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Derpedia - Admin

Admins and developers should familiarize themselves with this section of the wiki. This section mainly consists of admin command manuals and config details.

Admin Commands

/derp - Show all commands
/derp reload - Reload config files
/nbt - Show NBT help page
/item - Open get item menu
/loadout [player] - View/edit other players' loadout
/stats [player] - View other players' stats

Config

The config files are structured with folders for easy navigation with the in game menu. Each file can contain multiple items but each item must have an unique name.

Item Config

ItemName:
  Type: String
  Name: String
  CustomModelData: int
  Slot: String
  Description: String
  Color: String
  Attributes:
    max_health: float
    movement_speed: float
    stability: float
  Core:
    core_capacity: int
    energy_output: int
  energy_usage: int
  Defenses:
    impact: float
    slash: float
    heat: float
    cold: float
    electricity: float
    poison: float
  Resistances:
    impact: float
    slash: float
    heat: float
    cold: float
    electricity: float
    poison: float
  Damages:
    impact: float
    slash: float
    heat: float
    cold: float
    electricity: float
    poison: float
  Skills
    Shift:
      ability_name: int
      shift_skill_boost: int
    Jump:
      ability_name: int
      jump_skill_boost: int
    Passive:
      ability_name: int
      (can have more than 1 ability here)       passive_skill_boost: int
  Misc:
    shiny: boolean

    hat: boolean

Notes

Items are naturally unbreakable and hides the unbreakable tag.
Most int and float values support randomization, for example, "-55,55" would randomly generate a integer or float between -55 and 55

ItemName

Every item must have an ItemName. ItemName can consist of any uppercase and lowercase letter, number, and underscore. No space bars
allowed. Keep in mind each item must have a unique name. This is also the item ID used in game. Defaults to the item name of Type.

Type

Type can be any minecraft item ID, this is the item that will appear in game. Defaults to "iron_horse_armor".

CustomModelData

Model ID of the item. The ID list will be released at a later date.
#Generic rig: 1010010
#Generic core: 1020010
#Generic mod: 1030010
#Generic Energy Mod: 1030020

Slot

The slot is very important, it changes the way the item constructor creates items. Defaults to item.

Slots currently include:
rig - placed in rig slot in loadout
core - placed in core slot in loadout
mod - placed in mod slots in loadout
armor - cosmetic armor with no stats
weapon - enables player interact event checks, weapons are still a work in progress
item - normal item, nothing special
placeholder - disabled for items
immobile - disabled for items

Description

Descriptions are automatically formatted and added to the lore, there are no need for new lines.

Color

Color is used for leather armor only, and should be entered in RGB format.
Example: Color: 85,255,255

Attributes

max_health - increase the maximum health of the player by the specified amount
movement_speed - increase the movement speed of the player by the specified amount
movement_speed is counted in blocks per second, a value of 1 means the player walks 1 blocks per second faster than normal
stability - decrease the velocity of knockback taken by the player
stability is a percentage value, a value of 0.2 means the player takes 20% less knockback

Core

mod_capacity - increase number of mods a loadout can hold (up to a maximum of 16)
energy_output - increase the maximum amount of power that can be used by mods
energy_usage - how much power is used up by the mod

Defenses

Defenses has 6 sub-categories for the 6 elemental damages, each reduce the damage taken from that element by a percentage
Example: "impact: 10.5" would mean whoever uses the item take 10.5% impact damage

Resistances

Resistances also has 6 sub-categories, each increase the threshold of procs before a status effect activates. A player with no gear has 100 in every category by default, further values increase or decrease that value.
Example: "fire: 50" would mean an extra 50 points of fire proc can be absorbed before a player is set on fire
NOTE: Procs decrease at a percentage rate, meaning higher resistance will make procs wear off faster before it triggers. After a proc triggers, it goes down at a fixed rate.

Damages

Damages also has 6 sub-categories, each boosting the damage done by the player of that category by a percentage
Example: "slash: 20" means the player deals 20% more slash damage

Energy

energy_max - Increases the maximum energy capacity of the player
energy_regen_amount - amount of energy regained for each tick of energy regen
energy_regen_rate - delay in ticks between each energy regen tick
A value of 10 would mean a player regains energy_regen_amount of energy every 10 ticks (0.5s)
Higher value means slower regen, lower value means faster regen
This value can change a player's energy regain rate drastically
energy_regen_delay - delay in ticks before a player starts regaining energy again after using up some energy (for abilities)
energy_efficiency - percentage reduction in energy used
A value of 10 would mean the player uses 10% less energy when using abilities

Focus

WIP

Skills

Shift

Replace shift ability and level
Example:
Shift:
  charged_boost: 1
Replaces shift ability with charged_boost with level 1
shift_skill_boost - increase the level of current shift ability by amount

Jump

Replace double jump ability and level
Example:
Jump:
  air_dash: 1
Replaces double jump ability with air_dash with level 1
jump_skill_boost - increase the level of current jump ability by amount

Passive

Add passive abilities
Example: Passive:
  shock_absorber: 1
Adds the shock absorber passive at level 1 1
passive_skill_boost - increase the level of the LAST ADDED passive ability in the loadout order 1
Multiple passive skills can be equipped at once 1

Misc

Shiny

Armor only, when enabled, applies enchantment visual effect to item.

Hat

Armor only, when enabled, allows any item to be placed in the head slot.