Unlootable
Unlootable
Unlootable is a plugin that adds a custom enchantment. That enchantment disallows players to drop the item, put the item into any other inventory, get the item sucked out by a hopper out of a chest inventory. Basically, an unlootable stays where it came from.
Features
- Make items undroppable
- Disallow moving items to other inventories
- Disallow items to get sucked up by a hopper
- Pay with XP
- Pay with Vault
Permissions
- unlootable.loot - move items around to other inventories
- unlootable.drop - drop unlootable items
- unlootable.create - create unlootable items (use /makeunlootable)
Config
- payment-system - can be "vault" or "xp". If you want to use an economy plugin as a system, use "vault". If you want to use levels, use "xp"
- cost - how much will be withdrawn. Levels if the system is XP, money if the system is Vault
Commands
- /makeunlootable - will make the item unlootable and charge the player
Enchantment ID: 69
I am noticing that when you run /unlootable , the item no longer can be right-clicked to open the gui I setup. Any ideas?
Hi, can you add an option for delete unlootable item when a player dies :)
When I give the essentials kit the ID essentials tells me the kit was configured wrong.
"I've tried it with two new accounts on my server , the item still dropped....even though it had unlootable I on it." The two test accounts were in the default group on my server and only had the permission node to make the enchantment. I also give them enough money to make it. I'll attempt again I guess.
@SwiftSwamp
If you are op, you have both the unlootable.loot and the unlootable.drop permission.
I just tried it with two new accounts on my server , the item still dropped...even though it had unlootable I on it :/ No errors.
@terturlcraft
@CommodoreAlpha
It is an actual new enchantment. Acts and works like one. No client mods required. You can use it in essentials kits, etc. with that id. Try it out for yourself ;)
There not actually adding a "custom" enchantment its just a way of saying if the item has a certain lore on it then it can or can't do certain things.
Wouldn't creating an entirely new enchantment with its own ID (like vanilla enchantments) require a client mod?
Unless you're not actually making a new enchantment. If this is the case, why did you write "Enchantment ID: 69"?