Main Config
Guide to the config.yml file
Last updated
Guide to the config.yml file
Last updated
This wiki is no longer maintained and is only for Aurelium Skills Beta versions. Visit the for AuraSkills 2.0+.
This is a guide to the config.yml
file found in the plugins/AureliumSkills
folder.
If an option you see in the config is missing, this page may not have been updated yet or the option may have been removed. You can find any config additions and changes in the full plugin changelog.
Last Updated Version: Beta 1.3.13
mysql:
enabled
- Whether MySQL should be used for data storage (requires a restart to enable)
host
- MySQL hostname
port
- Port (must be number)
database
- Database name (must be created already)
username
- MySQL username
password
- MySQL password
load-delay
- Number of ticks to delay loading data after a player joins, useful for syncing multiple servers to a single database
always-load-on-join
- If true, player data will always be loaded from the database when a player joins, regardless if it is already in memory
ssl
- Whether to use SSL
default-language
- The default language for players; must have a file that matches (ex: messages_en.yml
for en
)
try-detect-client-language
- If set to true
, the plugin will try to use the client's language, if available and valid. This is only for players who have not set a language using commands, or if their language was reset after a server restart. If the client language is not a valid plugin language, it will use the default-language
. If set to false
, all unset players will use the default-language
.
languages
- A list of languages players can switch to using /skills lang <language>
; must also have a file that matches. Custom language files are defined here.
action-bar:
enabled
- Whether the action bar should be enabled/disabled (Must be set to true
to have any action bars; setting to false
disables all action bar types)
idle
- Controls the idle action bar (not gaining xp). Enable this if you want the action bar to always display.
ability
- Controls the action bar for ability messages (raise/lower, activate, etc.). If set the false, the ability messages will be sent through chat instead.
xp
- Controls the action bar for gaining xp (not maxed)
maxed
- Controls the action bar when xp is gained in a maxed skill
update-period
- How often the action bar should update, in ticks (Increase this value if action bar is causing lag)
round-xp
- If enabled, current xp will be rounded to an integer.
placeholder-api
- Whether PlaceholderAPI placeholders should be replaced in the action bar, given that you have PlaceholderAPI
use-suffix
- Whether to format the current player's XP with number suffixes (k, m, etc). Only applies if xp
is set to true.
boss-bar:
enabled
- Whether boss bars should be enabled for xp gains
mode
- Can be either single
or multi
. multi
means multiple boss bars will display if gaining XP from different types of skills, single
is only one at a time.
stay-time
- How long the boss bar should stay up after not gaining xp, in ticks
update-every
- Controls how often the boss bar should update when gaining xp consecutively, increase if having lag issues
round-xp
- If enabled, the current xp will be rounded to an integer.
use-suffix
- Whether to format the current player's XP with number suffixes (k, m, etc).
format
- The format list allows you to change the boss bar color and style for each skill:
Format: '[SKILL] [COLOR] [STYLE]'
Available colors are BLUE, GREEN, PINK, PURPLE, WHITE, RED, and YELLOW
Available styles are SOLID, SEGMENTED_6, SEGMENTED_10, SEGMENTED_12, and SEGMENTED_20
base-mana
- The base amount of mana players should have at 0 Wisdom
enable-roman-numerals
- Whether Roman numerals should be used for skill levels
damage-holograms
- Enable/disable damage holograms (requires HolographicDisplays)
damage-holograms-scaling
- Whether the damage displayed on holograms should be scaled according to health.hp-indicator-scaling
damage-holograms-decimal:
display-when-less-than:
- Display decimals in damage holograms when less than a specified damage
decimal-max-amount
- The maximum amount of decimal digits to display
damage-holograms-offset:
x
- X coordinate offset
y
- Y coordinate offset
Z
- Z coordinate offset
random
:
enabled
- Whether random hologram positions should be enabled
x-min
- Minimum X coordinate offset
x-max
- Maximum X coordinate offset
y-min
- Minimum Y coordinate offset
y-max
- Maximum Y coordinate offset
z-min
- Minimum Z coordinate offset
z-max
- Maximum Z coordinate offset
leaderboards:
update-period
- How often leaderboards should be updated, in ticks
update-delay
- How long after server startup should the leaderboards be updated, in ticks (does not include the immediate update on startup)
enable-skill-commands
- Whether skill name commands should be enabled such as /farming
or /mining
(Requires restart to have an effect)
check-block-replace
- Whether blocks placed by players should not give xp; keep true
unless you are having plugin compatibility issues
blocked-check-block-replace-worlds
- Worlds on this list will not be checked for block replaces, allowing placing and breaking of blocks to gain xp.
blocked-check-block-replace-regions
- WorldGuard regions on this list will not be checked for block replaces (requires 1.13+).
blocked-worlds
- Players in worlds on this list will not be able to gain xp naturally in any skill.
blocked-regions
- Players in regions on this list will not be able to gain xp naturally in any skill (requires 1.13+).
disabled-worlds
- Most of the plugin's gameplay functionality will be disabled in worlds on this list, including but not limited to stats, abilities, gaining xp, and the action bar (commands and menus will still be available)
disable-in-creative-mode
- Whether players should not be able to gain xp while in creative mode
auto-save:
enabled
- Whether data for online players should save periodically instead of just when they log out. This is useful if you experience skill data losses due to server crashes.
interval-ticks
- How often (in ticks) to auto-save
skill-money-rewards:
enabled
- Whether players should gain money for leveling up skills (requires Vault)
base
- The base amount of money players gain at level 2
multiplier
- The multiplier (money = base + multiplier * level * level
)
leveler:
title:
enabled
- Whether a title should be displayed to players on skill level up
fade-in
- Title fade in time, in ticks
stay
- How long the title should last, in ticks
fade-out
- Title fade out time, in ticks
sound:
enabled
- Whether a sound should be played to players on skill level up
type
- The name of the sound that should be played (must be a valid sound name)
category
- The sound category the sound should be played in
volume
- Sound volume
pitch
- Sound pitch
double-check-delay
- The level up check delay for large xp gains at once, in ticks (lower is faster)
modifier:
armor:
equip-blocked-materials
- A list of blocks that should not grant stats of armor when right-clicked; add to this list when stats are given but armor is not equipped.
item:
check-period
- How often, in ticks, the item held in a player's hand should be checked for stat item modifiers (increase if you have lag)
enable-off-hand
- Whether stat modifiers should work in the off hand
auto-convert-from-legacy
- Whether the old modifier nbt format should be converted to the new one. Set to false if you are having performance issues and all your items have been converted.
requirement:
enabled
- Whether requirements should be checked at all. If you do not use requirements, disabling will improve performance.
item:
prevent-tool-use
- Whether block breaking should be blocked when a player does not meet a requirement
prevent-weapon-use
- Whether attacking entities should be blocked when a player does not meet a requirement
prevent-block-place
- Whether block placing should be blocked when a player does not meet a requirement
prevent-interact
- Whether interacting (right clicking) should be blocked when a player does not meet a requirement
global
- Define item requirements that should apply to every item of that type. Format: - '[material] [skill_1]:[level_1] [skill_2]:[level_2] ...'
armor:
prevent-armor-equip
- Whether armor should be unable to be equipped when a player does not meet a requirement
global
- Define armor requirements that should apply to every item of that type. Format: - '[material] [skill_1]:[level_1] [skill_2]:[level_2] ...'
critical:
base-multiplier
- The base damage multiplier for critical hits
enabled
- Options in this category control whether that item type should be able to deal critical hits. (hand
is for empty fist, other
is for holding any other item not on the list)
menus:
placeholder-api
- Whether PlaceholderAPI placeholders should be used in menus.
check-for-updates
- Whether the plugin should check for new updates on startup and when a player with the aureliumskills.checkupdates
permission joins
automatic-backups:
enabled
- Whether automatic backups should be taken on server shutdown
minimum-interval-hours
- The minimum interval, in hours, between automatic backups. Automatic backups will only be taken at least this amount of hours after the last one.
save-blank-profiles
- If false, player data of players who have not leveled any skills or gained any XP will not be saved into storage.
All Skills Options
enabled
- Whether this skill should be enabled. Disabled skills will be invisible from menus and unable to be leveled. The abilities and mana abilities of disabled skills will not work.
max-level
- The max level obtainable naturally for this skill
check-cancelled
- An option on most skills that controls whether block break events should be checked for cancellation (only disable if there are plugin compatibility issues)
check-multiplier-permissions
- Whether to check for permission based XP multipliers when a player gains XP in a skill. If you do not use multiplier permissions, setting this to false can improve performance.
Archery and Fighting Options
damage-based
- Option to grant XP every time a player attacks per damage dealt instead of killing the mob. WARNING: This still uses the values in sources_config.yml as the XP granted PER VANILLA DAMAGE for each type of mob. You should significantly lower and equalize the archery and fighting values in sources_config.yml if you want to keep the progression similar to before.
spawner-multiplier
- Option to change the XP gained from mobs spawned from spawners. Set to 0 to disable XP from mob spawners; set to 1 to match regular mobs (1 by default). The XP gained is the spawner-multiplier value multiplied by the XP a normal mob of that type would give.
Defense Options
max
- The maximum amount of XP that can be gained at once
min
- The minimum amount of XP/damage required to gain any XP
allow-shield-blocking
- Allow Defense XP gain when blocking with a shield (false by default)
Endurance Options
xp-gain-period
- How often Endurance XP should be gained, in ticks
Alchemy Options
give-xp-on-takout
- Alchemy option to reward XP when the potion is taken out of the brewing stand.
give-xp-on-potion-combat
- Give alchemy XP when using splash/lingering potions to kill/damage mobs (follows Archery options and XP source values)
ignore-custom-potions
- If true, abilities will not be applied on potions with custom effects.
Healing Options
exclude-negative-potions
- Disable options that give negative effects from giving Healing XP
blocked-grindstone-enchants
- A list of enchantments that should not give grindstone XP. Useful for preventing irremovable curses from custom enchant plugins from allowing XP duping.
health:
modifier
- How much vanilla hp should be given for every Health level (2 = 1 vanilla heart). By default it is 0.5, which means players will gain half of half a heart (0.25 of a heart) for every Health level. This is not affected by hp-indicator-scaling
.
health-scaling
- If enabled, hearts are scaled at high enough hps (purely visual), maxing out at 20 hearts. (This option is to prevent hearts taking up a large portion of the screen, however this means that 1 heart at low hps will not be worth the same as 1 heart at high hps)
hp-indicator-scaling
- How much vanilla hp should be multiplied by for display on the action bar and menus (Does not affect actual health, purely visual)
update-delay
- How many ticks the plugin should wait before updating health on world switches (keep at 0 unless you are having plugin compatibility issues)
force-base-health
- If enabled, base health will be forced to 20 every time health updates (only enable if you are having plugin compatibility issues)
hearts
- This section is used to change the hearts shown for different health ranges. The key is the number of hearts and the value is the minecraft health that amount of hearts is unlocked at.
For example, if two entries are '12': 29 and '13': 37, this means the player will have 12 hearts shown on their screen when their minecraft health is from 29 (inclusive) to 37 (exclusive).
The values are not the HP shown on the action bar. To find the HP from the action bar the value is, multiply it by the health.hp-indicator-scaling option (default is 5).
This supports hearts below 10 and hearts above 20, just add entries with the key as the number of hearts.
The order of keys and values should be sequential, otherwise higher heart entries will override lower ones.
This is purely cosmetic, changing these options does not change the actual hp you have.
This only works if you have health.health-scaling set to true.
keep-full-on-increase
- If enabled, a player with full health that has a health stat increase will keep full health. Players will not need to regenerate extra health if they were already at full health before their max health increased.
strength:
modifier
- How much vanilla damage should be added for every Strength level (2 = 1 vanilla heart of damage). If use-percent is set to true, the new damage is damage = originalDamage * (1 + (strength * modifier) / 100)
.
hand-damage
- Whether strength should work on fists and items that aren't tools or weapons)
bow-damage
- Whether strength should apply for bows
display-damage-with-health-scaling
- Whether the Strength descriptors in the stats menu should display damage with health.hp-indicator-scaling
use-percent
- Whether strength should be calculated on a percentage basis, rather than adding. This will make the base damage more important so waiting for the attack cooldown and using a better weapon will be more important. If this is true, the recommended modifier is 0.63.
toughness:
new-modifier
- Controls the power of the Toughness stat in reducing damage (See this for more info)
regeneration:
custom-regen-mechanics
- Whether custom regeneration mechanics should be enabled (allows the control of regen delays but doesn't feel as vanilla)
base-regen
- The base amount of vanilla health regenerated when Regeneration is 0
saturated-modifier
- How much addition health should be regenerated per Regeneration level when the player has saturation
hunger-full-modifier
- How much additional health should be regenerated per Regeneration level when the player is at full hunger but does not have saturation
hunger-almost-full-modifier
- How much additional health should be regenerated per Regeneration level when the player is above 14 hunger points but below 20
custom-regen-options:
saturated-delay
- How fast health should regenerate when the player has saturation, in ticks, if custom-regen-mechanics
are enabled
hunger-delay
- How fast health should regenerate when the player does not have saturation, in ticks, if custom-regen-mechanics
are enabled
mana-modifier
- How much additional mana should be regenerated per second per Wisdom level
base-mana-regen
- The base amount of mana regenerated when Regeneration is 0
luck:
modifier
- How much luck attribute should be given per Luck level
double-drop-enabled
- Whether the luck double drop functionality is enabled
double-drop-modifier
- The chance modifier for double drop per Luck level
double-drop-percent-max
- The maximum percent chance for double drops
wisdom:
anvil-cost-modifier
- The anvil XP cost reduced per Wisdom level
experience-modifier
- The increase in vanilla experience gain per Wisdom level
allow-over-max-mana
- Whether mana should stay when the Wisdom stat decreases so that the max mana goes below the current mana
max-mana-per-wisdom
- How much the max mana should increase per wisdom level