### GUI Page Configuration Example
Source: https://plugins.auxilor.io/all-plugins/pages
This example demonstrates how to configure a GUI page with a mask and pattern. The mask defines the items used, and the pattern lays out these items in the GUI. The order of items in the mask corresponds to the numbers in the pattern.
```yaml
- page: 1
mask:
items: # The order of items to display
- gray_stained_glass_pane # The 1st Item
- black_stained_glass_pane # The 2nd Item
pattern:
- "222222222"
- "211111112"
- "222222222"
```
--------------------------------
### Example Magic Type Configuration (YAML)
Source: https://plugins.auxilor.io/ecoskills/how-to-configure-magic
This example demonstrates the structure of a magic type configuration file in YAML format. It defines the display name, regeneration rate, maximum limit, and initial state upon player join.
```yaml
name: "(ffe6๐ Mana" # The name of the magic type, shown to players
# The rate at which the magic type regenerates per second
regen-rate: "0.02 * %ecoskills_mana_limit%"
# The maximum amount of this type a player can have
limit: "100 + %ecoskills_wisdom%"
# If players should join with full magic (true) or empty magic (false)
join-on-full: true
```
--------------------------------
### Example Skill Configuration in YAML
Source: https://plugins.auxilor.io/ecoskills/how-to-make-a-skill
A comprehensive example of a skill configuration file in YAML format. It demonstrates settings for display name, description, GUI integration, XP requirements (list-based), rewards, level-up effects, and custom placeholders. This file serves as a template for creating new skills.
```yaml
name: Mining # The display name of the skill
description: Break blocks to earn XP # The description of the skill
# Options for the GUI
gui:
enabled: true # (Optional) If this skill should be shown in the GUI
icon: player_head texture:"eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvZmIxYzI2OGVmZWM4ZDdkODhhMWNiODhjMmJmYTA5N2ZhNTcwMzc5NDIyOTlmN2QyMDIxNTlmYzkzY2QzMDM2ZCJ9fX0="
lore:
- "&fImproves Stats:"
- "&8ยป &r%ecoskills_defense_name%"
- "&8ยป &r%ecoskills_ferocity_name%"
- "&f"
- "&fEffects:"
- "&8ยป &r&6%ecoskills_versatile_tools_name% %ecoskills_versatile_tools_numeral%"
- " %ecoskills_versatile_tools_description%"
- "&8ยป &r&6%ecoskills_spelunking_name% %ecoskills_spelunking_numeral%"
- " %ecoskills_spelunking_description%"
- "&8ยป &r&6%ecoskills_dynamic_mining_name% %ecoskills_dynamic_mining_numeral%"
- " %ecoskills_dynamic_mining_description%"
position:
row: 3
column: 3
hide-before-level-1: true # If this skill should be hidden before level 1
# There are two ways to specify level XP requirements:
# 1. A formula to calculate for infinite levels
# 2. A list of XP requirements for each level
# Formula
# xp-formula: (2 ^ %level%) * 25
# max-level: 100 # (Optional) The max level, if not specified, there is no max level
# List
xp-requirements:
- 50
- 125
- 200
- 300
- 500
- 750
- 1000
- 1500
- 2000
- 3500
- 5000
- 7500
- 10000
# The rewards given on level up
# You specify a reward (either a stat or an effect),
# the number of levels to give it, and optionally
# a start and end level, which are inclusive.
# An example reward config:
# - reward: strength
# levels: 1
# start-level: 10
# end-level: 20
# every: 2
rewards:
- reward: defense
levels: 2
- reward: ferocity
levels: 1
start-level: 15
- reward: versatile_tools
levels: 1
- reward: spelunking
levels: 1
start-level: 10
- reward: dynamic_mining
levels: 1
every: 2
# Effects to run when the skill levels up
# %level% is the level the skill leveled up to.
# If you want to restrict this to certain levels, you can use
# require: %level% = 20, or require: %level% < 50, etc.
# If you want a reward to run every x levels, you can use
# every: 1, or every: 12, etc
level-up-effects:
- id: give_money
args:
amount: 1000 * %level%
- id: give_item
args:
items:
- diamond
every: 5 # Gives the reward every 5 levels
require: %level% = 5 # Requires level 5 before receiving rewards
# Custom placeholders to be used in descriptions,
# Don't add % to the IDs, this is done automatically
# The value takes a %level% placeholder and is a mathematical expression
placeholders:
money: "%level% * 0.4"
blocks: "ceil(10 - %level% / 10)"
# The chat messages to send on level up,
# and the lore that will be shown with %rewards% in the GUI
# The number dictates the minimum level for this text to show for
```
--------------------------------
### Example Booster Configuration (YAML)
Source: https://plugins.auxilor.io/boosters/how-to-make-a-custom-booster
This snippet shows a complete example of a booster configuration file in YAML format. It includes settings for the booster's name, duration, effects, commands, broadcast messages, and its representation in a graphical user interface (GUI). This serves as a template for creating custom boosters.
```yaml
name: "2x Sell Multiplier" # The display name of the Booster.
duration: 72000 # The duration (in ticks) of the Booster. (e.g. 6000 = 5 minutes)
# The effects whilst the Booster is active (i.e. the functionality)
# See here: https://plugins.auxilor.io/effects/configuring-an-effect
effects:
- id: sell_multiplier
args:
multiplier: 2
# The conditions required for the effects to activate
conditions: [ ]
commands:
activation: [ ] # Commands to run when the booster is activated.
expiry: [ ] # Commands to run when the booster expires.
increment: [ ] # Commands to run when the booster is incremented (i.e. player activates another one).
messages:
activation: # Broadcast message when the booster is activated.
- ""
- " %player%&f has activated a &a2x Sell Multiplier Booster&f!"
- " &fThis booster will last an hour, be sure to thank them!"
- ""
expiry: # Broadcast message when the booster expires.
- ""
- " &fThe &a2x Sell Multiplier Booster&f has ended"
- " &fGet another one here: &ahttps://store.ecomc.net/package/756888"
- ""
increment: # Broadcast message when the booster is incremented (i.e. player activates another one).
- ""
- " %player%&f has extended the &a2x Sell Multiplier Booster&f!"
- " &fThis booster will now last another hour, be sure to thank them!"
- ""
gui:
item: player_head texture:eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvYjBhN2I5NGM0ZTU4MWI2OTkxNTlkNDg4NDZlYzA5MTM5MjUwNjIzN2M4OWE5N2M5MzI0OGEwZDhhYmM5MTZkNSJ9fX0= # The GUI item: https://plugins.auxilor.io/all-plugins/the-item-lookup-system
name: "&d2x Sell Multiplier" # The name of the Booster in the GUI.
lore: # The lore of the Booster in the GUI.
- ""
- "&fGives everyone online a"
- "&a2x Sell Multiplier"
- "&fto make money faster!"
- ""
- "&fDuration: &a1 Hour"
- ""
- "&fYou have: &a%amount%"
- "&fGet more at &astore.ecomc.net"
- ""
- "&e&oClick to activate!"
- ""
position:
row: 2 # 1-6
column: 5 # 1-9
```
--------------------------------
### Example Reforge Configuration (YAML)
Source: https://plugins.auxilor.io/reforges/how-to-make-a-custom-reforge
This snippet shows a complete example of a reforge configuration file in YAML format. It includes settings for the reforge's name, description, applicable item targets, pricing, reforge stone properties (if applicable), effects, and conditions.
```yaml
name: "Dynamic" # The display name for the reforge
description: # The lore to add to an item with this reforge:
- "&a+5% &fDamage"
- "&a+10% &fCrit Damage"
targets: # The targets that this reforge can be applied to
- melee
price: # (Optional) The price required to apply this reforge, overrides the default reforge price
value: 100000
type: coins # See here: https://plugins.auxilor.io/all-plugins/prices
display: "&6$%value%"
# Options for the reforge stone
stone:
enabled: true # If this reforge requires the use of a reforge stone
name: "Dynamic&f Reforge Stone" # The display name of the stone
lore: # The lore of the stone
- "&7Place on the right of the"
- "&7reforge menu to apply the"
- "Dynamic&7 reforge!"
item: player_head texture:eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvMmM0YTY1YzY4OWIyZDM2NDA5MTAwYTYwYzJhYjhkM2QwYTY3Y2U5NGVlYTNjMWY3YWM5NzRmZDg5MzU2OGI1ZCJ9fX0=
craftable: true # If the reforge stone should be craftable
recipe: # The recipe, read here for more: https://plugins.auxilor.io/all-plugins/the-item-lookup-system/recipes
- ""
- ecoitems:blank_reforge_stone ? air
- ""
- iron_block
- daylight_sensor
- iron_block
- ""
- phantom_membrane
- ""
# The effects of the reforge (i.e. the functionality)
# See here: https://plugins.auxilor.io/effects/configuring-an-effect
effects:
- id: damage_multiplier
args:
multiplier: 1.05
triggers:
- melee_attack
- id: crit_multiplier
args:
multiplier: 1.1
triggers:
- melee_attack
# The conditions required to use the reforge
conditions: [ ]
# Effects to run when the reforge is applied to an item.
on-reforge-effects: [ ]
```
--------------------------------
### Armor Set Configuration Example
Source: https://plugins.auxilor.io/ecoarmor/how-to-make-a-custom-set
Defines the properties for a custom armor set, including item types, names, lore, crafting recipes, and effects. This example demonstrates the structure for a 'Reaper Set' with specific leggings, boots, and helmet configurations.
```yaml
leggings:
item: leather_leggings color:#303030 hide_dye
name: "&cReaper Leggings"
advancedName: "Advanced&c Reaper Leggings"
lore:
- "&c&lREAPER SET BONUS"
- "&8ยป &cDeal 25% more damage"
- "&8&oRequires full set to be worn"
- ''
- "&fTier: %tier%"
- "&8&oUpgrade with an Upgrade Crystal"
craftable: true
crafting-permission: "permission"
recipe:
- ecoitems:armor_core ? air
- nether_star
- ecoitems:armor_core ? air
- nether_star
- netherite_leggings
- nether_star
- air
- nether_star
- air
defaultTier: default
effectiveDurability: 2048
effects: []
advancedEffects: []
conditions: []
boots:
item: leather_boots color:#303030 hide_dye
name: "&cReaper Boots"
advancedName: "Advanced&c Reaper Boots"
lore:
- "&c&lREAPER SET BONUS"
- "&8ยป &cDeal 25% more damage"
- "&8&oRequires full set to be worn"
- ''
- "&fTier: %tier%"
- "&8&oUpgrade with an Upgrade Crystal"
craftable: true
crafting-permission: "permission"
recipe:
- ecoitems:armor_core ? air
- nether_star
- ecoitems:armor_core ? air
- nether_star
- netherite_boots
- nether_star
- air
- nether_star
- air
defaultTier: default
effectiveDurability: 2048
effects: []
advancedEffects: []
conditions: []
```
--------------------------------
### Example Pet Configuration (YAML)
Source: https://plugins.auxilor.io/ecopets/how-to-make-a-custom-pet
This YAML configuration defines a 'Tiger' pet. It includes settings for the pet's name, description, experience requirements (list-based), experience gain methods (melee attack trigger with a multiplier), custom level placeholders, descriptions for effects and rewards, level-up effects (giving an item every 5 levels starting at level 5), and visual properties like entity texture and GUI icon. It also details the spawn egg properties, including its item, name, lore, and craftability.
```yaml
name: "&6Tiger" # The display name of the pet
description: "&8&oLevel up by dealing melee damage" # The description of the pet
# There are two ways to specify level XP requirements:
# 1. A formula to calculate for infinite levels
# 2. A list of XP requirements for each level
# Formula
# xp-formula: (2 ^ %level%) * 25
# max-level: 100 # (Optional) The max level, if not specified, there is no max level
# List
xp-requirements:
- 50
- 125
- 200
- 300
- 500
- 750
- 1000
- 1500
- 2000
- 3500
- 5000
- 7500
- 10000
# An XP gain method takes a trigger, a multiplier, conditions, and filters.
# The 'multiplier' takes the value produced by the trigger and multiplies it
# Alternatively, you can use 'value' to count a specific number and not a multiplier
xp-gain-methods:
- id: melee_attack
multiplier: 0.5 # You can also use "value" here (see above comment)
conditions: [ ] # You can add a list of conditions that must be met on xp gain
# Custom placeholders to be used in descriptions,
# Don't add % to the IDs, this is done automatically
# The value takes a %level% placeholder and is a mathetmatical expression
level-placeholders:
- id: "damage_multiplier"
value: "%level%"
# The text shown with the %effects% placeholder
# The number dictates the minimum level for this text to show for
# Adding new levels will override this text on those levels or above
effects-description:
1:
- "&8ยป &8Gives a &a+%damage_multiplier%%&8 bonus to"
- " &8melee damage"
# Same as above, but for %rewards%
rewards-description:
1:
- "&8ยป &8Gives a &a+%damage_multiplier%%&8 bonus to"
- " &8melee damage"
# Same as above, but for %level_up_messages%
level-up-messages:
1:
- "&8ยป &8Gives a &a+%damage_multiplier%%&8 bonus to"
- " &8melee damage"
# Effects to run when the pet levels up
# %level% is the level the pet leveled up to.
# If you want to restrict this to certain levels, you can use
# require: %level% = 20, or require: %level% < 50, etc.
# If you want a reward to run every x levels, you can use
# every: 1, or every: 12, etc
level-up-effects: ย
ย - id: give_item ย
ย ย args: ย
ย ย ย items: ย
ย ย ย ย - diamond ย
ย ย ย every: 5 # Gives the reward every 5 levels ย
ย ย ย require: "%level% = 5" # Requires level 5 before receiving rewards
# The effects for the pet, has %level% as a placeholder
effects:
- id: damage_multiplier
args:
multiplier: "%level% * 0.01 + 1"
triggers:
- melee_attack
# The conditions for the pet, also has %level% as a placeholder
conditions: [ ]
# The texture of the pet entity in game
# If you're using modelengine, use modelengine:id as the texture
entity-texture: "eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvOTA5NWZjYzFlM2Q3Y2JkMzUwZjE5YjM4OTQ5OGFiOGJiOTZjNjVhZDE4NWQzNDU5MjA2N2E3ZDAzM2FjNDhkZSJ9fX0="
# The icon in GUIs
icon: player_head texture:eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvOTA5NWZjYzFlM2Q3Y2JkMzUwZjE5YjM4OTQ5OGFiOGJiOTZjNjVhZDE4NWQzNDU5MjA2N2E3ZDAzM2FjNDhkZSJ9fX0=
# The spawn egg
spawn-egg:
enabled: true # If the pet should have a spawn egg
item: blaze_spawn_egg unbreaking:1 hide_enchants
name: "&6Tiger&f Pet Spawn Egg"
lore:
- ""
- "&8&oPlace on the ground to"
- "&8&ounlock the &r&6Tiger&8&o pet!"
craftable: false
recipe: [ ]
recipe-permission: ecopets.craft.tiger
```
--------------------------------
### Example Damage Modifier Configuration
Source: https://plugins.auxilor.io/ecomobs/how-to-make-a-custom-mob
Demonstrates how to configure damage modifiers for a mob, allowing specific damage causes to multiply the damage taken by the mob. This example shows how to double damage taken from standing on magma blocks.
```yaml
damage-modifiers:
hot_floor: 2
```
--------------------------------
### Example Effect Chain Configuration (YAML)
Source: https://plugins.auxilor.io/effects/configuring-a-chain
An example demonstrating a complete effect chain configuration in YAML format. It includes playing a sound, spawning particles, and applying a location mutation, showcasing nested effects and mutators.
```yaml
- id: mining_effect
effects:
- id: play_sound
args:
sound: BLOCK_AMETHYST_CLUSTER_BREAK
pitch: 0.7
volume: 10
- id: spawn_particle
args:
particle: soul
amount: 10
mutators:
- id: translate_location
args:
add_x: 0.5
add_y: 0.5
add_z: 0.5
```
--------------------------------
### Example EcoItems Item Configuration (YAML)
Source: https://plugins.auxilor.io/ecoitems/how-to-make-a-custom-item
This snippet shows a complete example of an item configuration file in YAML format for the EcoItems plugin. It includes details like item type, display name, lore, craftability, recipe, effects, and conditions. This serves as a template for creating custom items.
```yaml
item:
item: iron_sword hide_attributes # The item in-game: https://plugins.auxilor.io/all-plugins/the-item-lookup-system
display-name: "Mithril Sword" # The display name of the item
lore: # The item lore
- "&7Damage: &c12โค"
- "&7Attack Speed: &c1.5"
- ""
- "MITHRIL BONUS"
- "&8ยป f953c6Deal 50% more damage in the nether"
craftable: true # If the item can be crafted
crafting-permission: "ecoitems.craft.example" # (Optional) The permission required to craft this recipe.
recipe: # The recipe, read here for more: https://plugins.auxilor.io/all-plugins/the-item-lookup-system/recipes
- ""
- ecoitems:mithril 2
- ""
- ""
- ecoitems:mithril 2
- ""
- ""
- stick
- ""
recipe-give-amount: 1 # Optional, set the amount of items to give when crafted.
# The slot the item has to be in to activate its effects.
# The options for slot are mainhand, offhand, hands, helmet, chestplate,
# leggings, boots, armor, any, a number from 0-40 (to specify an exact slot),
# or a list of slots like "9, 10, 11, mainhand"
# Use to choose weather this is a weapon, tool, armor piece, charm, etc.
# If you don't specify this, it will default to mainhand.
slot: mainhand
base-damage: 12 # (Optional) The item base damage
base-attack-speed: 1.5 # (Optional) The item base attack speed
# (Optional) The rarity of the item
rarity: rare
# The effects of the item (i.e. the functionality)
# See here: https://plugins.auxilor.io/effects/configuring-an-effect
effects:
- id: damage_multiplier
args:
multiplier: 1.5
triggers:
- melee_attack
# The conditions required for the effects to activate
conditions:
- id: in_world
args:
world: world_the_nether
```
--------------------------------
### XP-Based Price Configuration (YAML)
Source: https://plugins.auxilor.io/all-plugins/prices
Example of configuring a price using experience points (XP) as the currency type.
```yaml
price:
value: 5000
type: xp
```
--------------------------------
### Magic-Based Price Configuration (YAML)
Source: https://plugins.auxilor.io/all-plugins/prices
Configuration example for a price using a magic currency type (mana) from the EcoSkills plugin.
```yaml
price:
value: 10
type: mana # EcoSkills magic
```
--------------------------------
### Example Armor Set Configuration (YAML)
Source: https://plugins.auxilor.io/ecoarmor/how-to-make-a-custom-set
This YAML configuration defines an example armor set with a damage multiplier effect that triggers on melee, bow, and trident attacks. It serves as a template for creating custom armor sets.
```yaml
# The effects of the set (i.e. the functionality)
# See here: https://plugins.auxilor.io/effects/configuring-an-effect
effects:
- id: damage_multiplier
args:
multiplier: 1.25
triggers:
- melee_attack
- bow_attack
- trident_attack
-
```
--------------------------------
### Example Enchantment Configuration (YAML)
Source: https://plugins.auxilor.io/ecoenchants/how-to-make-a-custom-enchant
A comprehensive example of an enchantment configuration file in YAML format. This includes settings for display name, description, placeholders, enchantment type, valid targets, conflicting enchantments, rarity, max level, and the effects and conditions that define the enchantment's functionality.
```yaml
display-name: "Example" # The name of the enchantment in-game
description:
- "Gives a &a%placeholder%%&8 bonus to damage" # The description of the enchantment
placeholder: "%level% * 20" # The placeholder to show in the enchantment description
placeholders: # [Optional] You can also create multiple placeholders to show in the enchantment description
example: "%level% * 800"
type: normal # The enchantment type, from types.yml
targets: # The items that the enchantment can be applied to, see targets.yml
- sword
conflicts: # The enchantments that conflict with this
- sharpness
rarity: common # The rarity of the enchantment, see rarity.yml
max-level: 4 # The max level of the enchantment
tradeable: true # If the enchantment can be obtained from villagers
discoverable: true # If the enchantment can generate naturally in chests
enchantable: true # If the enchantment can be obtained from enchanting tables
# The effects of the enchantment (i.e. the functionality)
# See here: https://plugins.auxilor.io/effects/configuring-an-effect
# Use %level% as a placeholder for the enchantment level
effects:
- id: damage_multiplier
args:
multiplier: 1 + 0.2 * %level%
triggers:
- melee_attack
# The conditions required to use the enchantment,
# you can use %level% as a placeholder here too
conditions: [ ]
```
--------------------------------
### Basic Price Configuration (YAML)
Source: https://plugins.auxilor.io/all-plugins/prices
Example of a basic price configuration using EcoBits currency, where the value is dynamically calculated based on the player's 'y' coordinate.
```yaml
price:
value: 100 * %player_y%
type: crystals # EcoBits currency
```
--------------------------------
### Example Talisman Configuration - YAML
Source: https://plugins.auxilor.io/talismans/how-to-make-a-custom-talisman
This is an example YAML configuration file for a talisman. It defines the talisman's display name, description, the base item used, whether it's craftable, its crafting recipe, and its associated effects and conditions. The effects section specifies the functionality, such as a damage multiplier for bows.
```yaml
name: "&aArchery Talisman I" # The display name of the talisman
description: # The item lore
- "&8Deal 10% more damage with bows"
higherLevelOf: [] # If the Talisman is higher level of another Talisman - Useful for only having the highest level Talisman active
item: player_head texture:"eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvZDBmOGRmYTVlZmM3NTYzMGNlMGRmNGZhNDliOGY1OWJjMjIyMTRkZTk3ZTNmYjQ0YjNjNTZlOGE5YzhhNTZiNiJ9fX0=" # The item in-game: https://plugins.auxilor.io/all-plugins/the-item-lookup-system
craftable: true # If the item can be crafted
recipe: # The recipe, read here for more: https://plugins.auxilor.io/all-plugins/the-item-lookup-system/recipes
- bow
- crossbow
- bow
- crossbow
- ecoitems:talisman_core_1 ? ender_eye
- crossbow
- bow
- crossbow
- bow
# The effects of the item (i.e. the functionality)
# See here: https://plugins.auxilor.io/effects/configuring-an-effect
effects:
- id: damage_multiplier
args:
multiplier: 1.1
triggers:
- bow_attack
# The conditions required for the effects to activate
conditions: []
```
--------------------------------
### Example Effect Configuration
Source: https://plugins.auxilor.io/effects/configuring-an-effect
This YAML snippet demonstrates a complete effect configuration, including its ID, arguments, triggers, filters, mutators, and conditions. It shows how to define when and under what circumstances an effect should activate.
```yaml
effects:
- id: spawn_particle
args:
amount: 10
particle: soul
chance: 25
triggers:
- mine_block
filters:
blocks:
- diamond_ore
- deepslate_diamond_ore
mutators:
- id: translate_location
args:
add_x: 0.5
add_y: 0.5
add_z: 0.5
conditions:
- id: below_y
args:
y: 10
```
--------------------------------
### Item-Based Price Configuration (YAML)
Source: https://plugins.auxilor.io/all-plugins/prices
Configuration example for a price based on a specific item (shiny_diamond), including a custom display name using local settings.
```yaml
price:
value: 16
type: ecoitems:shiny_diamond
display: "%value% &fShiny Diamonds" # Uses local display
```
--------------------------------
### Use Placeholders in Numeric Values (Example)
Source: https://plugins.auxilor.io/effects/configuring-an-effect
Demonstrates how numeric values in configurations can be dynamic expressions using placeholders. These placeholders are evaluated at runtime, allowing for values that change based on game state, player attributes, or trigger data.
```YAML
chance: 100 - %player_y%
```
--------------------------------
### Example Condition Configuration
Source: https://plugins.auxilor.io/effects/configuring-a-condition
Demonstrates a basic condition configuration with an ID and arguments. The 'permission' argument specifies the required permission, and 'inverse' allows for negating the condition.
```yaml
- id: has_permission
args:
permission: "ecomc.rank.mvp" # The required permission
inverse: true # If the player should *not* have the permission
```
```yaml
- id: on_fire
args:
inverse: true
```
--------------------------------
### Example Reward Configuration in YAML
Source: https://plugins.auxilor.io/ecocrates/rewards
This snippet demonstrates a typical reward configuration within the `rewards.yml` file. It includes settings for commands, items, messages, win limits, weight (both actual and display chances), and how the reward is displayed.
```yaml
- id: 1000_coins
commands:
- "eco give %player% 1000"
items: [ ]
messages: [ ]
max-wins: -1
weight:
permission-multipliers: false
actual: 10
display: 25
display:
name: "&a$1000"
item: paper 1 unbreaking:1 hide_enchants
dont-keep-lore: false
lore:
- "&fDisplay Chance: &a%chance%%"
- "&fActual Chance: &a%actual_chance%%"
```
--------------------------------
### Using Price System with Magic in Effect Arguments (YAML)
Source: https://plugins.auxilor.io/ecoskills/how-to-configure-magic
This YAML example illustrates how to define a 'price' for an effect that uses a specific magic type. It includes the value, type, and display format for the magic-based price.
```yaml
args:
price:
value: 100 * %v%
type: mana
display: "(ffe6%value% ๐ Mana"
```
--------------------------------
### ItemsAdder Item Configuration
Source: https://plugins.auxilor.io/all-plugins/the-item-lookup-system
Shows an example of how to configure an item within the ItemsAdder plugin. This configuration defines the item's namespace and its internal ID, which is then used in the item lookup system.
```yaml
# ** ItemsAdder configuration **
info:
namespace: my_items
items:
my_helmet:
display_name: "&9Custom Helmet"
```
--------------------------------
### Example Shop Configuration (YAML)
Source: https://plugins.auxilor.io/ecoshop/how-to-make-a-shop
This YAML configuration demonstrates the structure for creating a shop. It includes settings for the GUI title, command to open the shop, navigation arrows, buy broadcasts with customizable messages and sounds, click/buy/sell sounds, and the layout of categories within pages using masks and patterns.
```yaml
title: Demo Shop
command: demoshop
forwards-arrow:
item: arrow name:"&fNext Page"
row: 6
column: 6
backwards-arrow:
item: arrow name:"&fPrevious Page"
row: 6
column: 4
buy-broadcasts:
enabled: true
message: "&b&lCrystal Shop&r &8ยป&r %player%&r&f has bought &r%item%&r&ffrom the &bCrystal Shop โ&f!"
sound:
sound: ui_toast_challenge_complete
pitch: 1.5
volume: 2
click-sound:
sound: block_stone_button_click_on
pitch: 1
volume: 1
buy-sound:
sound: entity_player_levelup
pitch: 2
volume: 1
sell-sound:
sound: block_amethyst_block_place
pitch: 1.5
volume: 1
rows: 3
pages:
- page: 1
mask:
items:
- gray_stained_glass_pane
- black_stained_glass_pane
pattern:
- "222222222"
- "211111112"
- "211000112"
- "211000112"
- "211111112"
- "222222222"
categories:
- id: example
row: 3
column: 3
- id: example_2
row: 4
column: 6
custom-slots: [ ]
```
--------------------------------
### Add Holder to Victim Effect Configuration
Source: https://plugins.auxilor.io/effects/all-effects/add_holder_to_victim
This YAML configuration demonstrates how to set up the 'add_holder_to_victim' effect. It specifies a movement speed multiplier effect to be applied to the victim for a duration of 300 ticks. This example assumes a basic trigger setup, and other configurations like filters and mutators can be added.
```yaml
- id: add_holder_to_victim
args:
effects:
- id: movement_speed_multiplier
args:
multiplier: 1.25
conditions: []
duration: 300 # The duration, in ticks
...other config (eg triggers, filters, mutators, etc)
```
--------------------------------
### Example Crate Configuration (YAML)
Source: https://plugins.auxilor.io/ecocrates/how-to-make-a-custom-crate
This YAML configuration defines a 'Demo Crate' with customizable display name, opening animation, and a multi-page preview GUI. It specifies the physical key item, its appearance in the key GUI, and options for pay-to-open functionality. It also details effects for placed crates, including random reward holograms, particle effects, and animated text holograms, as well as sounds and messages played upon opening the crate.
```yaml
name: "Demo Crate" # The display name of the crate
roll: csgo # The opening style, check here: https://plugins.auxilor.io/ecocrates/animations-rolls
can-reroll: true # If once you win a reward, you can choose to reroll
preview: # The preview GUI, when left-clicking a crate or using /crates preview
title: Demo Crate # The GUI title
rows: 6 # The amount of rows for the gui, between 1 and 6
forwards-arrow: # The arrow for switching between pages. If on the last page, this will not show up.
item: arrow name:"&fNext Page"
row: 6
column: 6
backwards-arrow: # The arrow for switching between pages. If on the first page, this will not show up.
item: arrow name:"&fPrevious Page"
row: 6
column: 4
pages: # All the pages in the preview GUI. You can add as many pages as you want.
- page: 1
mask: # Filler items for decoration
items: # Add as many items as you want
- gray_stained_glass_pane # Item 1
- black_stained_glass_pane # Item 2
pattern:
- "222222222"
- "211111112"
- "211011112"
- "211110112"
- "211111112"
- "222222222"
rewards: # Where to put rewards in the GUI
- id: diamond_sword # The reward ID
row: 3 # The row
column: 4 # The column
- id: stack_of_emeralds
row: 4
column: 6
- page: 2
mask: # Filler items for decoration
items: # Add as many items as you want
- gray_stained_glass_pane # Item 1
- black_stained_glass_pane # Item 2
pattern:
- "222222222"
- "211111112"
- "211110112"
- "211011112"
- "211111112"
- "222222222"
rewards: # Where to put rewards in the GUI
- id: bedrock
row: 3
column: 6
- id: 1000_coins
row: 4
column: 4
key: # The physical key to be given to players
item: tripwire_hook unbreaking:1 hide_enchants name:"&aDemo Crate Key" # The item
lore: # Lore for the key to have
- "&fUse this key to open"
- "&fthe Demo Crate"
use-custom-item: false # Set this to true in order to use a custom item as the key;
# For example making all ecoitems:blue_shards function as keys. This will prevent lore from being applied.
keygui: # Options for showing up in /crate keys
enabled: true # If the crate should be in the key gui
item: tripwire_hook unbreaking:1 hide_enchants name:"Demo Crate" # The item in the gui
lore: # The GUI lore
- "Demo Crate"
- "&fYou have %keys% keys"
- "&fGet more at &astore.example.net"
row: 2 # The position in the gui
column: 3
right-click-previews: true # If right click opens the preview
left-click-opens: true # If left click open the crate virtually
shift-left-click-messsage: # The messages to send on shift-left-click
- "Buy a Demo Crate key here! &astore.example.net"
pay-to-open: # If people can pay to open if they have no keys
enabled: false # If it should be allowed
price: 5000 # The price to buy the crate
placed: # Options for physically placed crates
random-reward: # The random reward hologram, shows an item
enabled: true # If the random reward should be shown
height: 1.5 # The height above the crate at which to show the reward
delay: 30 # The ticks between showing a new item
name: "&fYou could win:" # The text above the item
particles: # The particle effects around the crate, add as many as you want
- particle: flame # https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Particle.html
animation: spiral # spiral, double_spiral, circle, or twirl
hologram: # The text hologram, requires a hologram plugin to be installed
height: 1.5 # The height above the crate
ticks: 200 # The total ticks to cycle all frames
frames:
- tick: 0 # The starting tick to show this frame
lines:
- "&lDEMO CRATE"
- "&b&lLeft Click to Preview"
- '&a&lRight click to Open'
- tick: 100
lines:
- "&lDEMO CRATE"
- "&a&lLeft Click to Preview"
- '&b&lRight click to Open'
open: # Effects when opening the crate, before rewards are given - right when the player clicks
messages: # The messages to send the player
- "Good luck!"
broadcasts: # The messages to send to everyone
- "%player%&f is opening the Demo Crate!"
commands: [ ] # Commands to execute, use %player% as a placeholder
sounds: # The sounds to play
- sound: entity_villager_yes # https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/Sound.html
```
--------------------------------
### Total Damage Multiplier Real-Use Example
Source: https://plugins.auxilor.io/effects/all-effects/total_damage_multiplier
Illustrates a practical application of the total_damage_multiplier effect in conjunction with damage_multiplier and add_damage effects. This example demonstrates how damage is calculated sequentially, showing the final damage after all modifications.
```yaml
effects:
- triggers:
- melee_attack # The base damage is 5 for this example
effects:
- id: damage_multiplier
args:
multiplier: 1.2
- id: add_damage
args:
damage: 2
- id: total_damage_multiplier
args:
multiplier: 2
```
--------------------------------
### Item Level Configuration Example (`_example.yml`)
Source: https://plugins.auxilor.io/effects/item-levels
This YAML configuration defines the XP requirements and effects for an item level. It supports both a formula for infinite levels and a list for predefined level progression. Effects, such as sending messages or playing sounds, can be triggered when an item levels up. The `%level%` placeholder represents the current level the item has reached.
```yaml
# There are two ways to specify level XP requirements:
# 1. A formula to calculate for infinite levels
# 2. A list of XP requirements for each level
# Formula
# xp-formula: (2 ^ %level%) * 25
# max-level: 10 (Optional: The max level)
# List
requirements:
- 50
- 100
- 200
- 400
- 1000
- 2000
- 5000
- 10000
- 17500
- 40000
- 100000
- 250000
# Effects to run when an item levels up
# %level% is the level the item leveled up to.
level-up-effects:
- id: send_message
args:
message: "&fYou leveled up to &a%level%&f!"
- id: play_sound
args:
sound: entity_player_levelup
volume: 1.0
pitch: 1.5
```