# Weapons Config
# Builtin Configuration
This is the builtin configuration for the weapon config directory.
deserteagle:
name: '&8Desert Eagle'
lore:
- '&7Ammo: &f<Ammo>&8/&f<MaxAmmo>'
- '&7Durability: &f<Durability>'
material: IRON_HOE
customModelData: 1
damage: 7
headshotDamage: 14
range: 20
cooldown: 1
grabCooldown: 0.7
reloadTime: 1
maxAmmo: 7
ammunitionKeys:
- deserteagle_ammo
sound: custom.desert_eagle.shoot
reloadSound: custom.desert_eagle.reload
emptySound: custom.weapon.empty
recoilAmount: 2.5
knockbackAmount: 0.3
selfKnockbackAmount: 0.1
huntingrifle:
name: '&8Hunting Rifle'
lore:
- '&7Ammo: &f<Ammo>&8/&f<MaxAmmo>'
- '&7Durability: &f<Durability>'
material: IRON_HOE
customModelData: 2
damage: 10
headshotDamage: 20
range: 50
cooldown: 2
grabCooldown: 1
reloadTime: 2
maxAmmo: 5
ammunitionKeys:
- huntingrifle_ammo
sound: custom.hunting_rifle.shoot
reloadSound: custom.hunting_rifle.reload
emptySound: custom.weapon.empty
recoilAmount: 4.0
knockbackAmount: 0.5
selfKnockbackAmount: 0.2
doublebarreledshotgun:
name: '&8Double-Barreled Shotgun'
lore:
- '&7Ammo: &f<Ammo>&8/&f<MaxAmmo>'
- '&7Durability: &f<Durability>'
material: IRON_HOE
customModelData: 3
damage: 8
headshotDamage: 16
range: 10
cooldown: 2
grabCooldown: 1
reloadTime: 2
maxAmmo: 2
ammunitionKeys:
- doublebarreledshotgun_ammo
sound: custom.double_barreled_shotgun.shoot
reloadSound: custom.double_barreled_shotgun.reload
emptySound: custom.weapon.empty
recoilAmount: 6.0
knockbackAmount: 0.7
selfKnockbackAmount: 0.3
glock:
name: '&8Glock'
lore:
- '&7Ammo: &f<Ammo>&8/&f<MaxAmmo>'
- '&7Durability: &f<Durability>'
material: IRON_HOE
customModelData: 5
damage: 5
headshotDamage: 10
range: 15
cooldown: 1
grabCooldown: 0.5
reloadTime: 1
maxAmmo: 15
ammunitionKeys:
- glock_ammo
sound: custom.glock.shoot
reloadSound: custom.glock.reload
emptySound: custom.weapon.empty
recoilAmount: 1.5
knockbackAmount: 0.2
selfKnockbackAmount: 0.1
mk7:
name: '&8MK7'
lore:
- '&7Ammo: &f<Ammo>&8/&f<MaxAmmo>'
- '&7Durability: &f<Durability>'
material: IRON_HOE
customModelData: 6
damage: 6
headshotDamage: 12
range: 20
cooldown: 1
grabCooldown: 0.5
reloadTime: 1
maxAmmo: 20
ammunitionKeys:
- mk7_ammo
sound: custom.mk7.shoot
reloadSound: custom.mk7.reload
emptySound: custom.weapon.empty
recoilAmount: 2.0
knockbackAmount: 0.3
selfKnockbackAmount: 0.1
mp7a1:
name: '&8MP7-A1'
lore:
- '&7Ammo: &f<Ammo>&8/&f<MaxAmmo>'
- '&7Durability: &f<Durability>'
material: IRON_HOE
customModelData: 7
damage: 5
headshotDamage: 10
range: 15
cooldown: 1
grabCooldown: 0.5
reloadTime: 1
maxAmmo: 30
ammunitionKeys:
- mp7a1_ammo
sound: custom.mp7a1.shoot
reloadSound: custom.mp7a1.reload
emptySound: custom.weapon.empty
recoilAmount: 1.5
knockbackAmount: 0.2
selfKnockbackAmount: 0.1
mcx:
name: '&8MCX'
lore:
- '&7Ammo: &f<Ammo>&8/&f<MaxAmmo>'
- '&7Durability: &f<Durability>'
material: IRON_HOE
customModelData: 8
damage: 6
headshotDamage: 12
range: 20
cooldown: 1
grabCooldown: 0.5
reloadTime: 1
maxAmmo: 25
ammunitionKeys:
- mcx_ammo
sound: custom.mcx.shoot
reloadSound: custom.mcx.reload
emptySound: custom.weapon.empty
recoilAmount: 2.0
knockbackAmount: 0.3
selfKnockbackAmount: 0.1
m58b:
name: '&8M58B'
lore:
- '&7Ammo: &f<Ammo>&8/&f<MaxAmmo>'
- '&7Durability: &f<Durability>'
material: IRON_HOE
customModelData: 9
damage: 6
headshotDamage: 12
range: 20
cooldown: 1
grabCooldown: 0.5
reloadTime: 1
maxAmmo: 20
ammunitionKeys:
- m58b_ammo
sound: custom.m58b.shoot
reloadSound: custom.m58b.reload
emptySound: custom.weapon.empty
recoilAmount: 2.0
knockbackAmount: 0.3
selfKnockbackAmount: 0.1
m47d1:
name: '&8M47D1'
lore:
- '&7Ammo: &f<Ammo>&8/&f<MaxAmmo>'
- '&7Durability: &f<Durability>'
material: IRON_HOE
customModelData: 10
damage: 7
headshotDamage: 14
range: 25
cooldown: 1
grabCooldown: 0.5
reloadTime: 1
maxAmmo: 20
ammunitionKeys:
- m47d1_ammo
sound: custom.m47d1.shoot
reloadSound: custom.m47d1.reload
emptySound: custom.weapon.empty
recoilAmount: 2.5
knockbackAmount: 0.3
selfKnockbackAmount: 0.1
g36c:
name: '&8G36C'
lore:
- '&7Ammo: &f<Ammo>&8/&f<MaxAmmo>'
- '&7Durability: &f<Durability>'
material: IRON_HOE
customModelData: 11
damage: 6
headshotDamage: 12
range: 20
cooldown: 1
grabCooldown: 0.5
reloadTime: 1
maxAmmo: 30
ammunitionKeys:
- g36c_ammo
sound: custom.g36c.shoot
reloadSound: custom.g36c.reload
emptySound: custom.weapon.empty
recoilAmount: 2.0
knockbackAmount: 0.3
selfKnockbackAmount: 0.1
mk18:
name: '&8MK18'
lore:
- '&7Ammo: &f<Ammo>&8/&f<MaxAmmo>'
- '&7Durability: &f<Durability>'
material: IRON_HOE
customModelData: 12
damage: 7
headshotDamage: 14
range: 25
cooldown: 1
grabCooldown: 0.5
reloadTime: 1
maxAmmo: 25
ammunitionKeys:
- mk18_ammo
sound: custom.mk18.shoot
reloadSound: custom.mk18.reload
emptySound: custom.weapon.empty
recoilAmount: 2.5
knockbackAmount: 0.3
selfKnockbackAmount: 0.1
m1911:
name: '&8M1911'
lore:
- '&7Ammo: &f<Ammo>&8/&f<MaxAmmo>'
- '&7Durability: &f<Durability>'
material: IRON_HOE
customModelData: 13
damage: 5
headshotDamage: 10
range: 15
cooldown: 1
grabCooldown: 0.5
reloadTime: 1
maxAmmo: 10
ammunitionKeys:
- m1911_ammo
sound: custom.m1911.shoot
reloadSound: custom.m1911.reload
emptySound: custom.weapon.empty
recoilAmount: 1.5
knockbackAmount: 0.2
selfKnockbackAmount: 0.1
mk2:
name: '&8MK2'
lore:
- '&7Ammo: &f<Ammo>&8/&f<MaxAmmo>'
- '&7Durability: &f<Durability>'
material: IRON_HOE
customModelData: 14
damage: 5
headshotDamage: 10
range: 15
cooldown: 1
grabCooldown: 0.5
reloadTime: 1
maxAmmo: 10
ammunitionKeys:
- mk2_ammo
sound: custom.mk2.shoot
reloadSound: custom.mk2.reload
emptySound: custom.weapon.empty
recoilAmount: 1.5
knockbackAmount: 0.2
selfKnockbackAmount: 0.1
g45:
name: '&8G45'
lore:
- '&7Ammo: &f<Ammo>&8/&f<MaxAmmo>'
- '&7Durability: &f<Durability>'
material: IRON_HOE
customModelData: 15
damage: 6
headshotDamage: 12
range: 20
cooldown: 1
grabCooldown: 0.5
reloadTime: 1
maxAmmo: 12
ammunitionKeys:
- g45_ammo
sound: custom.g45.shoot
reloadSound: custom.g45.reload
emptySound: custom.weapon.empty
recoilAmount: 2.0
knockbackAmount: 0.3
selfKnockbackAmount: 0.1
# name
Type: STRING
Explanation: This is the name of the weapon item.
# lore
Type: LIST
Explanation: This is the lore of the weapon item.
# hideItemFlags
Type: BOOLEAN
Default: true
Explanation: This is a boolean that determines if the item should be hidden.
# material
Type: MATERIAL
(opens new window)
Explanation: This is the material of the weapon item.
# nbt.key
Type: STRING
Explanation: This is the key of the nbt tag.
# nbt.value
Type: STRING
Explanation: This is the value of the nbt tag.
# customModelData
Type: INTEGER
Explanation: This is the custom model data of the weapon item.
# damage
Type: INTEGER
Explanation: This is the damage of the weapon.
# headshotDamage
Type: INTEGER
Explanation: This is the damage of the weapon when it is a headshot.
# range
Type: INTEGER
Explanation: This is the range of the weapon.
# minimumRange
Type: INTEGER
Explanation: This is the minimum range of the weapon.
# cooldown
Type: DOUBLE
Explanation: This is the cooldown of the weapon. This is in seconds.
# grabCooldown
Type: DOUBLE
Explanation: This is the cooldown of the weapon when it is grabbed. This is in seconds.
# reloadTime
Type: INTEGER
Explanation: This is the reload time of the weapon. This is in seconds.
# maxAmmo
Type: INTEGER
Explanation: This is the maximum ammo of the weapon.
# ammunitionKeys
Type: LIST
Explanation: This is the list of ammunition keys that the weapon uses.
# sound
Type: STRING
Explanation: This is the sound of the weapon.
# reloadSound
Type: STRING
Explanation: This is the reload sound of the weapon.
# emptySound
Type: STRING
Explanation: This is the empty sound of the weapon.
# soundVolume
Type: DOUBLE
Explanation: This is the volume of the sound.
# soundRange
Type: DOUBLE
Explanation: This is the range of the sound.
# recoilAmount
Type: INTEGER
Explanation: This is the recoil amount of the weapon.
# knockbackAmount
Type: INTEGER
Explanation: This is the amount of knockback the victim gets when they are hit by the weapon.
# selfKnockbackAmount
Type: INTEGER
Explanation: This is the amount of knockback the attacker gets when they shoot the weapon.
# scope.enabled
Type: BOOLEAN
Explanation: This is a boolean that determines if the weapon has a scope.
# scope.pumpkinBlurEnabled
Type: BOOLEAN
Explanation: This is a boolean that determines if the scope has a pumpkin blur effect.
# scope.amplifier
Type: INTEGER
Default: 8
Explanation: This is the amplifier of the scope.