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★ShinyItems★ Fork

Official plugin page: Original author : sipsi133 This fork is for continuation of plugin ShinyItems ​ Required plugin LightAPI fork . (the latest version)…

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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 ​

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
  1. Drag and drop the plugin into " plugins" folder
  2. 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)
  3. Run the server
The new config.yml will be created with default configuration as an example of most popular light sources. Notes: This config is just an example. See description in config.yml how to cusomize your own list of the light sources

Commands
Permissions
Configuration
Spoiler: See comments in config.yml
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
 

Commands

Plugin details

Read from the plugin's own plugin.yml.

Quick facts

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.

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