Custom RPG-style loot and effects with over 15 BILLION unique possibilities

Customizable, RPG-style loot for Minecraft servers, with over 15 BILLION unique possibilities. You can create AcuteLoot in an enchantment table, by killing mobs, by fishing up rare treasures, or by finding loot in a naturally-generated chest.

Installation: Just drag and drop the .jar into /plugins folder and restart server.
How to use: Enchant any item to create AcuteLoot. AcuteLoot will have a custom name, custom rarity, and possibly even a special effect when you click with it/use it. AcuteLoot can also be found by fishing, killing mobs, and by opening up naturally-generated chests like the ones found in dungeons.
Compatibility: Officially tested on 1.15-1.21 but should work on 1.12+ if you configure materials.txt list to include only materials compatible with your version.
Configuration: See config.yml for settings and options. You can change practically everything, from the probabilities of different rarities to features of the name generator. To create your own names edit the .txt files in the /names folder. The .txt files in the /names/fixed folder are static names that will appear exactly as you type them. For more information about how names are generated, see the FAQ below. You can change the materials.txt file to add or remove items from being used in the random loot generation. You can use /al reload to reload every config option and .txt file.
Boots that plant flowers as you walk!
Boots that drag the sun across the sky and age mobs & crops!
Bow that turns enemies to stone!
And many more effects including:
Permissions:
Permissions are completely optional but are enabled by default to make configuration easier. By default only OPs can use AcuteLoot commands, but all players can get AcuteLoot by enchanting, fishing, or opening naturally-spawned chests.
Commands:
Where do the names come from?
AcuteLoot creates random loot using a simple algorithm that combines prefixes and suffixes together to make fun, interesting, and often humorous names. The prefixes and suffixes included by default are from many sources, including common English adjectives, adverbs, and nouns, as well as the names of mythical folklore creatures/monsters from all over the world. You can add to these name pools, remove from these name pools, or create entirely new name pools. Just imagine the possibilities for creating loot based on your favorite pop culture references, or inside jokes from your server!
The algorithm uses configurable patterns to define name generators. There are five generator patterns included by default. Generator patterns are combination of name pool tags and any other text, typically spaces and a conjunction.
The names that appear for each item type can be customized as well. For example, swords could be called anything you want, like “knife”, “stabber”, or “pointy-object.”
Static (fixed) names that don’t come from the algorithm are also possible, for maximum customization. These are full names that you create entirely on your own. They don’t get anything added or removed from them. Just remember that they are added to the pool of possible names just like ones from the generator, so if you have a lot of possible names, fixed names can be quite rare. By default, most of these lists are empty. You can add your own names in the /names/fixed folder. The generic.txt is for items that are in the materials.txt file and are used when generating totally random loot.
And finally, there is what’s called the “kana generator” that creates names that sound like Japanese by smashing together katakana syllables. This generator alone has over 3 billion unique names. And if you prefer to not have these names, this generator can be disabled in the config.
More detailed information about the name generators can be found in the config.yml. The latest version is available here.
How do the chances for rarities and effects work?
The chances for rarities and effects are expressed as relative integer values. For example if you had three rarities each with a chance of “5” then each rarity would have a 5/15 = 1/3 chance of being selected. If you instead had one rarity with a chance of “5”, one with a chance of “10”, and one with a chance of “15” then the first rarity would have a 5/30 = 1/6 chance, the second a 10/30 = 1/3 chance, and the third a 15/30 = 1/2 chance. If the sum of the chances is exactly 100 then the chances may be considered simple percent values. Due to the way the generator works, rarities need to be listed in descending chance order (e.g., common to rare). Keep in mind that individual effect chances are relative to the other effects applicable to that type of item.
Note: Chances for simple, binary events like getting AcuteLoot from chests and fishing ARE simple, predictable percentages, and do not use the relative integer value method.
How do anvils work?
Anvil behavior has only been modified to allow for AcuteLoot’s colored item names to persist when an anvil is used. The item on the left takes precedence over the one on the right, so its name, rarity, and effect will be preserved in the new item. There is no stacking of names, rarities or effects.
Support & feature requests:
To report a bug or to suggest a new feature, open an issue on GitHub. For bugs, use the bug issue tag. For feature suggestions use the enhancement issue tag.
For feature suggestions to be considered for future development, include as much information as possible:
Join our Discord to discuss and suggest features and report bugs if you do not have a GitHub account.
Donation links:
Please do not use the review section to report issues. I can’t offer support from the review section.