AureliumSkils/rewardsfolder, and the name of the file corresponds to the skill it configures (eg. farming.yml controls Farming rewards only). There is also the
global.ymlfile which configures rewards for all skills, so rewards added in it will be applied to all skills. You will already see files for each skill containing the default rewards. Each file is split into two main sections,
patternsection that can define a
stop. Patterns can be used for every type of reward.
startvalue is the skill level the reward should first appear at; this should be at least 2 since the first level up possible is from level 1 to 2. If
startisn't specified, it will default to 2.
intervalis the difference between consecutive rewards; an interval of 2 means the reward appears every other level (2, 4, 6,...). The default
stopnumber is the maximum level the should appear at, which may or may not be a level the reward would actually be at calculated by the
interval. It simply means that there will only be that reward below or at the specified
stoplevel. This defaults to the max skill level defined by the
max-leveloption of that skill in config.yml.
typevalue of the reward type it is. Each type of reward has different keys you can define that configure the reward, both required and optional.
stat- The name of the stat the reward should level, use the default English names like
value- The amount of the stat to level, defaults to 1 (Optional)
command- The command to execute; do not include the beginning slash. (Required)
executor- Defines who executes the command, either
player. Using a player executor may still take into account permissions. Defaults to console. (Optional)
revert_command- Revert commands allow you to execute a command when a player loses the skill level due to admin commands. Placeholders work the same as the normal command value. (Optional)
revert_executor- Defines who executes the revert command,
permission- The permission node to give (Required)
value- The value of the permission, either
false, but defaults to
/skills item register [key]and holding the item you want to register in your main hand. Items can be unregistered using
/skills item unregister [key]. When a player's inventory is full, they will be notified and the item will be added to the player's unclaimed items. They can then claim the items using
/skills claimitems. Unclaimed items are saved between restarts.
key- The key of the item that was registered using
/skills item register [key](Required)
amount- The amount of that item to give, can exceed max stack size. If the amount exceeds the maximum stack size of an item, the given items will still follow the item's max stack size but will just be divided into multiple stacks. If items can't fit into the player's inventory they will be added to unclaimed items like normal. The amount defaults to the original amount of the item registered. (Optional)
amount- The amount of money to give
menu_messagekey is for the message that will show on the level item in the level progression menu (accessible by clicking any skill in the /skills menu). This will appear under the "Rewards:" section right after stat rewards and before ability unlock/level ups. The
chat_messagekey is for the message that will show on the list of rewards in chat when the player levels up. If the
chat_messageyou want are the same, you can simply use
messageinstead as a shorthand.
rewards.itemsection's message keys in the messages file. If the item does not have a display name, it will not have any messages by default.
menus.level_progression_menu.rewards_entrymessage key for menu messages and the
leveler.stat_levelmessage key for chat messages. You should edit those values in the messages file to change what stat reward messages look like.
menus.level_progression_menu.money_rewardmessage key for menu messages and the
leveler.money_rewardmessage key for chat messages. All money rewards amounts for a particular level are added together into a single message, including money rewards from the legacy skill-money-rewards section of config.yml