-
Notifications
You must be signed in to change notification settings - Fork 14
identify settings
goflishMC edited this page Jun 29, 2025
·
1 revision
The settings.yml file for the Identify module controls how identification behaves, including command aliases, formatting, and visual/sound effects for success or failure.
plugins/Divinity/modules/identify/settings.yml
command-aliases: identify,identifying
general:
actions-complete:
default:
conditions:
list: []
actions-on-fail: 'null'
action-executors:
- '[PARTICLE_SIMPLE] ~name: SPELL_WITCH; ~offset: 0.25,0.4,0.25; ~speed: 0.2;
~amount: 50; ~target: self;'
- '[SOUND] ~name: BLOCK_NOTE_BLOCK_BELL; ~target: self;'
target-selectors:
- '[SELF] ~name: self;'
actions-error:
default:
conditions:
list: []
actions-on-fail: 'null'
action-executors:
- '[SOUND] ~name: ENTITY_VILLAGER_NO; ~target: self;'
target-selectors:
- '[SELF] ~name: self;'
item-format:
name: '%TIER_COLOR%%ITEM_NAME%'
lore:
- '%ITEM_LORE%'- command-aliases – List of valid command names players can use to trigger the identify system.
- general.actions-complete – Executed when item identification is successful. Includes particles, sounds, and titles.
- general.actions-error – Executed if identification fails (e.g., invalid item or tome).
-
item-format – Controls how identified items are displayed after being revealed. Supports placeholders:
-
%TIER_COLOR%– Color based on the item's tier. -
%ITEM_NAME%– Name of the item. -
%ITEM_LORE%– Generated lore after identification.
-
⬅️ identify — Back to Identify Module Hub