Weapon Maker
Create your weirdest weapon in Minecraft!
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Weapon Maker
Weapon Maker is a high-performance Minecraft plugin built for server owners who demand a modern, balanced, and deeply customizable weapon system. Moving beyond standard material-based setups, ArmiMilitari introduces cutting-edge technologies like PDC Binding and a physics-driven Special Attack system.
💎 Core Features Universal PDC Binding: Utilizing Persistent Data Containers, you can turn any item into a weapon. The plugin identifies weapons via hidden unique IDs rather than just materials, allowing for limitless variety using the same base items!
Special Attack: "Destructive": Perform a dynamic leap (Shift + Right Click) followed by a ground-shaking impact that strikes enemies with lightning and creates realistic craters. 🛡️ Grief Protection (WorldGuard): Native WorldGuard integration. The plugin automatically detects protected regions (like Spawns) and prevents crater creation or environment damage if the player lacks build permissions.
🛠️ In-Game Editor: Display dynamic particle rings around players. Customize color, size, and vertical offset (halo_y) for each individual weapon for a premium look. Advanced Gunplay: Support for rapid automatic fire, configurable spread, custom projectiles (Hitscan or Physical Entities), and dynamic lightning patterns. 🛠️ In-Game Editor: Modify every single weapon stat in real-time through commands without needing to restart the server or reload files manually.
📜 Main Commands /WeaponMaker give <player> <id> - Give a specific weapon to a player. /WeaponMaker bind <id> - Bind the item in your hand to an existing weapon ID. /WeaponMaker edit <id> <property> <value> - Edit stats on the fly (e.g., damage, fire_rate, destructive). /WeaponMaker create <id> - Create a new weapon template. ⚙️ Technical Requirements Version: Minecraft 1.21 / 1.21.1 Server: Paper, Purpur, or Folia (highly recommended) Java: Version 21 Dependencies: WorldGuard (optional, for region protection)
🚀 Quick Usage Guide The recommended workflow to get your first weapon up and running:
Create the Template: Use /WeaponMaker create <id>. This initializes a default configuration in the guns.yml file. Get the Item: Use /WeaponMaker give <player> <id> to receive the default item. Or (Binding): Hold any item in your hand (e.g., a stick or a custom sword) and use /WeaponMaker bind <id>. From that moment, that specific item will function as the chosen weapon! Customize: Use /WeaponMaker edit <id> <property> <value> to change behavior, damage, and effects in real-time. 🛠️ Editing Variants (Properties) Works with custom modeled weapons and pre-made weapons, using /weapons bind Properties are divided into categories to help you understand exactly what you are modifying:

1. General Information name: The display name of the weapon. Supports colors/MiniMessage (e.g., <red>Military <gray>Gun). material: The base Minecraft item material (e.g., DIAMOND_SWORD, IRON_HOE). cmd (CustomModelData): The numeric ID for your custom textures (Resource Pack). enchanted: (true/false) Whether the item should have the glowing enchantment glint. 2. Combat & Balancing damage: Damage dealt per projectile. firerate: The firing speed. The lower the number, the faster the weapon fires (delay between shots). bullets: How many projectiles are fired at once (perfect for shotguns). spread: Accuracy. 0.0 is a laser; higher values increase bullet deviation. spread_type: RANDOM (circular dispersion) or HORIZONTAL (flat dispersion). type: Defines base behavior (e.g., PISTOL, MILITARY, GRAVITY). 3. Projectiles & Physics projectile: The type of projectile fired. HITSCAN: Hits instantly where you aim (beam). ARROW, SNOWBALL, FIREBALL, TNT: Fires physical entities. BLOCK: Fires blocks (defined by projectile_block). MOB: Fires mobs (defined by projectile_mob). projectile_speed: The travel speed of physical projectiles. projectile_block: The block type to fire (e.g., SAND, STONE). projectile_mob: The mob type to fire (e.g., ZOMBIE, PIG). 4. Visual Effects & Animations particle: The trail left by the shot (e.g., FIREWORK, FLAME, SOUL_FIRE_FLAME, NONE). holding_animation: Animation while holding the weapon. VIBRATION: The weapon shakes slightly (ideal for heavy weaponry). PARTICLES: Small effects centered around the item. halo: (true/false) Enables a particle ring around the player. halo_color: The ring color (e.g., RED, AQUA, WHITE or HEX codes like #FF0000). halo_size: The radius of the ring. halo_y: The height of the ring relative to the player's feet (e.g., 2.3 puts it above the head). 5. Special Features (Lightning & Destruction) destructive: (true/false) Special ability. 6. If true, pressing Shift + Right Click performs a giant leap forward and triggers an explosive impact with a crater (protected by WorldGuard). lightning_pattern: The shape in which lightning strikes (e.g., CIRCLE, STAR, CROSS, RANDOM). lightning_origin: Where the lightning strikes. PLAYER (around you) or TARGET (where the shot lands).![Works with custom modeled weapons and pre-made weapons, using /WeaponMaker bind, and also works very well in spawn with worldguard (tested in 1.21.11)]![and also works very well in spawn with worldguard (tested in 1.21.11)] lightning_count: How many lightning bolts to summon during the attack. lightning_min_dist / max_dist: The minimum and maximum strike radius. and also works very well in spawn with worldguard (tested in 1.21.11)

💡 Pro Tip Use the /WeaponMaker info command while holding a weapon to see all its current statistics in a clean, easy-to-read list!