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Huy12345

Hỏi đáp Hỏi Myitems

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Configuration: General: Version: 2.0 #Version of the config. Locale: "en" #Locale language Metrics: Message: true #Send a message to the console when connecting metrics. Hook: Message: false #Send a message to console about dependencies information. Utility: Tooltip: "&8&l[&4&l?&8&l]" #Character for text tooltip. Currency: "$" #Symbol currency. Effect: Range: 50 #Max distance for send packet particle and sound. List: Content: 5 #Max of list content what will be displayed Modifier: Enable_Vanilla_Damage: true #If false, vanilla damage will not working Enable_Vanilla_Formula_Armor: false #If false, vanilla protection will not working Enable_Custom_Modifier: true #Enable feature attribute from this plugin Enable_Flat_Damage: false #If true, the damage receives is equal to its value Enable_Balancing_System: true #Damage will set to balance Enable_Balancing_Mob: true #Mob receive damage will set to balance based on vanilla damage Enable_Custom_Critical: true #Custom critical effect Enable_Custom_Mob_Damage: true #If you're server using plugin that modify damage mob (Great Damage), enables this. #Enable this state to allow mob using custom items. #Note: If Mob Modifier is false, Custom Lore Stats defense from victims will not be affected, but buffs & ability still work, #~~~~~ this is to avoid overpowered armor for pure vanilla mob!. Defense_Affect_Entity_Explosion: true #If true, the custom defense will affect entity explosion damage Defense_Affect_Block_Explosion: true #If true, the custom defense will affect to block explosion damage Defense_Affect_Custom: true #If true, the custom defense will affect custom damage by another plugin Defense_Affect_Contact: true #If true, the custom defense will affect to contact damage Defense_Affect_Fall: true #If true, the custom defense will affect fall damage Defense_Affect_Falling_Block: true #If true, the custom defense will affect falling block damage Defense_Affect_Thorn: true #If true, the custom defense will affect thorn damage Critical_Attack_Type: "Effect" #Available: Effect, Messages. #- Effect #- Messages #- None Modus_Value: 10.0 #Normal damage value in your server #Ex. You want to create a server with most of your weapon damage value range around 50, #so put the value in modus_Value to 50. #This is very important because this value will towards a balanced server. #If you change too small or too high depends on your server, your server will be unbalanced #because of this value used as formula damage for vanilla & custom modifier! #Formula: "Damage / (1+Math.log10(1+(10*defense/modus_Value))" #Balancing: "Damage * 10 / modus_Value" Scale_Damage_Vanilla: 1.0 #Scale Damage from vanilla that will affect Scale_Damage_Custom: 1.0 #Scale Damage from custom stats Scale_Damage_Overall: 1.0 #Scale Final damage Scale_Defense_Overall: 0.5 #Scale Damage reduction based on defense Scale_Defense_Physic: 0.25 #Scale defense being hit damage by non-entity Scale_Absorb_Effect: 0.5 #Scale damage will transfer to absorb point. ex: 0.8 mean 20% damage to health and 80% to absorb point Scale_Mob_Damage_Receive: 1.0 #Mobs damage receive Scale_Exp_OffHand: 0.5 #Exp will gain for OffHand scaled on base exp Scale_Exp_Armor: 0.2 #Exp will gain for Armor scaled on base exp Drop: Exp_Player: 3.0 #Exp drop when killing player Exp_Mobs: 1.0 #Exp drop when killing a mob Support: Type_Level: "Auto" #Available Level Type: #- Auto (Search for possible support) #- Vanilla #- BattleLevels #- SkillAPI #- SkillsPro #- Heroes Type_Class: "Auto" #Available Class Type: #- Auto (Search for possible support) #- SkillAPI #- SkillsPro #- Heroes Stats: Enable_Item_Universal: false #If true, stats are not separated among weapon and armor Enable_Item_Broken: false #If true, the item will break when lore durability reaches zero Enable_Item_Broken_Message: true #If true, will send a notification message when the item is broken Enable_Max_Health: true #Enable max health effect from item attributes Format_Value: "&7<stats>&f&l: <value>" # PlaceHolder Stats_Format: # <stats> = Key Stats # <value> = Value Stats Format_Exp: "&7[&d<exp>&7/&d<up>&7]" # PlaceHolder Format Exp: # <exp> = Current Exp # <up> = Exp to level up Lore_Positive_Value: "&a" Lore_Negative_Value: "&c" Lore_Range_Symbol: " &7➨ " Lore_Divider_Symbol: "&7/" Lore_Multiplier_Symbol: "&7x" Scale_OffHand_Value: 0.5 #Scale stats from offhand item Scale_Up_Value: 0.05 #Stats will increase every item is level up Scale_Armor_Shield: 1.0 #Scale stats armor for item shield #This option only active when item universal is disabled Max_Level_Value: 20 #Max level for item Identifier_Damage: "Damage" Identifier_Penetration: "Penetration" Identifier_PvP_Damage: "PvP Damage" Identifier_PvE_Damage: "PvE Damage" Identifier_Defense: "Defense" Identifier_PvP_Defense: "PvP Defense" Identifier_PvE_Defense: "PvE Defense" Identifier_Health: "Health" Identifier_Health_Regen: "Health Regen" Identifier_Stamina_Max: "Max Stamina" Identifier_Stamina_Regen: "Stamina Regen" Identifier_Attack_AoE_Radius: "AoE Radius" Identifier_Attack_AoE_Damage: "AoE Damage" Identifier_Critical_Chance: "Crit.Chance" Identifier_Critical_Damage: "Crit.Damage" Identifier_Block_Amount: "Block Amount" Identifier_Block_Rate: "Block Rate" Identifier_Hit_Rate: "Hit Rate" Identifier_Dodge_Rate: "Dodge Rate" Identifier_Fishing_Chance: "Fishing Chance" Identifier_Fishing_Power: "Fishing Power" Identifier_Fishing_Speed: "Fishing Speed" Identifier_Lures_Max_Tension: "Lures Max Tension" Identifier_Lures_Endurance: "Lures Endurance" Identifier_Durability: "Durability" Identifier_Level: "Level" Ability: Format: "&aChance of <chance> to apply <ability>" # PlaceHolder Ability: # <chance> = Chance to activate ability # <ability> = Key ability Weapon: Enable_OffHand: true #if false, ability from offhand will not work Identifier_Air_Shock: "Air Shock" Identifier_Bad_Luck: "Bad Luck" Identifier_Blind: "Blindness" Identifier_Bubble_Deflector: "Bubble Deflector" Identifier_Cannibalism: "Cannibalism" Identifier_Confuse: "Confuse" Identifier_Curse: "Curse" Identifier_Dark_Flame: "Dark Flame" Identifier_Dark_Impact: "Dark Impact" Identifier_Flame: "Flame" Identifier_Flame_Wheel: "Flame Wheel" Identifier_Freeze: "Freeze" Identifier_Harm: "Harm" Identifier_Hungry: "Hunger" Identifier_Levitation: "Levitation" Identifier_Lightning: "Lightning" Identifier_Poison: "Poison" Identifier_Roots: "Roots" Identifier_Slowness: "Slowness" Identifier_Tired: "Tired" Identifier_Vampirism: "Vampirism" Identifier_Venom_Blast: "Venom Blast" Identifier_Venom_Spread: "Venom Spread" Identifier_Weakness: "Weakness" Identifier_Wither: "Wither" Passive: Enable_Grade_Calculation: true #If true, passive grade will be calculated by the same type of all equipment slot Enable_Hand: true #If true, passive on item hand will works Period_Effect: 100 #Passive effect interval in ticks, the higher value will reduce lag but less accurate Buff: Format: "&dApply buff <buff>" # PlaceHolder Buffs_Format: # <buff> = Key Buff Identifier_Strength: "Strength" Identifier_Protection: "Protection" Identifier_Vision: "Vision" Identifier_Jump: "Jump" Identifier_Absorb: "Absorb" Identifier_Fire_Resistance: "Fire Resistance" Identifier_Invisibility: "Invisibility" Identifier_Luck: "Luck" Identifier_Health_Boost: "Health" Identifier_Regeneration: "Regeneration" Identifier_Saturation: "Saturation" Identifier_Speed: "Movement" Identifier_Water_Breathing: "Water Breathing" Identifier_Haste: "Haste" Debuff: Format: "&cApply debuff <debuff>" # PlaceHolder Debuffs_Format: # <debuff> = Key Debuff Identifier_Weak: "Weak" Identifier_Slow: "Slow" Identifier_Blind: "Blind" Identifier_Confuse: "Confuse" Identifier_Starve: "Starve" Identifier_Toxic: "Toxic" Identifier_Glow: "Glow" Identifier_Fatigue: "Fatigue" Identifier_Wither: "Wither" Identifier_Unluck: "Unluck" Power: Enable_Message_Cooldown: true #If true, will send message power cooldown to the player Format: "&6<click>&f&l: &7<type> &8&l[&c<cooldown> Seconds&8&l]" # PlaceHolder Power: # <click> : Type of interact click # <type> : Type key of power # <cooldown> : Cooldown of power Click_Left: "Left Click" Click_Right: "Right Click" Click_Shift_Left: "S-Left Click" Click_Shift_Right: "S-Right Click" Projectile: Identifier_Arrow: "Arrow" Identifier_Snow_Ball: "SnowBall" Identifier_Egg: "Egg" Identifier_Flame_Arrow: "FlameArrow" Identifier_Flame_Ball: "FlameBall" Identifier_Flame_Egg: "FlameEgg" Identifier_Small_Fireball: "Small Fireball" Identifier_Large_Fireball: "Large Fireball" Identifier_Wither_Skull: "Wither Skull" Special: Identifier_Blink: "Blink" Identifier_Fissure: "Fissure" Identifier_Ice_Spikes: "Ice Spikes" Identifier_Amaterasu: "Amaterasu" Identifier_Nero_Beam: "Nero Beam" Element: Format: "&7&l[&4&l!&7&l] &r<element>&f&l: <value>" # PlaceHolder Element_Format: # <element> = Key Element # <value> = Value Element Socket: Format_Slot: "&8&l- &7< <slot> >" # PlaceHolder Socket_Format: # <slot> = Socket Slot Format_Slot_Empty: "Empty" #Format slot empty Format_Slot_Locked: "Locked" #Format slot locked Type_Item_Weapon: "Weapon" Type_Item_Armor: "Armor" Type_Item_Universal: "Universal" Cost_Socket: 0 #Default cost when put gems on equipment Cost_Unlock: 1000 #Cost when unlock slot socket Cost_Desocket: 250 #Cost when removing gems from the equipment Item: Rod_Unlock: Display_Name: "&8[&aSocket Rod&8]" Material: "STICK" Lores: - "&7Use this rod to unlock slot socket" Rod_Remove: Display_Name: "&8[&cDesocket Rod&8]" Material: "STICK" Lores: - "&7Use this rod to remove socket" Requirement: Format_Level: "&cRequire <level> level to use." # Placeholder: # <level> = Player level Format_Permission: "&cRequire permission <permission> to use." # Placeholder: # <permission> = Permission needed Format_Class: "&cRequire class <class> to use." # Placeholder: # <class> = Player class Format_Soul_Unbound: "&c&lUnbound" # This is format when item still not yet bound to any player Format_Soul_Bound: "&cSouldbound to <player>" # Placeholder: # <player> = Owner of the item Set: Format: - "" - "&6<item_set_name> Set &7(<item_set_total>/<item_set_max>)" - "<list_item_set_component>" - "" - "&6Set Bonus:" - "<list_item_set_bonus>" # Placeholder: # <item_set_name> = Name of item set # <item_set_total> = Total set that used by player # <item_set_max> = Total item that available # <list_item_set_component> = List of item set component # <list_item_set_bonus> = List of item set bonus Format_Component: "► <item_set_component_keylore>" # Placeholder: # <item_set_component_keylore> = KeyLore of item component Format_Bonus: "[<item_set_bonus_amount>] <item_set_bonus_description>" # Placeholder: # <item_set_bonus_amount> = Amount ID of item bonus # <item_set_bonus_description> = Description of item bonus Lore_Component_Active: "&f" Lore_Component_Inactive: "&8" Lore_Bonus_Active: "&f" Lore_Bonus_Inactive: "&8" Misc: Enable_Particle_Potion: false #Show default particle when applying the potion to the player

cho hỏi cái config này bị lỗi chổ nào mà khi /att stats HEALTH <số> thì vẫn có dòng mà không hiện lên <số> máu
 
Configuration: General: Version: 2.0 #Version of the config. Locale: "en" #Locale language Metrics: Message: true #Send a message to the console when connecting metrics. Hook: Message: false #Send a message to console about dependencies information. Utility: Tooltip: "&8&l[&4&l?&8&l]" #Character for text tooltip. Currency: "$" #Symbol currency. Effect: Range: 50 #Max distance for send packet particle and sound. List: Content: 5 #Max of list content what will be displayed Modifier: Enable_Vanilla_Damage: true #If false, vanilla damage will not working Enable_Vanilla_Formula_Armor: false #If false, vanilla protection will not working Enable_Custom_Modifier: true #Enable feature attribute from this plugin Enable_Flat_Damage: false #If true, the damage receives is equal to its value Enable_Balancing_System: true #Damage will set to balance Enable_Balancing_Mob: true #Mob receive damage will set to balance based on vanilla damage Enable_Custom_Critical: true #Custom critical effect Enable_Custom_Mob_Damage: true #If you're server using plugin that modify damage mob (Great Damage), enables this. #Enable this state to allow mob using custom items. #Note: If Mob Modifier is false, Custom Lore Stats defense from victims will not be affected, but buffs & ability still work, #~~~~~ this is to avoid overpowered armor for pure vanilla mob!. Defense_Affect_Entity_Explosion: true #If true, the custom defense will affect entity explosion damage Defense_Affect_Block_Explosion: true #If true, the custom defense will affect to block explosion damage Defense_Affect_Custom: true #If true, the custom defense will affect custom damage by another plugin Defense_Affect_Contact: true #If true, the custom defense will affect to contact damage Defense_Affect_Fall: true #If true, the custom defense will affect fall damage Defense_Affect_Falling_Block: true #If true, the custom defense will affect falling block damage Defense_Affect_Thorn: true #If true, the custom defense will affect thorn damage Critical_Attack_Type: "Effect" #Available: Effect, Messages. #- Effect #- Messages #- None Modus_Value: 10.0 #Normal damage value in your server #Ex. You want to create a server with most of your weapon damage value range around 50, #so put the value in modus_Value to 50. #This is very important because this value will towards a balanced server. #If you change too small or too high depends on your server, your server will be unbalanced #because of this value used as formula damage for vanilla & custom modifier! #Formula: "Damage / (1+Math.log10(1+(10*defense/modus_Value))" #Balancing: "Damage * 10 / modus_Value" Scale_Damage_Vanilla: 1.0 #Scale Damage from vanilla that will affect Scale_Damage_Custom: 1.0 #Scale Damage from custom stats Scale_Damage_Overall: 1.0 #Scale Final damage Scale_Defense_Overall: 0.5 #Scale Damage reduction based on defense Scale_Defense_Physic: 0.25 #Scale defense being hit damage by non-entity Scale_Absorb_Effect: 0.5 #Scale damage will transfer to absorb point. ex: 0.8 mean 20% damage to health and 80% to absorb point Scale_Mob_Damage_Receive: 1.0 #Mobs damage receive Scale_Exp_OffHand: 0.5 #Exp will gain for OffHand scaled on base exp Scale_Exp_Armor: 0.2 #Exp will gain for Armor scaled on base exp Drop: Exp_Player: 3.0 #Exp drop when killing player Exp_Mobs: 1.0 #Exp drop when killing a mob Support: Type_Level: "Auto" #Available Level Type: #- Auto (Search for possible support) #- Vanilla #- BattleLevels #- SkillAPI #- SkillsPro #- Heroes Type_Class: "Auto" #Available Class Type: #- Auto (Search for possible support) #- SkillAPI #- SkillsPro #- Heroes Stats: Enable_Item_Universal: false #If true, stats are not separated among weapon and armor Enable_Item_Broken: false #If true, the item will break when lore durability reaches zero Enable_Item_Broken_Message: true #If true, will send a notification message when the item is broken Enable_Max_Health: true #Enable max health effect from item attributes Format_Value: "&7<stats>&f&l: <value>" # PlaceHolder Stats_Format: # <stats> = Key Stats # <value> = Value Stats Format_Exp: "&7[&d<exp>&7/&d<up>&7]" # PlaceHolder Format Exp: # <exp> = Current Exp # <up> = Exp to level up Lore_Positive_Value: "&a" Lore_Negative_Value: "&c" Lore_Range_Symbol: " &7➨ " Lore_Divider_Symbol: "&7/" Lore_Multiplier_Symbol: "&7x" Scale_OffHand_Value: 0.5 #Scale stats from offhand item Scale_Up_Value: 0.05 #Stats will increase every item is level up Scale_Armor_Shield: 1.0 #Scale stats armor for item shield #This option only active when item universal is disabled Max_Level_Value: 20 #Max level for item Identifier_Damage: "Damage" Identifier_Penetration: "Penetration" Identifier_PvP_Damage: "PvP Damage" Identifier_PvE_Damage: "PvE Damage" Identifier_Defense: "Defense" Identifier_PvP_Defense: "PvP Defense" Identifier_PvE_Defense: "PvE Defense" Identifier_Health: "Health" Identifier_Health_Regen: "Health Regen" Identifier_Stamina_Max: "Max Stamina" Identifier_Stamina_Regen: "Stamina Regen" Identifier_Attack_AoE_Radius: "AoE Radius" Identifier_Attack_AoE_Damage: "AoE Damage" Identifier_Critical_Chance: "Crit.Chance" Identifier_Critical_Damage: "Crit.Damage" Identifier_Block_Amount: "Block Amount" Identifier_Block_Rate: "Block Rate" Identifier_Hit_Rate: "Hit Rate" Identifier_Dodge_Rate: "Dodge Rate" Identifier_Fishing_Chance: "Fishing Chance" Identifier_Fishing_Power: "Fishing Power" Identifier_Fishing_Speed: "Fishing Speed" Identifier_Lures_Max_Tension: "Lures Max Tension" Identifier_Lures_Endurance: "Lures Endurance" Identifier_Durability: "Durability" Identifier_Level: "Level" Ability: Format: "&aChance of <chance> to apply <ability>" # PlaceHolder Ability: # <chance> = Chance to activate ability # <ability> = Key ability Weapon: Enable_OffHand: true #if false, ability from offhand will not work Identifier_Air_Shock: "Air Shock" Identifier_Bad_Luck: "Bad Luck" Identifier_Blind: "Blindness" Identifier_Bubble_Deflector: "Bubble Deflector" Identifier_Cannibalism: "Cannibalism" Identifier_Confuse: "Confuse" Identifier_Curse: "Curse" Identifier_Dark_Flame: "Dark Flame" Identifier_Dark_Impact: "Dark Impact" Identifier_Flame: "Flame" Identifier_Flame_Wheel: "Flame Wheel" Identifier_Freeze: "Freeze" Identifier_Harm: "Harm" Identifier_Hungry: "Hunger" Identifier_Levitation: "Levitation" Identifier_Lightning: "Lightning" Identifier_Poison: "Poison" Identifier_Roots: "Roots" Identifier_Slowness: "Slowness" Identifier_Tired: "Tired" Identifier_Vampirism: "Vampirism" Identifier_Venom_Blast: "Venom Blast" Identifier_Venom_Spread: "Venom Spread" Identifier_Weakness: "Weakness" Identifier_Wither: "Wither" Passive: Enable_Grade_Calculation: true #If true, passive grade will be calculated by the same type of all equipment slot Enable_Hand: true #If true, passive on item hand will works Period_Effect: 100 #Passive effect interval in ticks, the higher value will reduce lag but less accurate Buff: Format: "&dApply buff <buff>" # PlaceHolder Buffs_Format: # <buff> = Key Buff Identifier_Strength: "Strength" Identifier_Protection: "Protection" Identifier_Vision: "Vision" Identifier_Jump: "Jump" Identifier_Absorb: "Absorb" Identifier_Fire_Resistance: "Fire Resistance" Identifier_Invisibility: "Invisibility" Identifier_Luck: "Luck" Identifier_Health_Boost: "Health" Identifier_Regeneration: "Regeneration" Identifier_Saturation: "Saturation" Identifier_Speed: "Movement" Identifier_Water_Breathing: "Water Breathing" Identifier_Haste: "Haste" Debuff: Format: "&cApply debuff <debuff>" # PlaceHolder Debuffs_Format: # <debuff> = Key Debuff Identifier_Weak: "Weak" Identifier_Slow: "Slow" Identifier_Blind: "Blind" Identifier_Confuse: "Confuse" Identifier_Starve: "Starve" Identifier_Toxic: "Toxic" Identifier_Glow: "Glow" Identifier_Fatigue: "Fatigue" Identifier_Wither: "Wither" Identifier_Unluck: "Unluck" Power: Enable_Message_Cooldown: true #If true, will send message power cooldown to the player Format: "&6<click>&f&l: &7<type> &8&l[&c<cooldown> Seconds&8&l]" # PlaceHolder Power: # <click> : Type of interact click # <type> : Type key of power # <cooldown> : Cooldown of power Click_Left: "Left Click" Click_Right: "Right Click" Click_Shift_Left: "S-Left Click" Click_Shift_Right: "S-Right Click" Projectile: Identifier_Arrow: "Arrow" Identifier_Snow_Ball: "SnowBall" Identifier_Egg: "Egg" Identifier_Flame_Arrow: "FlameArrow" Identifier_Flame_Ball: "FlameBall" Identifier_Flame_Egg: "FlameEgg" Identifier_Small_Fireball: "Small Fireball" Identifier_Large_Fireball: "Large Fireball" Identifier_Wither_Skull: "Wither Skull" Special: Identifier_Blink: "Blink" Identifier_Fissure: "Fissure" Identifier_Ice_Spikes: "Ice Spikes" Identifier_Amaterasu: "Amaterasu" Identifier_Nero_Beam: "Nero Beam" Element: Format: "&7&l[&4&l!&7&l] &r<element>&f&l: <value>" # PlaceHolder Element_Format: # <element> = Key Element # <value> = Value Element Socket: Format_Slot: "&8&l- &7< <slot> >" # PlaceHolder Socket_Format: # <slot> = Socket Slot Format_Slot_Empty: "Empty" #Format slot empty Format_Slot_Locked: "Locked" #Format slot locked Type_Item_Weapon: "Weapon" Type_Item_Armor: "Armor" Type_Item_Universal: "Universal" Cost_Socket: 0 #Default cost when put gems on equipment Cost_Unlock: 1000 #Cost when unlock slot socket Cost_Desocket: 250 #Cost when removing gems from the equipment Item: Rod_Unlock: Display_Name: "&8[&aSocket Rod&8]" Material: "STICK" Lores: - "&7Use this rod to unlock slot socket" Rod_Remove: Display_Name: "&8[&cDesocket Rod&8]" Material: "STICK" Lores: - "&7Use this rod to remove socket" Requirement: Format_Level: "&cRequire <level> level to use." # Placeholder: # <level> = Player level Format_Permission: "&cRequire permission <permission> to use." # Placeholder: # <permission> = Permission needed Format_Class: "&cRequire class <class> to use." # Placeholder: # <class> = Player class Format_Soul_Unbound: "&c&lUnbound" # This is format when item still not yet bound to any player Format_Soul_Bound: "&cSouldbound to <player>" # Placeholder: # <player> = Owner of the item Set: Format: - "" - "&6<item_set_name> Set &7(<item_set_total>/<item_set_max>)" - "<list_item_set_component>" - "" - "&6Set Bonus:" - "<list_item_set_bonus>" # Placeholder: # <item_set_name> = Name of item set # <item_set_total> = Total set that used by player # <item_set_max> = Total item that available # <list_item_set_component> = List of item set component # <list_item_set_bonus> = List of item set bonus Format_Component: "► <item_set_component_keylore>" # Placeholder: # <item_set_component_keylore> = KeyLore of item component Format_Bonus: "[<item_set_bonus_amount>] <item_set_bonus_description>" # Placeholder: # <item_set_bonus_amount> = Amount ID of item bonus # <item_set_bonus_description> = Description of item bonus Lore_Component_Active: "&f" Lore_Component_Inactive: "&8" Lore_Bonus_Active: "&f" Lore_Bonus_Inactive: "&8" Misc: Enable_Particle_Potion: false #Show default particle when applying the potion to the player

cho hỏi cái config này bị lỗi chổ nào mà khi /att stats HEALTH <số> thì vẫn có dòng mà không hiện lên <số> máu
Xoá đi config đảm bảo 100% luôn :p10:
 
vẫn bị ông à
22509
22510
 
bạn à bạn sword nốt nhận stats của giáp nhé
ví dụ giáp +hp thì dc mà +st auto ko nhận :D
 
nếu muốn máu thì khuyên bạn luôn làm NBT cho đễ
 
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