SoulSnatcher

SoulSnatcher

Adds a soul mechanic. Killed mobs release a soul infusing newly spawned mobs. Infused mobs gain special abilities which players can also obtain after defeating infused mobs.

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SoulSnatcher

SoulSnatcher is a plugin which revolves around a new core gameplay mechanic for Minecraft Survivial. By introducing souls it creates scenarios where both mobs and players obtain additional mechanics based on their infused or bound souls.

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The gampleay loop of souls can be seperated into three stages.

Soul Release

After a mob is killed it will release its soul. This is visually symbolized by a floating head of the mob rising upwards. What this means is, essentially the soul is added to the pool of unbound souls for the player who killed the mob. This is important for the next stage.

Soul Release

Infusion

Whenever a mob spawns near a player, it takes a soul from the unbound souls pool of the player and infuses itself with the soul. Through infusion the mob gains mechanics related to the soul. Often times these are almost identical to the abilites players can gain but there are instance where these differ in order to make more sense or be more interesting. Such mechanics range from gaining the ability to shoot an arrow like a skeleton, drink fitting potions like a witch or search out water and jump like a dolphin.

Fighting agains infused mobs

Soul Binding

When a player kills a infused mob a soul reward is generated. The player can then interact with the reward to bind the soul to themselves. Up to two souls an be bound per players, each adds a new mechanic or behaviour.

Gettinga soul reward and binding it

All in all, this creates a gameplay loop by making infused mobs spawn when players kill mobs. The more mobs killed the more mobs are infused. Players then kill infused mobs to obtain souls themselves.

Soul Lantern

Information on your current soul can be viewed via a soul lantern you get after binding a soul. If you feel to it you can also let go of any bound soul anytime. Additionally, it allows you to see your own soul orbits while held which are normally invisble to avoid disrupting gameplay.

Soul Lantern Showcase

Soul Index

General information and detailed information on all souls can be viewed via /soulindex. It opens an interactive GUI, sorting souls in categories based on mechanics and allows to easily browse them or reinform on the general concept of the plugin.

SoulIndex

Soul Vials

A unique item which allows to capture soul rewards in item form. Later on a soul vial can be smashed to spawn the reward again allowing to carry more souls if needed for other purposes. They can be obtained as a drop from Piglin Bartering or simply crafted. Stack size is 16 for empty vials while filled vials cannot be stacked.

Crafting a Soul Vial

Config Options

Features

  • config.yml Allowing general settings to be changed
  • souls.yml Allows to fine-tune abilites of all souls and enable/disable them
  • lang/lang.yml Features language keys and allows to change text of all souls, items and messages to fit for example another language. Also makes use of MiniMessages
config.yml
settings:
  souls:
    # The max amount of souls a player can bind. RECOMMENDED to leave at 2. 1 will tone down the plugin to slight flavor. 3-4 will break balance. (Max 4)
    max_bound: 2
    # The max amount of unbound souls a player can carry, these are the souls which will infuse nearby spawned mobs
    max_soul_pool: 15
    # The amount of time a soul reward stays in the world before vanishing when not absorbed in ticks (20 ticks = 1 second)
    reward_despawn_time: 1200
    # The amount of cooldown when using a soul vial in ticks (20 ticks = 1 second)
    vial_cooldown: 1200
    # Lose all souls on death, when killed by another player offer them as reward (KeepInventory will always save souls regardless of this setting)
    lose_souls_on_death: true
  infusion:
    # The xz distance which mobs have to be from a player to be valid infusion targets on spawn
    xz-radius: 50.0
    # The y distance which mobs have to be from a player to be valid infusion targets on spawn
    y-radius: 30.0
  worlds:
    # When true the followed world list is for EXCLUSION (no soul mechanics work in the listed worlds), when false its INCLUSION (soul mechanics only work in listed worlds)
    exclude_world_list: true
    # List of worlds to either exclude soul mechanism or be the only ones it works in
    list:
    - no_souls
    - hub_world
    - fest_world

souls.yml
Souls:
  allay_soul:
    enabled: true
  blaze_soul:
    enabled: true
    # How much damage a hit from aura does
    aura_damage: 6.0
    # How much cooldown time there is between each aura hit in milliseconds (1000ms = 1s)
    aura_hit_cooldown: 2000
    # In which sphere around the player aura can hit entities (XYZ hitbox detection)
    aura_range: 2.4
    # After how much time without casting a hit should aura disable itself in milliseconds (1000ms = 1s)
    aura_timeout: 30000
    # Time between aura dealing damage and a target stepping in ticks (20 ticks = 1 second)
    aura_windup: 4
  bogged_soul:
    enabled: true
    # Poison level as (level - 1) starting from 0 (Poison I)
    poison_amplifier: 0
    # Poison duration from afflicted projectiles on hit in ticks (20 ticks = 1 second)
    poison_duration: 220
  chicken_soul:
    enabled: true
    fall_damage_multiplier: -0.25
    # Gravity modifier which is applied percentage based (-0.2 => -20% Gravity)
    gravity_mod: -0.2
    # Applied to movement speed as MULTIPLY_SCALAR_1 meaning it will multiply the total speed (including other modifiers) by that amount
    movement_speed_mod: 0.05
    safe_fall_distance: 2.0
  cow_soul:
    enabled: true
    # How much delay before the milk clears all negative effects in ticks (20 ticks = 1 second)
    milk_delay_ticks: 15
  creeper_soul:
    enabled: true
  dolphin_soul:
    enabled: true
    # The horizontal force when dolphin jumping out of water (applied as direction vector multiplication)
    dolphin_jump_multiplier: 1.5
    # Fixed y value of the dolphin jump vector
    dolphin_jump_y: 1.0
  enderman_soul:
    enabled: true
    # Cooldown for evading a projectile in milliseconds (1000ms = 1s)
    evade_cooldown: 1500
  evoker_soul:
    enabled: true
    # Cooldown between fangs appearing after an attack in milliseconds (1000 ms = 1 s)
    fangs_cooldown: 2500
    # Multiplier on how far fangs travel based on distance to target (2.0 -> 2x the distance towards the target)
    fangs_range_multiplier: 2.0
  ghast_soul:
    enabled: true
    # Radius of how large the resulting AoE explosion from a ghast shot is
    aoe_radius: 3.0
    # Cooldown between each projectile fired gains ghast shot attribute in ms (1000ms = 1s)
    ghast_shot_cooldown: 1500
    # Maximum amount of damage dealt by the AoE explosion when hit at the center
    max_AoE_damage: 6.0
    # Minimum amount of damage dealt by the AoE explosion
    min_AoE_damage: 2.0
    # Multiplier of projectile speed of ghast shots (1 means no change in speed)
    projectile_speed_multiplier: 0.9
  guardian_soul:
    enabled: true
    # The amount of time before the attack begins charging in milliseconds (1000ms = 1s)
    charge_buffer: 1500
    # The time it takes to fully charge the attack in milliseconds (1000ms = 1s)
    charge_time: 5000
    # The attack multiplier which can be reached through charging (0.5 -> 150% damage)
    max_charge: 0.5
  hoglin_soul:
    enabled: true
    # Time between each buffered damage portion is applied in ticks (20 ticks = 1 second)
    buffer_interval: 15
    # In how many portions the damage is split off
    buffer_split_amount: 3
    # How much of damage taken is added preserve pool (in % => 0.4 = 40%)
    damage_preserve_amount: 0.4
  horse_soul:
    enabled: true
    max_jump_bonus: 0.2
    # Max amount of movement bonus a player can obtain from a bonus roll from this soul
    max_movement_bonus: 0.05
  iron_golem_soul:
    enabled: true
    # If true non-critical hits will throw hit entities into the air similar to an iron golem
    upwards_throw_enabled: true
  magma_cube_soul:
    enabled: true
    # Amount to be healed in HP
    healing_amount: 0.5
    # Cooldown for healing when taking fire/lava damage (1000ms = 1s)
    healing_cooldown: 1000
  parched_soul:
    enabled: true
    # Weakness level as (level - 1) starting from 0 (Weakness I)
    weakness_amplifier: 0
    # Weakness duration from afflicted projectiles on hit in ticks (20 ticks = 1 second)
    weakness_duration: 600
  phantom_soul:
    enabled: true
    # The k factor which describes the gliding curve based on the initial downward speed: f(t) = <minDownward> + (1 - <minDownward>) * exp(-k * t)
    glide_decay_k: 0.06
    # In addition to the gliding gives a slight boost in facing direction using this force
    glide_forward_multiplier: 0.05
    # The asymptote to the gliding curve, downwards speed will gradually near this speed
    glide_min_downward: 0.1
    # Smoothes out the gliding curve following the function: smoothedY = currentY * (1 - smoothFactor) + y * smoothFactor
    glide_smooth: 0.18
  pig_soul:
    enabled: true
    # How long players have to sneak for a passenger to be dropped in ticks (20 ticks = 1 second)
    drop_passenger_delay_ticks: 30
  piglin_soul:
    enabled: true
    gold_bonus:
      '0':
        attribute: attack_damage
        value: 1.0
        operation: ADD_NUMBER
      '1':
        attribute: armor
        value: 2.0
        operation: ADD_NUMBER
      '2':
        attribute: movement_speed
        value: 0.2
        operation: ADD_SCALAR
      '3':
        attribute: armor_toughness
        value: 2.0
        operation: ADD_NUMBER
      '4':
        attribute: attack_speed
        value: 0.2
        operation: ADD_NUMBER
      '5':
        attribute: knockback_resistance
        value: 0.25
        operation: ADD_NUMBER
  pillager_soul:
    enabled: true
    # Chance to be granted an extra mob loot on mob kill if something drops, value in percent (0.2 -> 20%)
    extra_loot_chance: 0.2
  ravager_soul:
    enabled: true
    # Cooldown between shout attacks in milliseconds (1000ms = 1s)
    shout_cooldown: 6000
    # Radius of the shout attack
    shout_radius: 4.0
    # Strength of the shout attack as power for horizontal push force
    shout_strength: 2.0
  sheep_soul:
    enabled: true
    # How long it takes to regrow the wool shield in milliseconds (1000ms = 1s)
    absorb_cooldown: 15000
    # How much percentage of the damage is absorbed with the ability (0.6 -> 60% damage absorbed 40% taken)
    absorption_amount: 0.5
  skeleton_soul:
    enabled: true
  spider_soul:
    enabled: true
    # How much exhaustion does it cost to do the spider jump (2.75 is about one hunger point, 0 would remove this)
    dash_exhaustion: 2.75
    # How much horizontal force the dash applies (using direction vector multiplication)
    dash_power: 0.75
    dash_vertical: 0.2
    # Cooldown for being able to spider jump in milliseconds (1000ms = 1s)
    jump_cooldown: 1000
  squid_soul:
    enabled: true
    # How long the ink effect persists in ticks (20 ticks = 1 second)
    aura_range: 60
    # Cooldown between each damage taken triggers the ink effect in milliseconds (1000ms = 1s)
    ink_cooldown: 8000
  stray_soul:
    enabled: true
    # Slowness level as (level - 1) starting from 0 (Slowness I)
    slow_amplifier: 0
    # Slowness duration from afflicted projectiles on hit in ticks (20 ticks = 1 second)
    slow_duration: 600
  vindicator_soul:
    enabled: true
    # How much attack speed increases when sprinting in combat (in %, 0.1 -> 110%)
    attack_speed_bonus: 0.1
    # How much walk speed increases when sprinting in combat (in %, 0.1 -> 110%)
    movement_bonus: 0.1
  witch_soul:
    enabled: true
    # A multiplier to how much magic damage is actually taken in percent (0.4 -> 40% of magic damage taken)
    magic_damage_multiplier: 0.4
  wither_skeleton_soul:
    enabled: true
    # Wither level as (level - 1) starting from 0 (Poison I)
    wither_amplifier: 0
    # Wither duration from melee hits in ticks (20 ticks = 1 second)
    wither_duration: 200
  zombie_soul:
    enabled: true
    # How many reinforcements can be present at the same time
    max_reinforcement: 3
    # Cooldown between each damage taken triggers a reinforcement spawn in milliseconds (1000ms = 1s)
    reinforcement_cooldown: 2000
  zombified_piglin_soul:
    enabled: true
    # Factor by how much the carriers walk speed increases while being engaged with a mark (applied as %, 0.2 -> 120%)
    engage_boost: 0.2
    # Time how long after not actively engaging in combat for the mark to run out in milliseconds (1000ms = 1s)
    engage_timeout: 10000

lang.yml
soul_descriptions:
  allay_soul:
  - 'When holding an item, all nearby items '
  - of the same sort will be <green>pulled </green><white>towards you.
  blaze_soul:
  - When engaging in combat activate <gold>Aura</gold><white>.
  - Enemies who enter your close proximity
  - will be struck down.
  bogged_soul:
  - 'Any <aqua>projectile </aqua>fired will inflict '
  - <#5E6D31>Poison <white>on a direct hit.
  breeze_soul:
  - <gold>Sprint + Jump <white>while looking down to
  - shoot a wind charge under your feet.
  - <aqua>{jump_cooldown}s <white>after hitting ground resets.
  chicken_soul:
  - Adds various <aqua>lightweight </aqua><white>attributes
  - like reduced gravity and fall damage.
  cow_soul:
  - When being affected by a <red>negative </red>effect
  - automatically cleanse them after a short delay.
  creeper_soul:
  - Mobs sight on you is reduced by <gold>50%</gold><white>.
  dolphin_soul:
  - While swimming gain <aqua>Dolphins Grace</aqua><white>.
  - Swimming to the water surface makes you
  - dolphin dash ahead.
  drowned_soul:
  - Boosts water movement and oxygen by default.
  - When entering water, enter a <#5E6E92>Water State
  - 'which grants additional movement speed and adds '
  - <gold>+{water_damage_bonus}<white> to melee and trident attacks.
  ender_dragon_soul:
  - 'When gaining enough <aqua>elytra momentum '
  - enter <dark_aqua>D</dark_aqua><#07B1B1>r</#07B1B1><#0EB8B8>a</#0EB8B8><#15BFBF>g</#15BFBF><#1CC6C6>o</#1CC6C6><#23CDCD>n</#23CDCD><#2BD5D5>
    </#2BD5D5><#32DCDC>F</#32DCDC><#39E3E3>l</#39E3E3><#40EAEA>i</#40EAEA><#47F1F1>g</#47F1F1><#4EF8F8>h</#4EF8F8><aqua>t</aqua><white>
    which boosts your
  - elytra fly speed and reduces friction.
  - Flying through mobs damages and
  - knocks them away.
  enderman_soul:
  - 'When hit by a projectile <light_purple>teleport '
  - a short distance away to evade.
  evoker_soul:
  - When dealing damage will summon a line of
  - <green>evoker fangs <white>every </white><aqua>{fangs_cooldown}s</aqua><white>.
  ghast_soul:
  - Every <aqua>{ghast_shot_cooldown}s </aqua>your next shot projectile
  - will explode upon impact, dealing
  - knockback and up to <red>{max_AoE_damage} </red>AOE damage.
  guardian_soul:
  - When not attacking for <aqua>{charge_buffer}s </aqua>slowly
  - charge up the next melee attack to deal
  - <gold>+{max_charge}% <white>more damage when fully charged.
  hoglin_soul:
  - <red>{damage_preserve_amount}% <white>of damage taken from players/mobs is
  - <white>split into <gold>{buffer_split_amount}</gold><white> portions taken in
    short intervals.
  horse_soul:
  - Rolls random movement stats.
  - Gain up to <gold>{max_movement_bonus} Speed </gold><white>and </white><gold>{max_jump_bonus}
    Jump Strength</gold><white>.
  iron_golem_soul:
  - Grants knockback resistance.
  - Non-crit melee attacks throw targets in the air.
  magma_cube_soul:
  - 'When damaged by fire or lava <gold>resist '
  - and heal by <green>{healing_amount}</green><red>❤</red><white>.
  parched_soul:
  - 'Any <aqua>projectile </aqua>fired will inflict '
  - <#373B37>Weakness <white>on a direct hit.
  phantom_soul:
  - While falling downwards, hold <gold><key:key.sneak>
  - to begin <aqua>gliding </aqua><white>downwards, steadily
  - reducing your downwards momentum.
  pig_soul:
  - <gold><key:key.sneak> + <gold><key:key.use/></gold><white> an entity to
  - saddle them up on yourself.
  - <gray>(Hold <key:key.sneak/> to drop them)
  piglin_soul:
  - 'Gain multiple <blue>attribute bonuses '
  - per <gold>gold piece </gold><white>worn.
  pillager_soul:
  - Gain a <green>{extra_loot_chance}% </green><white>chance for mobs to
  - drop an extra item.
  ravager_soul:
  - When taking melee damage unleash a <gold>roar
  - which knocks nearby enemies away.
  sheep_soul:
  - When being hit reduce damage by
  - <gold>{absorption_amount}% <white>every {absorb_cooldown}s.
  shulker_soul:
  - When attacking or being attacked
  - launch a <dark_purple>shulker bullet </dark_purple><white>every </white><aqua>{trigger_cooldown}s</aqua><white>.
  skeleton_soul:
  - Shoot <green>infinite </green>arrows of any kind
  - while using no durability of bows.
  spider_soul:
  - <gold><key:key.sneak> + Jump <white>to spider dash.
  - Will leap you forward a large
  - <aqua>horizontal distance <white>on a short cooldown.
  squid_soul:
  - When damaged applies <#1E2324>ink </#1E2324>onto nearby
  - enemies causing blindness and follow range loss.
  stray_soul:
  - 'Any <aqua>projectile </aqua>fired will inflict '
  - <#6A86AB>Slowness <white>on a direct hit.
  vindicator_soul:
  - 'When <green>sprinting </green><white>while in combat '
  - gain <aqua>+{movement_bonus}% Movement Speed
  - and <aqua>+{attack_speed_bonus}% Attack Speed</aqua><white>.
  witch_soul:
  - When drinking potions they go on cooldown
  - instead of being consumed.
  - Gain <dark_purple>{magic_damage_multiplier}% Magic Damage Reduction</dark_purple><white>.
  wither_skeleton_soul:
  - Any melee hit will inflict the
  - <shadow:#22222280><#444444>Wither Effect <!shadow><white>on the target.
  wither_soul:
  - '<bold><dark_gray>Become undead:'
  - <gray>➤ <gray>Reversed instant health & damage
  - '<gray>➤ <gray>Immunity to: Regeneration, Poison, Wither'
  - <gray>➤ <gray>Susceptible to Smite
  - <gray>➤ <gray>Passive Regen unrelated to hunger
  - <gray>➤ <blue>+{attack_damage_bonus} Attack Damage
  - <gray>➤ <blue>+{armor_toughness_bonus} Armor Toughness
  zombie_soul:
  - When being hit summons a <aqua>reinforcement zombie
  - nearby who will aid you in combat.
  - <gray>(Max {max_reinforcement})
  zombified_piglin_soul:
  - When engaging in combat <dark_red>mark </dark_red><white>a target
  - and gain <aqua>+{engage_boost}% Movement Speed</aqua><white>.
  - <gray>Mark automatically jumps to the next target on death
soul_names:
  allay_soul:
  - <#64FBFF>Allay
  blaze_soul:
  - <#FC9600>Blaze
  bogged_soul:
  - <#5E6D31>Bogged
  breeze_soul:
  - <#6C76AB>Breeze
  chicken_soul:
  - <#FF0000>Chicken
  cow_soul:
  - <#292017>Cow
  creeper_soul:
  - <#6FDB5C>Creeper
  dolphin_soul:
  - <#BDCBDD>Dolphin
  drowned_soul:
  - <#4D9280>Drowned
  ender_dragon_soul:
  - <#6C76AB>E</#6C76AB><#726BAB>n</#726BAB><#7761AB>d</#7761AB><#7D56AB>e</#7D56AB><#834BAB>r</#834BAB><#8840AB>
    </#8840AB><#8E36AA>D</#8E36AA><#932BAA>r</#932BAA><#9920AA>a</#9920AA><#9F15AA>g</#9F15AA><#A40BAA>o</#A40BAA><dark_purple>n
  enderman_soul:
  - <#F9ABFF>Enderman
  evoker_soul:
  - <#C7C06B>Evoker
  ghast_soul:
  - <#D5CCCC>Ghast
  guardian_soul:
  - <#668980>Guardian
  hoglin_soul:
  - <#E8A074>Hoglin
  horse_soul:
  - <#3A1805>Horse
  iron_golem_soul:
  - <gray>Iron Golem
  magma_cube_soul:
  - <#CB3D07>Magma Cube
  parched_soul:
  - <#CEB686>Parched
  phantom_soul:
  - <#5061A4>Phantom
  pig_soul:
  - <#EEA5A4>Pig
  piglin_soul:
  - <#F2BB87>Piglin
  pillager_soul:
  - <#582711>Pillager
  ravager_soul:
  - <#5B5049>Ravager
  sheep_soul:
  - <aqua>Sheep
  shulker_soul:
  - <#673A7B>Shulker
  skeleton_soul:
  - <gray>Skeleton
  spider_soul:
  - <#9C0000>Spider
  squid_soul:
  - <#1B3243>Squid
  stray_soul:
  - <#576C6D>Stray
  vindicator_soul:
  - <#959B9B>Vindicator
  witch_soul:
  - <#995E9D>Witch
  wither_skeleton_soul:
  - <#4B4D4D>Wither Skeleton
  wither_soul:
  - \<gradient:#b4b4b4:414141>Wither
  zombie_soul:
  - <dark_green>Zombie
  zombified_piglin_soul:
  - <#F19E98>Zombified Piglin
soul_index_menu:
  gameplay_info:
    title:
    - Gameplay Info
    description:
    - View general information about how
    - this plugin operates.
  submenus:
    gameplay_info:
      releasing_souls:
      - Releasing Souls
      releasing_souls_description:
      - 'After slaying a mob a <blue>soul '
      - is released and added to your pool.
      infusion:
      - Infusion
      infusion_description:
      - 'Nearby spawned mobs take a <blue>soul '
      - from your pool and <yellow>infuse</yellow><white>.
      - They gain additional mechanics based
      - on the <blue>soul </blue><white>they infused with.
      binding:
      - Binding
      binding_description:
      - 'After killing an <yellow>infused '
      - mob, their infused <blue>soul </blue><white>will be offered.
      - Such <blue>soul </blue><white>can be absorbed to gain
      - additional mechanics for yourself.
      vial:
      - Soul Vial
      vial_description:
      - ''
      - Can be obtained through <gold>Piglin Bartering</gold><white>.
    soul_lantern:
      title:
      - Soul Lantern
      remove:
      - Remove {soul}
      remove_soul:
      - Completely <red>removes </red><white>this soul from yourself
      no_soul_slot:
      - Soul Slot empty
      no_soul_slot_description:
      - Bind a soul by killing an infused mob
    absorption:
      title:
      - Choose a soul
      discard_soul:
      - Discard {soul}
      replace_soul:
      - Replace {soul}
  main:
    title:
    - Soul Index
    back_button:
    - Back
general:
  soul:
  - '{soul} Soul'
  bind_text:
  - <yellow><key:key.use> to bind
  soul_already_bound:
  - Already bound this soul
  offered_for:
  - Offered for {owner}
  disabled_while_offline:
  - Souls you had bound were <red>disabled </red><white>while you were offline
  disabled_received_vial:
  - You have received them as {soul_vial}
  dropped_vials:
  - Some vials have been dropped due to full inventory!
  disabled_in_world:
  - Souls have been disabled in this world
  enabled_in_world:
  - Souls have been enabled in this world
  max_soul_replacement:
  - You received {soul} as vial since max bound souls were reduced to {max_souls}
soul_categories:
  combat_title:
  - Combat
  combat_description:
  - Souls which directly aid combat prowess
  utility_title:
  - Utility
  utility_description:
  - Souls which have vast effects on gameplay
  movement_title:
  - Movement
  movement_description:
  - Souls which boost your movement capabilities
  attributes_title:
  - Attributes
  attributes_description:
  - Souls which change attributes of yourself
soul_items:
  soul_lantern:
    title:
    - Soul Lantern
    description:
    - Interact to open souls GUI
    - ''
    - 'Active souls:'
    first_soul_message:
    - <dark_gray>------------- <bold><dark_aqua>SoulSnatcher</dark_aqua></bold> -------------
    - <white>You just received a Soul Lantern.
    - <white>SoulSnatcher adds souls which add new mechanics, use this lantern to
      check yours out.
    - <white>Use <aqua>/soulindex </aqua>to check out all souls and general information.
    dispose:
    - <gray>You disposed your Soul Lantern! Get a new one by running <aqua>/soullantern
    empty_update:
    - You do not own any souls, so no soul lantern was added
    update_message:
    - Your soul lantern has been updated!
  soul_vial:
    empty_title:
    - Empty Soul Vial
    empty_description:
    - <gray>Interact with an released soul to capture it.
    - <gray>Can later be released again.
    filled_prefix:
    - 'Soul Vial ✦ '
    filled_description_header:
    - Interact to release the stored soul
    capture_dropped:
    - 'Your captured '
    capture_dropped_suffix:
    - ' has been dropped!'
    already_have:
    - You already have bound this soul
    disabled:
    - This soul has been disabled by an admin

Future outlook

There are still ways to go for this plugin so be excited for further releases own the line. At the start of the server an UpdateChecker will inform you when Modrinth holds a new version.

Plans for the future:

  • More souls (there are many mobs who still do not have one)
  • Revision of balance and further issues