Who can design a custom item?

Normal players can not design custom items. This tutorial is for team members.

Why do we have custom items on MassiveCraft?

Vanilla Minecraft is a bit boring. The vanilla items are too few. By adding in more items we increase game complexity and make the game more enjoyable.

How do players gain custom items?

Players can get hold of custom items through:

  • Voting
  • Quests
  • Events
  • Custom Crafting Recipes (future feature)
  • Custom Monster Drops (future feature)

Rarity Tiers

We have decided to use the following 6 rarity tiers on MassiveCraft.

Common

color name: white
color code: &r
Common items are very common items without enchantments. All vanilla minecraft items are common. You can design custom common items. Just make sure to avoid enchantments. You can add a lore description but you really don’t have to.

Enchanted

color name: aqua
color code: &b
Enchanted items are simply enchanted. If you enchant an item in vanilla minecraft you will find that it becomes aqua colored. This is a vanilla feature and has nothing to do with MassiveCraft.

Uncommon

color name: lime
color code: &a
Uncommon items are dropped 1% to 10% of the time when killing uncommon mobs (future feature). It’s highly suggested that you add a lore description to all uncommon items you design.

Rare

color name: yellow
color code: &e
Rare items are dropped 1% to 10% of the time when killing rare mobs (future feature). They some times appear as rewards from really hard quests.

Epic

color name: pink
color code: &d
Epic items are dropped 1% to 10% of the time when killing epic mobs (future feature). They some times appear as rewards from insanely hard quests. When in doubt, the quest you wrote is not insanely hard.

Glorious

color name: blue
color code: &9
Glorious items are a category in and of themselves, but are basically Epic items with special lore guarantees. Glorious items do not necessarily have lore descriptions and enchants. This rarity tier was added for the purpose of making lore-canon items that are always guaranteed to be usable in role-play. Players are not allowed to ignore these items in role-play as they are 100% compliant and an active usable.

Legendary

color name: red
color code: &c
Legendary items are truly exceptional and extremely rare. Very few people (no people) have them. They should have a great lore description and enchants. This rarity tier was added for the sole purpose of never being used. Never create a legendary item. This tier was created and locked. If we get item inflation in the future and epic items aren’t cool anymore we might choose to unlock this tier.

Item Name

Item names are colored according to their rarity tier. You should however not use any additional custom formatting. Never use italics, underline or bold. Just add the rarity color.

Did you know italics serve a special purpose for item names in Minecraft? It’s an indicator that a player gave this item a custom name. Think about it. Default items have non-italic item names but as soon as you name it with an anvil it becomes italic. We adhere to this standard and for that reason players can identify forgeries through seeing that the name is in italics.

Remember that the color for common items is &r. This will remove the italics from the item name.

Item Lore

The default color for item lore is pink and that’s what we should use. Never ever use any custom color or formatting codes in the item lore. If we start colorizing and formatting lore the result will be ugly and inconsistent. We want our players to immediately be able to identify the lore by its color. In the future we might add metadata to items by using colored text in the lore. Such future plugin features would bug out unless we keep the standard lore minimalistic.

“MMMM_MMMM_MMMM_MMMM_MMMM_MMMM_MMMM_MMMM” is 40 em and that’s considered the maximum length of a lore line. Minecraft does not word wrap lore automatically. Thus we should do that manually. It’s all ok to use multiple lore lines. A single lore line is the most common case for uncommon items. For rare items and upwards you should at least use two. If you have more than 5 lines of lore you are probably overdoing it.

Lore compliance is important if your item is meant to be serious. Don’t be afraid to ask someone in the lore department for help. Most items should be serious but we do allow a few silly items. Examples of silly items can be found under the “derp” category on our voting rewards page.

Item Enchantments

Note that you don’t have to add enchantments. Epic items without a single enchantment is quite all right. An example would be epic ingredients that does nothing on their own but can be used to craft some epic gear.

Keep the maximum level for the enchantment in mind (http://minecraft.gamepedia.com/Enchanting#Enchantments). You can add enchantments above those levels but this should be done with care. This applies especially for armor, potions and weapon enchantments. A bow with power 10 is overpowered and will be abused. Boots with feather falling X can be OK since it’s not a combat enchantment.

Using enchantments that do nothing just for fun is quite all right. For example silk touch on pajama pants or luck of the sea on a book.

If you are enchanting a compass or a fish its enchantments does not really matter that much as it is a non usable combat item. But if you delve into enchanting armor, potions or weapons you need to think more about what you are putting on it even if its in the higher tier categories.

  • common: Should never have enchants.
  • enchanted: Should never have any higher enchants then what players are able to put on items themselves.
  • uncommon: A little bit higher or multiple enchants is alright. Feather Falling 4-5
  • rare: These are hard to obtain items but should still not have too high stats. Multiple enchants are ok but not at a too high level. Feather Falling 5 and Knockback 5.
  • epic: These are very hard to obtain items and can have knockback 5, Feather Falling 5 and Unbreaking 2-3 as an example.
  • legendary: Since this tier does not exist we need not theorize.

The Essentials /give Command

Some useful links:

It’s time to get to business! We will now create your item using the Essentials /give command. Note that you need to be a Rank3 team member to have access to this command.

/give <player> <item:damage> [amount=1] [meta…]

For the “player” argument you should use your own name when testing. Later on you will probably replace it with the “{p}” variable.

For the “item:damage” argument you can use either the item id or the item name. The “:damage” part is optional in which case 0 damage will be assumed.

For the “amount” argument you probably want to use 1. It’s the size of the item stack.

For the “meta…” argument you will want to add name, lore etc. Replace spaces with underscores and newlines with pipes as seen in the examples below. Use the item meta link above to learn more about item meta.

Examples

Good Examples

Luxury Catnip is an uncommon and quite useless item.
Note the “&a” in the beginning if the name. This adds the rarity color.
/give {p} 175:1 10 name:&aLuxury_Catnip lore:Fine_catnip_for_the_finest_felines.

Head of Warrenord Pirate Captain is an uncommon item used for adding realism to a quest.
Note how the lore is wrapped with a pipe “|” to avoid the line becoming too long.
/give cayorion 397:3 1 player:Cayorion name:&aHead_of_Warrenord_Pirate_Captain lore:The_head_of_a_pirate_captain_who_once|roamed_the_seas_near_Warrenord.

Bad Examples

  • Forgetting the underscore
  • Very long lore description.
  • Enchantments on common items.
  • Overpowered enchantments.
  • Even trying to create legendary items.