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None of these are required. Each hook switches on by itself when its plugin is installed.

LodeEntities

LodeEntities is our own plugin for custom mobs, models and skills, and the two plugins are built to work together. They connect both ways:
  • LodeItems items, blocks and props can run LodeEntities skills from their events.
  • LodeEntities skills can give LodeItems items and place LodeItems blocks.
Install both and it switches on by itself. The console says LodeEntities: [lode-skill]/[lode] actions and lodegive/lodeblock mechanics are available. when it’s ready.

Running skills from LodeItems

Two actions run LodeEntities effects:
items/weapons/storm_blade.yml
items/blocks/cursed_ore.yml
Who casts the skill depends on what the event belongs to:
  • An item (right-click, attack, consume…): the player holding it is the caster. On attack and kill, the hit mob is the target.
  • A placed block or prop (interact, place, break): the skill has no caster. It’s cast from the middle of the block, so @origin and radius targeters centre on the block, and the player who triggered it is @trigger.
What the skill knows. Every skill run from LodeItems gets these values, read as <skill.name> inside the skill: Anything you add as key=value after the skill id is passed the same way: power=3 above is <skill.power>. Your own values override the built-in ones with the same name. LodeItems checks the skill ids and effect lines when it loads, and warns about a skill LodeEntities doesn’t know or a line it can’t read. A skill added to LodeEntities later still works, since the skill is looked up again each time it runs. After /lodeitems reload, effect lines are read again, so changes on the LodeEntities side are picked up too.

LodeItems mechanics in LodeEntities

LodeItems adds two mechanics that any LodeEntities skill can use:
mechanic
Gives each targeted player a LodeItems item. Items that don’t fit are dropped at their feet. When the targets are locations instead of entities, the item is dropped there.
item (also i, id) is the item id; ruby means lodeitems:ruby, myserver:ruby sets the namespace. amount (also a) defaults to 1. Also called lodeitems-give and lodeitem.
mechanic
Places a LodeItems block at each target: at an entity’s feet, or at each targeted location.
block (also b, id) is the block id. The block is placed in its default direction and replaces whatever was there. Also called lodeitems-block and lodesetblock.
For example, a boss that drops rubies on death and leaves a crystal behind:
Without LodeEntities, [lode-skill] and [lode] actions do nothing, and loading warns about each one. Everything else still loads.

Protection plugins

WorldGuard, Towny, Lands, GriefPrevention, PlotSquared, BentoBox and others work without a hook. Placing and breaking custom blocks and props fires the same events as vanilla blocks, so their rules apply. Using a prop (sitting, opening storage) is checked like right-clicking a block, so areas where players can’t open chests also stop them using props.

WorldEdit

WorldEdit and FastAsyncWorldEdit accept custom block ids in patterns:
Props are saved in the world as entities, so copying with //copy -e and pasting with //paste -e brings them along.

MythicMobs

Use LodeItems items as mob drops:

ModelEngine

Draw a prop with an animated ModelEngine model instead of an item model:
The prop still drops its own item when broken. Include ModelEngine’s resource pack with pack.merge.

PlaceholderAPI

%placeholders% work in action messages and commands, and in HUDs.