: GLOWSTONE_DUST # Using light level 5 when the player holds 10-30 pieces of glowstone dust.
# lightlevel: 5
# amount: 10, 30
# durability: Any
# unbreakable: Any
# enchantments: Any
# - ==: -=[ShinyItem]=-
# item: GLOWSTONE_DUST # Using light level 10 when the player holds more tha 30 pieces of glowstone dust.
# lightlevel: 10
# amount: 31, 64
# durability: Any
# unbreakable: Any
# enchantments: Any
Code (YAML):
# ShinyItems 1.7.3 by sipsi133 and Qveshn
#
# Configuration file
# ==================
#
# debug: true/false
# Enable/disable extra debug output for diagnostics.
#
# enable-permissions: true | false
# If true, players need permission "shinyitems.use" to use lighting items. Otherwise, all players can do it.
#
# enable-item-specific-permissions: true | false
# If both this and enable-permissions are true, players can only use those lighting elements that are defined
# by the shinyitems.use.<XXX> permissions, where <XXX> is the item name in lower case according to the "item"
# parameter in the "lightsources" section (see below). Remember to type the permissions all in lower case.
#
# update-delay-ticks: <number>
# The delay in server ticks before refresh lighting around the players.
#
# db-lights-as-allowed: true/false
# Affects the default state of enabling shiny items for the player (the player who has never used the command
# "/shinyitems toggle"). If true, then shiny items are disabled for the player by default. Otherwise, enabled.
# The default value is false (shiny items are enabled for the player by default)
#
# water-height-method: MODERN | OLD | AUTO
# The method for determining the height of the water to check whether the player is under water or not (when
# Minecraft begins an underwater rendering style).
# MODERN - Uses the algorithm of Minecraft 1.14 and above (more accurately).
# OLD - Uses the algorithm of Minecraft below 1.14.
# AUTO - Uses MODERN or OLD according to the Minecraft version.
# =========================== Details ===========================
# There are 8 levels that water can have.
# Minecraft renders water as block with 9 layers (1/9 block height per layer).
# The first layer (height = 1.00000) is always air until there is no water in the block above.
# The second layer (height = 0.88889) corresponds to the first water level.
# The third layer (height = 0.77778) corresponds to the second water level etc.
# The ninth layer (height = 0.11111) corresponds to the eighth water level.
#
# Minecraft 1.14 and above switches the rendering to an underwater style at the height of the water layer.
# Minecraft below 1.14 switches the rendering to an underwater style at the height of one layer above (+0,11111).
# ===============================================================
# lightsources: The list of shiny item structures
# This list defines what items should be used for lighting. The first line of each structure should
# contain "==: - = [ShinyItem] = -". Each structure has the following parameters:
# item: <name>
# The item name according to https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Material.html.
# Example:
# item: TORCH
# lightlevel: <on the air [, <under water>]
# The level of illumination for this item. The level can take values from 0 to 15. The first level is used when
# the player is on the air. The second level (optionally) is used when the player is under water. The water level
# must be separated from air level by comma. if the second parameter is omitted, the first parameter will be used
# instead when the player is under water.
# Examples:
# lightlevel: 14 # The item shines equally under water and in the air.
# lightlevel: 14, 7 # Under water the item can shine with lower brightness.
# lightlevel: 0, 14 # The item can shine only under water
# amount: <number>[, <number>] | Any
# Condition for using this item. The number of items in the hand that the player must hold.
# The value can be a number, an interval (two numbers separated by comma) or magic word "Any" meaning any amount.
# Examples:
# amount: Any # Any number (no matter).
# amount: 3 # Exactly three items should be in hand.
# amount: 20, 64 # The number of items must be from 20 to 64
# durability: <number>[, <number>] | Any
# Condition for using this item. The durability of the item in the hand that the player must hold.
# The value can be a number, an interval (two numbers separated by comma) or magic word "Any" meaning any durability.
# Examples:
# durability: Any # Any durability (no matter).
# durability: 0 # The item must not be damaged
# durability: 0, 10 # Damage level should not exceed 10.
# unbreakable: true | false | Any
# Condition for using this item. The unbreakable flag of the item in the hand that the player must hold.
# The unbreakable flag means that the item can not accept any damages at all.
# The value can be "true", "false" or magic word "Any" meaning any unbreakable state.
# Examples:
# unbreakable: Any # No matter.
# unbreakable: true # The item must be unbreakable
# enchantments: Any | <the list of enchantments>
# Condition for using this item. The list of enchantments, that item must have.
# The value can be the list of strings (enchantments) or magic word "Any" meaning no matter.
# If the list is defined, then the item nust contain all its enchantments. If The list is empty ([]), then
# the item must not contain any enchantments at all.
# Examples:
# enchantments: Any # No matter.
# enchantments: [] # The item must not contain enchantments.
# enchantments: # The item must have at least the following two enchantments:
# - FIRE_ASPECT # "minecraft:fire_aspect"
# - DAMAGE_ALL # "minecraft:sharpness"
#
# The Item list may contain duplicate items. The first item satisfying all conditions will be selected for lighting.
# If the player holds in both hands shiny items, then the item with maximum lighting level will be selected.
#
# All conditions must be met simultaneously (item AND amount AND durability AND unbreakable AND enchantments).
# To use the OR condition, simply repeat the structure with another conditions. This can also help to emulate
# dynamic light levels.
# Example:
# - ==: -=[ShinyItem]=-
# item: GLOWSTONE_DUST # Using light level 5 when the player holds 10-30 pieces of glowstone dust.
# lightlevel: 5
# amount: 10, 30
# durability: Any
# unbreakable: Any
# enchantments: Any
# - ==: -=[ShinyItem]=-
# item: GLOWSTONE_DUST # Using light level 10 when the player holds more tha 30 pieces of glowstone dust.
# lightlevel: 10
# amount: 31, 64
# durability: Any
# unbreakable: Any
# enchantments: Any
Quick facts
- Edition: Minecraft Java
- File type: .jar
- Minecraft versions listed: 1.8, 1.9, 1.10
- How to install: Install the matching mod loader (Forge, Fabric or NeoForge) for your Minecraft version. → Download the .jar. → Put it in the .minecraft/mods folder and launch that loader profile.
- Where to get it: Opens on Spigot — not every file is mirrored on our own servers.
Install steps are the general flow for this file type — How to install Minecraft Java mods & modpacks walks through it step by step.
★ShinyItems★ Fork is a free Minecraft Java mod. Compatible with Minecraft 1.8, 1.9, 1.10, 1.11 and newer. Downloaded 4,708 times (via Spigot). Download it and open it directly in the game.