### 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: "(ffe6๐ŸŒŠ 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: &c12โค" - "&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% ๐ŸŒŠ 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 ```