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Aurelium Skills

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Configuration

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Gameplay

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Usage

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Other

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MySQL

Guide to setting up and configuring MySQL database storage

The options under the mysql section of the main config.yml file allow the storage of player data in a MySQL database instead of the default YAML flatfile format. Using MySQL for data storage enables better performance at high player counts, allows syncing of data between multiple servers, and makes it easier for third-party applications to interact with data.

Basic Setup

Before configuring the Aurelium Skills config, a MySQL database must already be created separately (either through the server panel or terminal). This database should have a host (usually an IP address), database name, port, username, and password.

The options for configuring MySQL are under the mysql section of config.yml. To enable MySQL, set the enabled option to true. Enter the host address under host and the name of your database under database. Then, enter the username and password of the database under their corresponding options. Enter the port number of the database under port. If desired, SSL can be enabled under the ssl option.

Once the server is restarted, MySQL should be successfully working. Aurelium Skills will automatically create tables in the database. If MySQL is not working, check the server console for any errors on startup and double check your database credentials are correct.

Migrating Data From YAML

Enabling MySQL alone will not migrate player data from the default YAML storage method. To migrate data, a few extra steps are required:

  1. While still on YAML, create a backup of the player data using /skills backup save

  2. Shut down the server

  3. Follow the instructions in the Basic Setup section and switch to MySQL (make sure you restart the server after)

  4. Run /skills backup load [fileName], with fileName being the name of the backup file you saved before (seen in the backups folder)

Messages

Guide to the messages files

This guide is for using and translating Aurelium Skills messages. Almost all content is translatable, such as commands, menus, and chat.

The messages files can be found in the messages folder. Each file corresponds to a different language. Players can select their own personal language using /skills lang [language].

General Information

Important Information

  • You must define all the languages you want to use in config.yml under the "languages" list. This is a list of the two-letter Locale codes that match your file name.

  • To change the default language, change the "default-language" in config.yml

  • Do not change any messages placeholders! Placeholders are text wrapped in { and } (Ex: {placeholder})

  • Do not remove newlines (\n) in the "menus" section unless your menus.yml format requires it

  • Do not touch the file_version field

  • When naming your file, it must be in the format messages_[language].yml [language] must be a valid two-letter Java Locale code or a locale with country code such as messages_pt-BR.yml

Important YAML Syntax Tips

  • Never use tabs! Use correctly aligned spaces instead.

  • If your message contains characters "&", "{", or "}", wrap the entire message in single quotes. (Ex: 'Message'). When in doubt, put it in single quotes.

General Tips

  • Use newlines in descriptions for when the menu item doesn't fit or look good on the screen.

  • Unit placeholders can be used everywhere and are changed in the "units" section. To use units in messages, use "{mana_unit}", "{hp_unit}", "{xp_unit}", etc.

  • {value} placeholders do not include % symbols.

Guide to Creating an Offical Translation

This is a guide to creating an official translation to be added to the plugin publicly. Translations here must follow certain format guidelines and rules to be accepted. Any translation that does not follow all the guidelines will have to be revised by the author to be accepted.

Guidelines

  1. Do not change or remove any color codes, keep the same color scheme as the default messages_en.yml

  2. Do not change or remove any newlines (\n) in the menus section

  3. Do not remove any placeholders that are in the default messages

  4. Try to keep translations as accurate as possible. Translations should not affect the meaning of descriptions and names

  5. Do not change stat symbols or colors

  6. Do not remove any entries in the file; all entries in the default messages must exist in your translation.

  7. Do not change action bar, level up title, or level up formats

  8. Add newlines (\n) in ability, skill, and stat descriptions when you think it is too long. Use your best judgment and test (if possible). I will change newlines if necessary.

  9. Use the most up to date file found on GitHub

  10. Don't translate a language if the translation already exists; add to the existing file if it needs to be updated

  11. Keep formats as much as possible, such as punctuation, colors, caps, etc. You may need to move around color codes to get the contexts/parameters to match.

  12. The file must be named in the correct format with the correct language code (If it's wrong it's not a big deal I can fix it myself)

Welcome

Welcome to the Aurelium Skills wiki!

Here you will find documentation on how to set up, configure, and use the plugin. Navigate pages using the sidebar on the left (top left icon on mobile). Please note that not everything about the plugin is covered, and some information may be out of date.

Main Config

Guide to the config.yml file

This is a guide to the config.yml file found in the plugins/AureliumSkills folder.

Last Updated Version: Beta 1.3.13

General

MySQL

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

Languages

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

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

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

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

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)

Gameplay

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

Worlds and Regions

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

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

Economy

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

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

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

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

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

menus:

  • placeholder-api - Whether PlaceholderAPI placeholders should be used in menus.

Miscellaneous

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.

Skill Options

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

Forging Options

  • 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.

Stat Options

Health

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

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

toughness:

Regeneration

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

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

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

Loot

Guide to configuring loot tables

Overview

The Fishing and Excavation skills have abilities that can drop custom loot, which is configured in the loot folder. For Fishing, the treasure_hunter ability corresponds to the rare pool and the epic_catch ability gives items from the epic loot pool. The metal_detector ability in Excavation gives rare loot while the lucky_spades ability gives epic loot.

Beyond changing the items dropped for these abilities, the files enable adding custom loot pools unrelated to abilities, executing commands as loot, as well as creating new loot tables for other skills (Foraging and Mining).

File Structure

Loot tables are separated into files for each skill in the loot folder. The name of the file is the skill that the file corresponds to. By default, there are excavation and fishing loot tables. You can optionally add loot tables for mining and foraging, as long as they follow the format.

Loot Pools

Loot pools are lists of loot entries, and each loot table file can have multiple loot pools. In the default excavation and fishing loot tables, there are the rare and epic loot pools. However, you can add any amount of new loot pools.

Loot pools are defined in the pools section of the loot file. Each pool must have a unique name for the config section name. In excavation and fishing, rare and epic are reserved names that integrate with abilities, so it is discouraged to change them.

Keys:

  • base_chance - The chance to select this pool without any added ability bonuses (1 = 1% chance) (defaults to 1)

  • selection_priority - The order the pools are potentially selected, a higher priority means that it will attempt to select before lower priority pools (defaults to 1)

  • override_vanilla_loot - Whether the regular loot from the block should be replaced with the selected loot. Does not apply to fishing (defaults to 1).

  • chance_per_luck - The amount the chance of selecting the pool should increase by per Luck stat level the player has (0.1 = +0.1% chance per Luck) (defaults to 0)

  • require_open_water - For Fishing, only give items in the pool when the player fishes in open water (5x5x5 volume of water) when set to true. This prevents giving loot when using most AFK fish farms (defaults to false).

Loot Entries

Currently, there are two types of loot: item loot and command loot. Each loot entry must have certain required keys and can optionally have more. Optional keys are either notated with (optional) or have their default values specified on this page. Each key is explained below:

Universal Keys (apply to any loot type):

  • type - The type of loot, either item or command

  • weight - The weight of the entry compared to other loot in the same pool. A higher weight means the loot entry is more likely to be selected (defaults to 10).

  • message - A chat message to send to the player when they get the loot. This supports color codes and PlaceholderAPI (optional).

  • sources - A list of sources or source tags that this loot should exclusively apply to. The names of sources should match the exact name in sources_config.yml. Does not support custom block sources yet (optional).

  • xp - The amount of skill xp to give when this loot is dropped (defaults to the original source amount)

Item Loot

Item loot keys:

  • material - The material of the item, must be valid bukkit material name (not case sensitive). Use material:id to specify legacy data if on 1.12

  • amount - Controls the amount of item to give. This can either be a single number like '5' or a range of numbers such as '1-5', which gives a random amount from 1 to 5 (both inclusive) (defaults to 1)

  • key - References an item key registered using /skills item register. If this is specified, material and all keys below do not apply

  • display_name - The display name of the item, supports & for color codes unless escaped with \& (optional)

  • lore - The lore of the item, must be a list of each line, supports & for color codes unless escaped with \& (optional)

  • enchantments - A list of enchantments, one enchantment per line. Use a space between the enchantment name and the level, such as 'sharpness 5' (optional)

  • potion_data - A section containing potion data, see below for keys (optional):

    • type - The type of potion, must be a bukkit PotionType

    • extended - Whether the potion has an extended duration

    • upgraded - Whether the potion has an upgraded level

  • custom_effects - A map list of effects, keys for each section below (optional):

    • type - The name of the effect, must be a bukkit PotionEffectType

    • duration - The duration of the effect, in ticks

    • amplifier - The amplifier of the effect (0 means level 1)

  • glow - Set to true to make the item glow without enchantments showing (optional)

  • nbt - Section for any custom NBT data (optional)

  • flags - List of item flags to add to the item (optional)

  • ignore_legacy - If true, the plugin will skip loading the item if the server version is below 1.13 to prevent material parsing errors. The only reason you should use this if you are planning on using the same config for legacy and modern versions and an item you have does not exist in 1.12. The plugin is able to recognize modern material names on legacy versions without any issues. (optional)

Examples

Basic example of an item loot:

Here is a more complex example with display name, lore, and enchantments:

Here is a potion with base potion data and custom effects:

An item with hidden enchants using item flags and custom model data using the nbt section

Command Loot

Command loot is used to execute any command when the player gets the loot, either through console or by the player.

Command loot keys:

  • executor - Who should execute the command, either console or player (defaults to console)

  • command - The command without the beginning /, supports {player} placeholder and all PlaceholderAPI placeholders

Example:

Loot Selection

The way loot is selected is fairly straightforward:

  1. The loot table is determined by skill that corresponds to the action the player does. For block based loot, the block must be a source for a supported skill (foraging, mining, excavation).

  2. A loot pool is selected from the loot table starting from the highest priority loot pool. Whether pool is selected is base on the pool's base_chance and any added chances. If a pool is not selected, the pool with the next highest selection priority will be attempted. If no loot pool gets selected, the below steps do not apply.

  3. A single loot entry is selected from the pool based on the weight of the entry. A higher weight makes it more likely for it to be selected. The exact chance is calculated by weight / sum of all weights in pool.

This wiki is no longer maintained and is only for Aurelium Skills Beta versions. Visit the for AuraSkills 2.0+.

If you are creating a new translation, use the template .

Be sure to reference for the placeholders and format

It is highly recommended that you translate on . It makes it much easier to edit, collaborate, upload, and download translations. All you have to do is create an account and you can translate! If you do not see your language on the list, please contact Archy in the to add it. There are also options to upload existing files (so you don't have to start over) and to download translations (so you don't have to wait for a plugin update) when you click on the 3 dots next to the file in each language section.

This wiki is no longer maintained and is only for Aurelium Skills Beta versions. Visit the for AuraSkills 2.0+.

If you are new to the plugin or are looking to download it, visit the .

If you have any other questions, please join the and ask in the support channel. There you can also give suggestions, report bugs, get notified about updates and announcments, and access developmental builds.

This wiki is no longer maintained and is only for Aurelium Skills Beta versions. Visit the for AuraSkills 2.0+.

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 .

new-modifier - Controls the power of the Toughness stat in reducing damage (See for more info)

This wiki is no longer maintained and is only for Aurelium Skills Beta versions. Visit the for AuraSkills 2.0+.

The drop chances for the abilities are configured separately in abilities_config.yml, see the page for more details.

Each pool has a loot section containing a map list of the loot entries. This uses the same type of syntax as rewards, which is explained .

here
messages_en.yml
Crowdin
Discord
SpigotMC Page
Discord server
- type: item
  material: iron_ingot
  weight: 10
  amount: 1-3
- type: item
  material: diamond_sword
  weight: 5
  amount: 1
  display_name: '&cFire Sword'
  lore:
    - '&7Powerful weapon'
    - ' '
    - '&9RARE'
  enchantments:
    - sharpness 5
    - fire_aspect 2
    - looting 3
- type: item
  material: potion
  weight: 10
  amount: 1
  potion_data:
    type: speed
    upgraded: true
  custom_effects:
    - type: jump
      duration: 1000
      amplifier: 2
    - type: regeneration
      duration: 40
      amplifier: 3
- type: item
  material: paper
  weight: 10
  amount: 1
  nbt:
    CustomModelData: 14
  enchantments:
    - knockback 2
  flags:
    - hide_enchants
- type: command
  weight: 10
  executor: console
  command: say hi

Sources

Guide to configuring XP sources

This is a guide to using and configuring the sources_config.yml file.

Basic Configuration

The sources config is where you configure the amount of skill XP each block, action, mob, etc. should give. The sources_config.yml file is divided into sections for each skill.

The key for each source is the name of the source and should not be modified. The value is the amount of skill XP that the source should give by default (without any modifiers or multipliers). After changing values, make sure to run /skills reload to have them take effect.

Custom Blocks

The Farming, Foraging, Mining, and Excavation sections support custom blocks (blocks that are not defined by default).

To add custom blocks, add a custom: section under the specific skill section. In the custom section, the keys are the block name and the values are the XP amount. For example: blue_concrete: 10.0

The blocks you add are checked for block replacement by default, meaning players cannot place and break them repeatedly to gain XP. The block names to use are the 1.13+ block names, even if your server is 1.12.

Here is a full example of a custom block for the Mining skill:

sources:
  mining:
    custom:
      sandstone: 4.0

Menu Format Changes

List of menu config format changes in Beta 1.3.0 from older versions

This is a detailed list of the configuration format changes in Beta 1.3.0 from versions before Beta 1.3.0. Existing configurations will migrate automatically, but any new changes made after updating must be done in the new format.

List of changes

  • The existing menus.yml has been replaced by individual files for each menu in the new menus folder.

    • Existing changes to menus.yml will be automatically migrated to the new files.

      • Exception: the lore of the rank item in the level progression menu will be reset due to new additions to it.

    • The old menus.yml has been renamed to menus-OLD.yml and should not be used. This is just a backup of your menu config before it was migrated.

  • The rows menu entry has been renamed to size. The value of size functions the same as rows (1-6).

  • Material names are now in lowercase (though uppercase is still allowed).

  • The row and column entries for items has been replaced with the pos entry with two acceptable formats:

    • The row,column format, such as 3,0 for row 3, column 0 (the first row/column is always 0)

    • The slot format, which is a single number for the slot number from 0 up to 53 (starting at the top left slot increase left to right then top to bottom)

  • Each context (every skill/stat that has a different material/position) in a template has been moved to its own subsection under the template name.

    • Values such as the material, pos, and item meta of each context are separate fields under the subsection with the context name.

    • The following is an example of the new format for contexts in templates:

templates:
  skill:
    farming: # The subsection with the name of the context
      material: diamond_hoe # The material for the farming context
    foraging: # A different subsection for foraging
      material: stone_axe
  • Item meta options, such as potion_data, are now separate fields under the item section (alongside material, lore) for items and in the context subsection for templates.

    • The material field is just for the material name and not for any item meta (glow, potion_data, nbt, etc).

    • The following is an example of item meta being defined in the new format:

items:
  rank: # The name of the item
    material: paper # Only contains the material name
    potion_data: # Separate subsection for potion data
      type: instant_heal # Some item meta options require additional subsections
  • Legacy material data for 1.12 is still defined in the material field, using the material:data format

changelog
this
Abilities
here

Mana Abilities

Explanation and descriptions of mana abilities

What are mana abilities?

Mana Abilities are a special type of ability that costs mana to use and are active, meaning they require the player to activate or use. Currently, this is the primary use of mana. Mana Abilities are by default unlocked at level 7 of that skill and increase in level every 7 levels (This is configurable). Level increases can change duration/power, cooldown, and mana cost. (These are all configurable in abilities_config.yml)

Using Mana Abilities will give Sorcery XP.

How do players see Mana Abilities?

Mana Abilities are not visible in the main skills menu until the player unlocks it at level 7. After unlocking it, hovering over the skill item will show the mana ability name, level, duration/power, cooldown, and mana cost. Players can see mana abilities they haven't unlocked yet in the level progression menu at levels of a multiple of 7. Those items will display a description of the mana ability and the duration/power of it at that particular level.

List of mana abilities

Replenish (Farming) - Replants crops automatically for a certain duration. Right-click with a hoe and break a crop to activate. Works with wheat, carrots, potatoes, nether wart, and beetroot.

Treecapitator (Foraging) - Breaks entire trees instantly for a certain duration. Right-click with an axe and break a log to activate. Works best with oak, birch, and spruce trees (One block wide). The algorithm is not final and will be improved later on to work perfectly with all tree types.

Speed Mine (Mining) - Gives Haste 10 for a certain duration. Right-click with a pickaxe and break stone or an ore to activate.

Sharp Hook (Fishing) - Deal damage to a hooked entity when left-clicking with a fishing rod'

Terraform (Excavation) - Break blocks instantly in a 4 block radius in the same layer when digging. You must use a shovel and extra blocks broken must be the same type and in a single connected vein. Right click shovel and dig block to activate.

Charged Shot (Archery) - Arrows you shoot will deal more damage based on how far the bow was pulled back, consuming mana in the process. Does more damage per mana consumed. Left click a bow to toggle charged shot mode.

Absorption (Defense) - Incoming damage will decrease mana by 2x Minecraft damage instead of your health. Mana will not regenerate while Absorption is active. Left click shield and take damage to activate.

Lightning Blade (Fighting) - Increases attack speed by % for seconds. Right click sword and attack mob to activate.

How do I disable mana?

Mana can be essentially disabled through a few steps:

1. Set all the mana_cost and mana_cost_per_level to 0 in abilities_config.yml under the mana_abilities section. This is the only thing required to functionality disable mana.

2. Remove mana from the action bar by editing the messages under action_bar in the messages files. You may want to consider disabling the action bar entirely in config.yml under action-bar.

3. Rename messages to remove mentions of mana. For example, Mana Ability could be renamed to Active Ability or similar. Most of the messages that mention mana are in the menus section of the messages files. You would also want to remove mentions of mana cost and rename level up messages in the leveler section.

Health

Detailed guide to health options

Health increases the max HP of the player. It works by adding an AttributeModifier to the GENERIC_MAX_HEALTH attribute. It is applied on PlayerJoinEvent, health stat changes, and config reloads.

Calculation

Health is calculated based on the Health stat level:

GENERIC_MAX_HEALTH = 20.0 + (Stat.HEALTH * health.modifier)

Where Stat.HEALTH is the Health Stat Level visible with /stats and health.modifier is the config option health.modifier (Default value 0.5)

A health.modifier of 1.0 means that every Health Stat level increases the player's HP by 1.0

Health Scaling:

If health.health-scaling is set to true, the amount of hearts displayed on the player's screen is affected by their max health, preventing a player's health from blocking their entire screen. This means that the amount of hearts the player sees will not be 1 heart = 2 HP if their health is greater than 20.0

The amount of hearts displayed on the screen can be customized in the config under the health.hearts section of config.yml. The key is the number of heart, 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).

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, and it only works if you have health.health-scaling set to true.

HP Indicator Scaling

HP Indicator Scaling is the amount the player's raw attribute health should be multiplied by to get the displayed HP on the action bar. It is changed through the config option health.hp-indicator-scaling. The default value of 1 makes it so that the action bar HP matches the Minecraft HP (20 HP on action bar = 20 HP in Minecraft). This is also cosmetic and does not affect the actual amount of health a player has.

XP Requirements

Guide to customizing XP requirements

The amount of XP required to level up skills can be configured in the xp_requirements.yml file.

Expressions and Variables

Within a section, such as the default section, you will see an expression value that contains the expression/equation used to calculate the XP requirements.

The result of the expression will always be rounded to the nearest whole number

Variables are also supported in expressions. In order to have a different XP required for each level, you must have the level variable in the expression somewhere. This variable corresponds to the level that is unlocked upon reaching the required XP. The level starts at 2 and goes up to the maximum level of the skill. For example, the result of the expression when level is 5 is the XP need to go from level 4 to 5.

Custom variables are also supported, which allow you to label and organize the parts of your expression. Instead of using the numbers directly in the expression, you can turn it into a variable that is specified in its own key. In the default expression shown below, multiplier and base are examples of custom variables.

multiplier * (level - 2) ^ 2 + base

As you can see, the numeric values of multiplier and base are specified as keys with the same name as the variable:

default:
  expression: 'multiplier * (level - 2) ^ 2 + base'
  multiplier: 100.0
  base: 100.0

You can use any variable name, as long as the value of the variable is defined in a separate key of the same name.

Skill Overrides

You can create different XP requirements for each skill by adding a skills.[skillName] section that will override the default section. The keys and values in the skill section are the same as the default section.

Here is an example of Alchemy XP requirements that override the default:

default:
  expression: 'multiplier * (level - 2) ^ 2 + base'
  multiplier: 100.0
  base: 100.0
skills:
  alchemy:
    expression: 'multiplier * (level - 2) ^ 3 + base'
    multiplier: 20.5
    base: 20.0

Direct List of Values

Instead of using an equation, XP requirements can be defined using a direct list of values. Create a list called values under either the default section or a specific skill section.

Here is an example of XP requirements using a value list:

default:
  values:
    - 100
    - 200
    - 300
    - 500
    - 750
    - 1250
    - 1720

The first value in the list is the XP required to get from level 1 to level 2.

Abilities

Guide to configuring abilities and mana abilities

Basic

To see your ability levels easily, hover over an item in the skills menu (/skills). If an ability name is dark gray and crossed out, that means you have not unlocked that ability yet. To see the descriptions for what each ability does, hover over the items in the level progression menu, which is seen by clicking on any skill item in the skills menu. Each skill level shows what abilities are unlocked/leveled up at that skill level with descriptions.

To allow for the leveling of abilities, each ability has one or two values. This value(s) determines how powerful the ability is depending on the level. This could be a percentage chance, percent extra damage, etc. When dealing with percentages in the config, you should use the percent as the value in the config (0-100).

Using abilities_config.yml

The abilities_config.yml is a new file in version Alpha 1.6.0.

The file is split into 2 main sections, abilities and mana_abilities.

abilities

This section contains the options for the regular, passive abilities. Each ability is split into sections by their skill.

The options:

  • enabled - Whether this ability should be enabled. If set to false, the ability will be hidden from menus or messages and will not function.

  • base - The base value of the ability at level 1 (see above for what values are). If the ability has 2 values, this is the first one displayed in the default English description.

  • per_level - This is how much the value should increase per ability level. The formula for the value of ability at a given level is value = base + ((level - 1) * per_level) where level is the level of the ability, not the skill.

  • unlock - This is the skill level the ability should unlock at. The default is from 2-6, depending on the ability.

  • level_up - This is the multiple the ability levels up at (every x levels the ability should level up). If an ability has a level_up of 3, it would level up every 3 skill levels. Defaults to 5.

  • max_level - The maximum ability level. Setting this value to 0 allows infinite levels. Keep in mind that an ability level cannot exceed what the maximum skill level allows. This value should be below the max skill level to have any effect naturally. This will still apply if you use commands to set your skill level above the max. Defaults to 0.

Other options:

  • base_2 - The second base value of the ability at level 1. This is the second one displayed in the default English description.

  • per_level_2 - The same as per_level, but for the second value.

  • Some abilities have specific options and are fairly self-explanatory.

mana_abilities

This section contains the options for the active abilities that use mana.

The options:

  • enabled - Whether this mana ability should be enabled. If set to false, the mana ability will be hidden from menus or messages and will not function.

  • base_value - The base value of the mana ability at level 1. Values work the same as abilities but are usually in the context of durations or percents.

  • value_per_level - This works the same as per_level for normal abilities.

  • cooldown - The base cooldown of the ability for the mana ability at level 1, in seconds. This can be a decimal.

  • cooldown_per_level - The time the cooldown should increase/decrease per mana ability level. If the value is positive the cooldown will increase per level, if it is negative the cooldown will decrease per level.

  • mana_cost - The base mana cost of the mana ability at level 1.

  • mana_cost_per_level - How much the mana cost should change per mana ability level.

  • unlock - This controls the level the mana ability unlocks at. Defaults to 7.

  • level_up - This is the multiple the mana ability levels up at (every x levels the mana ability should level up).

  • max_level - The maximum mana ability level. It works the same as max_level for regular abilities.

Other options:

  • require_sneak in replenish, treecapitator, speed_mine, and terraform - If set to true, the player must be sneaking (shifting) to raise their pickaxe.

  • display_damage_with_scaling in sharp_hook - Whether the damage displayed in the menu should use the hp_indicator_scaling.

  • enable_sound in sharp_hook and charged_shot - Whether the sound should be played when the player attacks with Sharp Hook and Charged Shot

  • enable_particles in absorption - Whether a pink circle of particles should show when damaged with Absorption activated.

  • check_offhand in replenish, treecapitator, speed_mine, and terraform - If set to true, the tool will not be raised if the player right clicks with a block in their offhand that they placed (such as torches).

  • sneak_offhand_bypass in replenish, treecapitator, speed_mine, and terraform - If set to true, sneaking will disable the offhand check and will always raise the tool.

  • enable_message in charged_shot - Whether a chat message should be sent when firing a bow with Charged Shot.

  • max_blocks_multiplier in treecapitator - Scales the number of blocks broken by this value

Menus

Guide to configuring and customizing GUI menus

Menus in Aurelium Skills are inventory GUIs that display information about skills to players in-game. This includes personal skill and stat menus, skill progression, ability descriptions, Some menus are accessible by commands, such as /skills and /stats, while others are accesible by clicking buttons in other menus.

File structure

The files for configuring menus are located in the AureliumSkills/menus folder. Each menu has its own corresponding file used to configure that menu.

Placeholders

Much of the menus file uses placeholders, which is text surrounded by { and }. When the menu is actually opened, the placeholder will be replaced by the corresponding message in the messages file. The path of the placeholder message is found under either the menus.common or menus.[menu_name] section with either the same or similar key as the placeholder.

However, some placeholders are more generic ones that are not found in the menus section of the messages file. For example, the {skill} placeholder is replaced with the name of a skill.

It is recommended to make any changes to the actual text context of menus in the corresponding message in the messages file in order to preserve multi-language support. Any change to the text in a placeholder will make it no longer work.

Menu keys

The following is a list of keys and sections that are at the left-most indentation of the file (referred to here as the menu section).

  • title - The text that will show up at the top of the menu when it is opened

  • size - The number of rows the menu has, from 1-6 (each row has 9 slots)

  • fill - A section used to define the menu background item to fill empty slots, see .

  • items - The main items section used for singular items

  • templates - The section used to define items with custom contexts and multiple instances

  • options - A section found in some menu files that contains custom options and settings

Fill item

The fill section defines a background item to fill empty slots not used by other items. There are two required keys in the fill section:

  • enabled - A true/false value of whether the fill item should be used

  • material - The material of the fill item

The display name of a fill item is automatically turned into a space, so the name of the item is invisible. Additional keys can be added to customize item meta using the same format as other items (see ).

Items section

The items section is used to define singular items in the menu. Each subsection is the unique name of the item, which is used as a unique key. The item names that exist in the default menus are reserved words, meaning that items with those names have functionality or placeholders used by the plugin. Custom items can be added using any non-reserved name in the items section using the same format as other items. See adding custom items for additional information.

Templates section

The templates section is used for items with multiple instances or contexts, such as each skill item in the skills menu. Template items usually have the same lore and display name for all contexts, with differences applied internally through placeholders. Each context in a template, which is a specific type such as each skill, has its own subsection within the template to define any differences for that context only. The following example shows the basic structure of a template:

templates: # The templates section
  skill: # The skill template
    farming: # The context for farming
      pos: ... # Keys in this section only apply to the farming item
      material: ...
    foraging: # Another context for foraging
      pos: ...
      material: ...
    # Any key that is not the name of a context applies to all contexts of the item 
    display_name: ... # Applies to all contexts
    lore: ... # Applies to all contexts

Since templates are only used for items already defined by default, custom templates cannot be created.

Items

Items refers to sections in both the items and templates sections, as most keys apply to both. There are two required keys for all items and most templates:

  • material - The material of the item, such as dirt or diamond. See below for details.

  • pos - The position/slot of the item on the menu, either in the comma separated row,column format or as a single slot number from 1-53. See below for details.

Material

The material field is required on all items and most templates and defines the type of the item. In Minecraft 1.13+, the proper name of a material can be found in game by hovering over an item in the inventory with advanced tooltips enabled (F3 + H). The dark gray text on the bottom after minecraft: is the name of the material used in menu configuration. Lowercase is recommended but capitals are also allowed.

In Minecraft 1.12, some items have an additional data value (a number) that must be used to define some items such as different colors of stained glass or wool and different types of logs. This data value is added to the material name in the material:data format. For example, log:2 defines a birch log. Data values can be seen in game with advanced tooltips as the number after a # in the item display name. The data value of 0 does not have to be defined.

In templates, the material is either defined in a context subsection or the main item section. Materials defined in a context will only apply to that specific context, while a material defined in the main section will be the default material if no context-specific material is defined.

Pos

The pos key on items is the position or slot on the menu the item is located. There are two acceptable formats for pos:

Row,column format

This format is defined as row,column, such as 2,3 for the second row and the third column. The first row and column starts at 0. Row can be from 0-5 and column can be from 0-8. Row 0 is the top-most row and column 0 is the left-most column.

Slot format

This format is a single number from 0-53 indicating the slot number of the item. 0 is the top-left slot and the number increases left to right, then top to bottom.

Display Name and Lore

The display_name key contains the text used for the item display name. Color codes and placeholders are supported.

The lore key is a list of strings containing the lore displayed on the item. Color codes and placeholders are also supported.

The display name and lore keys also contain built-in placeholders in a {placeholder} format. These are replaced internally to display functional parts of the menu. The messages usually correspond to a message with a similar key in the menus section of the messages file.

Hex Colors

Item meta

There are many keys available to define different types of optional item meta. These keys are added in the section of the the item, not in the material field but on the same indent level.

Enchantments

The enchantments key is a list of strings with each entry in the format name level, such as:

enchantments:
  - sharpness 5
  - unbreaking 3

The name of the enchantment is the name used by the vanilla game.

Potion data

The potion_data section contains subkeys for defining data on a potion. There are three keys in the potion_data section:

  • extended - An optional true/false value of whether the potion should have an extended duration (defaults to false).

  • upgraded - An optional true/false value of whether the potion should have an upgraded level (defaults to false).

An example of a potion_data section with all three keys:

potion_data:
  type: night_vision
  extended: true
  upgraded: true

Custom effects

The custom_effects section is a map list defining custom potion effects on a potion (this is different from potion data). Each object in the map list must have three keys:

  • duration - The duration of the potion effect, in ticks (20 ticks = 1 second).

  • amplifier - The level of the potion effect, with an amplifier of 0 being level 1.

Below is an example of a custom_effects section with multiple custom effects (Fire Resistance I for 10 seconds and Haste II for 30 seconds):

custom_effects:
  - type: fire_resistance
    duration: 200
    amplifier: 0
  - type: fast_digging
    duration: 600
    amplifier: 1

Item flags

The flags key is a list of item flags to add to the item. Item flags are a type of meta used to hide other meta on the item from being shown to the player. Below is a list of valid flags and the format used in item configuration:

flags:
  - hide_attributes
  - hide_destroys
  - hide_dye
  - hide_enchants
  - hide_placed_on
  - hide_potion_effects
  - hide_unbreakable

Glow

The glow key is a true/false value that adds the glowing enchantment effect to the item without showing the enchantment name if set to true. It is equivalent to adding an enchantment and a hide_enchants item flag.

Skull meta

The skull_meta section can be used to add a custom skin texture to a player head item. The section must have one of three possible sub-keys, uuid, base64, or url.

The uuid key is the UUID of the player's skin texture to use. The base64 key is a base64 string of the texture. The url is the minecraft.net URL containing the texture.

Below is an example of using skull meta. You only need ONE of the three options.

skull_meta:
  uuid: 6302a69e-9995-4f95-b2cd-d37b8ab875c9
  base64: eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvNjIxMTk3ZTUzYzFhYjExMmU2ODA3OWQzYzgzZmE0NzE0Yzc3YTgzZDA2MjFhMjlkNzYyZTk5ZTlmZWFhZTRkNSJ9fX0=
  url: http://textures.minecraft.net/texture/621197e53c1ab112e68079d3c83fa4714c77a83d0621a29d762e99e9feaae4d5

Durability

The durability key sets the durability of the item from 0 to the max durability of the item (a value of 0 means the item is almost broken).

NBT

NBT data can be added to an item using the nbt section. This section supports nested NBT structures and will automatically detect the type of data inputted.

Item registry keys

The key key can be used in an item section to use an item in the item registry. Any item can be registered in game using /skills item register. This is used instead of defining material and other meta. This can be convenient when an item has already been created in game or is too complex.

Custom Model Data

Custom model data can be added to items within the nbt section like as follows:

some_item:
  nbt:
    CustomModelData: 123

This follows the exact format Minecraft uses to store custom model data on items.

Click Actions

Click actions are used to define custom functionality when a player clicks an item in the menu. This includes executing a command, closing the menu, opening another menu, and more.

Triggers

There are multiple ways click actions can be triggered (key in parenthesis):

  • Any click (on_click)

  • Left click (on_left_click)

  • Right click (on_right_click)

  • Middle click (on_middle_click)

  • Drop key (on_drop)

The trigger key is used to name the section that contains the click actions for that particular trigger. For example, all the actions under an on_click section will be activated when the player clicks that item with any mouse button.

Types

Each action must have a type defined, either command (executing a command) or menu (menu navigation).

Command

For command actions, an executor (either console or player) and the command itself must be defined. Commands with a console executor will be run through console, while a player executor will be run as if the player had typed it (accounts for player permissions too).

The command text should not include the beginning slash. It supports PlaceholderAPI placeholders and a built in placeholder of {player} (player username).

Menu

Menu actions are for anything related to menu navigation. You must define the specific action type using the action value, which can be as follows:

  • open - Opens another menu (must be within the Aurelium Skills plugin)

  • close - Closes the current menu

  • next_page - Moves to the next page of the menu, if applicable

  • previous_page - Returns to the previous page of the menu, if applicable

The open action type also requires a menu value, which is the internal name of the menu to open (this is usually the lowercase name with spaces replaced with underscores).

The open, next_page, and previous_page action types also take an optional properties section that is used to define menu behavior, though this option is hard to use unless you dig through the source code.

Examples

Command action activated on any click that executes a command through console:

some_item:
  on_click:
    - type: command
      executor: console
      command: say hi

Menu action activated on right click only that closes the menu:

some_item:
  on_right_click:
    - type: menu
      action: close

Multiple click actions under the same trigger (will activate together):

some_item:
  on_click:
    - type: command
      executor: player
      command: shop
    - type: command
      executor: console
      command: say Player opened shop

Custom Menu Items

Completely new items can be added to menus by simply defining a new section in the items section with the name of your new item. The custom item name cannot be the name of an existing built-in item.

The format of the custom item is the same as any other item (material, pos, display_name, lore, etc). Click actions and PlaceholderAPI placeholders are also supported.

Stats

Stats information and calculations

There are 6 different stats that are upgraded through skills:

Health

Health increases the max HP of the player.

  • Adds a AttributeModifier to Attribute.GENERIC_MAX_HEATLH

  • Applied on PlayerJoinEvent, health stat changes, and config reloads

  • How Health is calculated based on stat level:

    • Attribute.GENERIC_MAX_HEALTH = 20.0 + (Stat.HEALTH * Setting.HEALTH_MODIFIER)

    • Where Stat.HEALTH is the Health Stat Level visible with /stats and Setting.HEALTH_MODIFIER is the config option "health.modifier" (Default value 0.5)

    • A "health.modifier" of 1.0 means that every Health Stat Level increases player HP by 1.0

  • Health Scaling:

    • If "health.health-scaling" is set to true, the amount of hearts displays on the player's screen is affected by their max health, preventing a player's health from blocking their entire screen. This means that the amount of hearts the player sees will not be 1 heart = 2 HP if their health is greater than 20.0

    • Health scaling caps at a maximum of 2 full rows of hearts

  • HP Indicator Scaling

    • Changed through config option "health.hp-indicator-scaling"

    • HP Indicator Scaling is the amount the player's raw attribute health should be multiplied by to get the displayed HP on the action bar.

    • The default value of 5 makes it so that 20.0 raw HP = 100 Displayed Action Bar HP

Strength

Strength increases the damage a player does in attacks

  • Strength is applied on EntityDamageByEntityEvent

  • How damage is calculated from strength:

    • Damage = InitialDamage + (Stat.STRENGTH * Setting.STRENGTH_MODIFIER)

    • Where Stat.Strength is the Strength Stat Level visible with /stats and Setting.STRENGTH_MODIFIER is the config option "strength.modifier" (Default value 0.1)

  • If use-percent is set to true:

    • Damage = InitialDamage * (1 + (Stat.STRENGTH * Setting.STRENGTH_MODIFIER) / 100)

Toughness

Toughness decreases the damage dealt by enemy attacks

  • Toughness is applied on EntityDamageEvent

  • How Toughness is calculated:

    • Damage = OriginalDamage * (1 - (-1 * (1.01)^(-1 * Stat.TOUGHNESS * Setting.TOUGHNESS_MODIFIER) + 1))

    • Where Stat.Toughness is the Toughness Stat Level visible with /stats and Setting.Toughness_MODIFIER is the config option "toughness.new-modifier" (Default value 1)

Regeneration

Regeneration increases the natural regeneration rate

  • Two options: Vanilla or Custom

  • Vanilla

    • Used when "regeneration.custom-regen-mechanics" is set to false

    • Changes the amount regenerated on EntityRegainHealthEvent if regain reason equals RegainReason.SATIATED

    • If player saturation is greater than 0:

      • AmountRegenerated = VanillaAmount + (Stat.REGENRATION * Setting.SATURATED_MODIFIER)

      • Where Stat.REGENERATION is the Stat Level and Setting.SATURATED_MODIFIER is the config option "regeneration.saturated-modifier" (Default value 0.05)

    • If player hunger is full (20) but saturation = 0:

      • AmountRegenerated = VanillaAmount + (Stat.REGENRATION * Setting.HUNGER_FULL_MODIFIER)

      • Where Stat.REGENERATION is the Stat Level and Setting.HUNGER_FULL_MODIFIER is the config option "regeneration.hunger-full-modifier" (Default value 0.025)

    • If player hunger is greater than 14 but not full:

      • AmountRegenerated = VanillaAmount + (Stat.REGENRATION * Setting.HUNGER_ALMOST_FULL_MODIFIER)

      • Where Stat.REGENERATION is the Stat Level and Setting.HUNGER_ALMOST_FULL_MODIFIER is the config option "regeneration.hunger-almost-full-modifier" (Default value 0.025)

  • Custom

    • Used when "regeneration.custom-regen-mechanics" is set to true

    • Non-saturated regen:

      • Applied every Setting.HUNGER_DELAY ticks ("regeneration.custom-regen-options.hunger-delay", Default 60)

      • If player hunger is full (20):

        • AmountRegenerated = Setting.BASE_REGEN + (Stat.REGENERATION * Setting.HUNGER_FULL_MODIFIER

        • Where Setting.BASE_REGEN is config option "regeneration.base-regen" (Default value 1)

      • If player hunger is greater than 14 but not full:

        • AmountRegenerated = Setting.BASE_REGEN + (Stat.REGENERATION * Setting.HUNGER_ALMOST_FULL_MODIFIER

    • Saturated regen:

      • Applied every Setting.SATURATED_DELAY ticks ("regeneration.custom-regen-options.hunger-delay", Default 20)

      • AmountRegenerated = Setting.BASE_REGEN + (Stat.REGENERATION * Setting.SATURATED_MODIFIER

      • Where Setting.SATURATED_MODIFIER is config option "regeneration.saturated-modifier" (Default value 0.05)

    • Changes to Setting.SATURATED_DELAY and Setting.HUNGER_DELAY will only take effect on server restart

Luck

Increase Luck attribute (better chest and fishing loot) and chance for double drops

  • Modifies Attribute.GENERIC_LUCK

  • Luck = Stat.LUCK * Setting.LUCK_MODIFIER

  • Setting.LUCK_MODIFIER is config option "luck.modifier" (Default value 0.1)

  • Applied on PlayerJoinEvent, luck stat changes, and config reloads

  • Chance to give double drops when breaking certain blocks

    • Includes stone, cobblestone, sand, dirt, gravel, grass_block, andesite, diorite, and granite

    • % Chance = Stat.LUCK * Setting.DOUBLE_DROP_MODIFIER * 100

    • Setting.DOUBLE_DROP_MODIFIER is config option "luck.double-drop-modifier" (Default value 0.005)

    • Maxes out at a chance of Setting.DOUBLE_DROP_PERCENT_MAX ("luck.double-drop-percent-max", default value 100)

Wisdom

Increases experience gained from any source and decreases anvil costs

  • ExperienceGained = InitialExperience * (1 + (Stat.WISDOM * Setting.EXPERIENCE_MODIFIER))

  • Setting.EXPERIENCE_MODIFIER is config option "wisdom.experience-modifier" (Default value 0.01)

  • NewCost = OriginalCost * (1 - (-1 * 1.025^(-1 * Stat.WISDOM * Setting.ANVIL_COST_MODIFIER) + 1))

  • Setting.ANVIL_COST_MODIFIER is config option "wisdom.anvil-cost-modifier" (Default value 0.25)

Rewards

Guide to creating custom rewards

Introduction

Rewards are a powerful way of performing actions or giving things when a player levels skills. There are many different types of rewards, including stats, commands, permissions, items, and money. Rewards also support custom messages in menus and level-up chat messages.

Yaml Syntax

Configuring rewards requires Yaml syntax that you might not have seen before, technically known as map lists. These are simply lists comprised of multiple line components, similar to an array of objects in JSON. Map lists are defined like this:

Pay attention to the spacing between the hyphen and the previous section. In the example, a regular indentation is 2 spaces. Therefore, the space from the start of your map list values (type, stat, value) compared to the previous section name (patterns) should be 4 spaces.

File Structure

Rewards are configurable in files in the AureliumSkils/rewards folder, and the name of the file corresponds to the skill it configures (eg. farming.yml controls Farming rewards only). There is also the global.yml file 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, patterns and levels.

Patterns Section

The patterns section is for rewards that repeat in a regular pattern within a skill's progression. Each reward in this section should have a pattern section that can define a start, interval, and stop. Patterns can be used for every type of reward.

The start value 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 start isn't specified, it will default to 2.

The interval is the difference between consecutive rewards; an interval of 2 means the reward appears every other level (2, 4, 6,...). The default interval is 1.

The stop number is the maximum level the reward should appear at, which may or may not be a level the reward would actually be at calculated by the start and interval. It simply means that there will only be that reward below or at the specified stop level. This defaults to the max skill level defined by the max-level option of that skill in config.yml.

Levels section

The levels section is for defining single rewards at a specific level. You must first define a section of the level you want to define for, like so:

This command reward will be executed when the player levels up to skill level 5.

Reward Types

Every reward must have a type value 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 Rewards (stat)

Stat rewards level up an Aurelium Skills stat, which includes health, regeneration, strength, luck, wisdom, and toughness. Menu and level-up chat messages are automatically handled.

Keys:

  • stat - The name of the stat the reward should level, use the default English names like strength (Required)

  • value - The amount of the stat to level, defaults to 1 (Optional)

Example:

Want to remove the default stat rewards? You can do so by making the patterns section empty using patterns: []. However, you may need to adjust menu message newlines in the messages file to remove extra spaces when there are no stat rewards.

Command Rewards (command)

Command rewards allow you to execute any command, either through console or the player.

Keys:

  • command - The command to execute; do not include the beginning slash. (Required)

    • Supported placeholders:

      • {player} - The player's name

      • {level} - The level of the skill that the player just leveled up to

      • {skill} - The name of skill that was leveled up

      • All PlaceholderAPI placeholders (requires the PlaceholderAPI plugin installed). Built-in placeholders are applied before PlaceholderAPI placeholders so you can combine them together.

    • Color codes work using "&" unless escaped using "\&"

  • executor - Defines who executes the command, either console or 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, console or player (Optional)

Example:

Permission Rewards (permission)

Permission rewards grant a permission node to a player. You should use this over a command reward because permission rewards automatically handle much of the pain and problems a direct command would have, such as: 1. Automatically removing the permission when the player loses the level 2. Automatically giving missing permissions if you added the reward to a level below what a player already has (applies on player join)

Keys:

  • permission - The permission node to give (Required)

  • value - The value of the permission, either true or false, but defaults to true (Optional)

Example:

Item Rewards (item)

Item rewards give an item to the player, supporting any item through a key and registry system. Items must first be registered to a unique key in-game using /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.

Keys:

  • 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)

Example:

Money Rewards (money)

Money rewards simply give money on level up through Vault Economy.

Keys:

  • amount - The amount of money to give

Example:

If you don't use Vault or have special currencies, you can still give money using command rewards. You can also make complex amount equations easily through pattern command rewards combined with the {level} placeholder and PlaceholderAPI math placeholders. Here is an example:

Messages

Command, permission, and item rewards support custom menu and chat messages. The menu_message key 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_message key is for the message that will show on the list of rewards in chat when the player levels up. If the menu_message and chat_message you want are the same, you can simply use message instead as a shorthand.

The value of a message can either be a direct string (exactly what you put) or the path of a message key in the messages file. The plugin will first try to replace a message key and if not found will just use the direct string. Messages also support color codes using "&".

Note: Messages do not include new lines by default, you must use \n at the beginning if you want a new line for each reward.

Example of a menu and chat message being defined:

Example using the message shorthand for both menu and chat messages:

Default and automatically handled reward messages

Item rewards by default use the display name or localized name of the item in the format of the rewards.item section's message keys in the messages file. If the item does not have a display name, it will not have any messages by default.

Stat reward messages are automatically handled because it always uses the menus.level_progression_menu.rewards_entry message key for menu messages and the leveler.stat_level message key for chat messages. You should edit those values in the messages file to change what stat reward messages look like.

Money reward messages are automatically handled through the menus.level_progression_menu.money_reward message key for menu messages and the leveler.money_reward message 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

Learn more

The expression can be changed as you wish, but it must be a valid EvalEx expression. You can view the supported operators and functions .

Abilities are perks and buffs that you unlock and level up as you level up skills. Each skill has a maximum of 5 abilities. If a skill does not have any abilities, then the abilities for that skill have not been added yet. Abilities are usually passive, meaning they do not require any extra player input to activate or use. For active abilities, see .

Since the Menu Update significantly changed configuration format and added new features, this guide is applicable to Aurelium Skills version Beta 1.3.0 and newer. If you are upgrading from an earlier version and are already familiar with the old format, see the first.

Hex colors are supported in display names and lore using the &#000000 format or using the format.

type - The name of the potion type, such as speed or night_vision. The type must be a valid Bukkit PotionType (listed ).

type - The type of potion effect to use, must be a valid Bukkit PotionEffectType (listed ).

Once you have created a section under the item with a trigger name, click actions are defined underneath using syntax.

See the for more detailed information

This wiki is no longer maintained and is only for Aurelium Skills Beta versions. Visit the for AuraSkills 2.0+.

Permission rewards currently only work if you use as your permissions plugin.

Still confused or syntax not working? Try looking over the

here
Mana Abilities
changes from the legacy format
MiniMessage
here
here
patterns:
  - type: stat # Start of first object in list
    stat: strength
    value: 1
  - type: stat # Start of second object in list
    stat: health
    value: 1.5
levels:
  5:
    - type: command
      executor: console
      command: say hi
- type: stat
  stat: strength
  value: 1
- type: command
  executor: console
  command: say leveled up!
  revert_executor: console
  revert_command: say removed level up
- type: permission
  permission: some.permission.node
  value: true
- type: item
  key: some_item_key
  amount: 24
- type: money
  amount: 1000
- type: command
  executor: console
  command: eco give {player} %math_{level}*2+100%
- type: permission
  permission: some.permission.node
  value: true 
  menu_message: \n  Some message in the menu
  chat_message: \n  Some message in chat
- type: command
  executor: console
  command: say leveled up!
  message: \n  Both a menu and chat message
map list

Multipliers

Guide to adding skill XP multipliers

About

Multipliers are a way of increasing the amount of skill XP a player receives without changing the sources config.

Multipliers are permission based, meaning you can add them to individual players or groups of players (such as ranks). If your permissions plugin supports temporary permissions, you can even create temporary XP multiplier events.

Adding Multipliers

To add a multiplier, use your permissions plugin to add a permission in the following format:

aureliumskills.multiplier.[percent]

Replace [percent] with the percent more XP you want the multiplier to give. For example, the permission aureliumskills.multiplier.100 will give 100% more or 2x XP. The percent supports decimals using . (e.g. aureliumskills.multiplier.10.5)

Skill Specific Multipliers

Multipliers can also be added to only multiply XP from sources of a specific skill. The format of the permission is aureliumskills.multiplier.[skill].[percent] where [skill] is the default English name of the skill in lowercase.

Example permission for 1.5x farming multiplier: aureliumskills.multiplier.farming.50

Multiple Multipliers

If a player has more than one multiplier permission, the multipliers will add together and work as if there was only a single multiplier. For example, 100 (2x) and 50 (1.5x) multipliers will add to 150 (2.5x).

If you want multiplier multipliers that have the same value, you cannot simply use the same permission because inherently permissions must be unique. As a workaround, you can add trailing decimal zeros so that they are technically unique, but have the same value.

For example, aureliumskills.multiplier.100 will work the same as aureliumskills.multiplier.100.0. You can continue adding trailing zeros to add as many duplicates as you like.

LuckPerms Examples

The following are examples of adding multipliers using LuckPerms, a popular permissions plugin. If you use a different permissions plugin, use the commands from that plugin to add the multiplier like any other permission.

Adding a 2x multiplier to a player:

/lp user [player] permission set aureliumskills.multiplier.100

Adding a 1.5x multiplier to a rank called vip:

/lp group vip permission set aureliumskills.multiplier.50

Adding a temporary 3x multiplier to everyone for 12 hours:

/lp group default permission settemp aureliumskills.multiplier.200 true 12h

Removing a 2x multiplier from a player:

/lp user [player] permission unset aureliumskills.multiplier.100

When removing multipliers, you must use the exact text of the permission you added.

Item and Armor Multipliers

Multipliers can also be added to items and armor similar to stat modifiers. Item multipliers increase XP when holding the item. Armor multipliers increase XP when wearing the item. Multipliers can be either global or only for a specific skill.

The commands used for item/armor multipliers:

  • /skills item/armor multiplier add <target> <value> [lore]

  • /skills item/armor multiplier remove <target>

  • /skills item/armor multiplier list

  • /skills item/armor multiplier removeall

Use either item or armor in the command depending on the type of multiplier you want. Target can be either global or the name of a skill. The value of the multiplier is the percent more XP gained (works the same as permission multipliers).

These multipliers are included in the /skills multiplier command, which can display skill-specific multipliers if they are different from the global multiplier.

Stat Modifiers

Guide to stat modifiers with commands, items, and armor

Modifiers are temporary Stat buffs or changes on a player. They come in 3 different types and are interacted with primarily using commands.

Regular Modifiers

Regular modifiers are the simplest type of modifier. You add and remove them using commands. Each modifier has 3 properties, a name, stat, and value.

The name is used to identify the modifier. You cannot have more than one modifier with the same name on a single player.

The stat property is which stat the modifier should be applied on. You must use the official stat names, which are health, strength, regeneration, luck, wisdom, and toughness.

The value property is how much the stat should increase/decrease. For example, a value of 50 would add 50 levels to whatever stat it was applied on. Negative values subtract levels.

The commands used to interact with them are:

  • /sk modifier add [player] [stat] [name] [value] (silent) - Adds a stat modifier to a player

  • /sk modifier remove [player] [name] (silent) - Removes a specific stat modifier from a player

  • /sk modifier list (player) (stat) - Lists all or a specific stat's modifiers for a player

  • /sk modifier removeall (player) (stat) (silent) - Removes all stat modifiers from a player

Item Modifiers

Item modifiers are like regular modifiers but stored on items. The modifier will only be applied when the player is holding the item. The commands will by default apply lore displaying the modifier's stat and value. The item modifier itself is independent of lore and is stored as custom NBT data. Therefore, you can modify lore however you want and it will still work. You can add multiple modifiers, but you can only have 1 modifier of each stat type.

The commands used to interact with them are:

  • /sk item modifier add [stat] [value] (lore) - Adds an item stat modifier to the item held, along with lore by default

  • /sk item modifier remove [stat] (lore) - Removes an item stat modifier from the item held, and the lore associated with it by default

  • /sk item modifier list - Lists all item stat modifiers on the item held

  • /sk item modifier removeall - Removes all item stat modifiers from the item held

Armor Modifiers

Armor modifiers are exactly like item modifiers, except they only apply when the player is wearing the item as armor. You can have both item and armor modifiers on the same item and can have an item with an item and armor modifier of the same stat.

The commands used to interact with them are:

  • /sk armor modifier add [stat] [value] (lore) - Adds an armor stat modifier to the item held, along with lore by default

  • /sk armor modifier remove [stat] (lore) - Removes an armor stat modifier from the item held, and the lore associated with it by default

  • /sk armor modifier list - Lists all item armor modifiers on the item held

  • /sk armor modifier removeall - Removes all armor stat modifiers from the item held

NBT Tags

The following info is for advanced users with prior knowledge about the NBT format

The following is the NBT tag structure used for item and armor modifiers. It can be used in places such as the give command to create items with modifiers already added.

{AureliumSkills: {Modifiers: {[Type]: {[Stat]: [value]}}}}

Replace [Type] with either Armor for armor modifiers or Item for item modifiers. Replace [Stat] with the name of the stat with first letter capitalized (e.g. Health). Replace [value] with the value of the modifier (a number).

Full example of a Health item modifier with value 100:

{AureliumSkills: {Modifiers: {Item: {Health: 100}}}}

Multiple modifiers can also be used:

{AureliumSkills: {Modifiers: {Item: {Health: 100, Luck: 50}}}}

Both item and armor modifiers can be used on the same item:

{AureliumSkills: {Modifiers: {Item: {Health: 100}, Armor: {Wisdom: 10}}}}

Placeholders

List of PlaceholderAPI placeholders

The placeholders that Aurelium Skills currently has, no need for an ecloud expansion, works automatically. Text wrapped in [this] means you replace it with different text, such as skill names.

  • %aureliumskills_power% - Combined skill level

  • %aureliumskills_[skill]% - Level for a certain skill (ex: %aureliumskills_farming%)

  • %aureliumskills_[skill]_roman% - Level for a certain skill as a roman numeral

  • %aureliumskills_[stat]% - Level for a certain stat (ex: %aureliumskills_health%)

  • %aureliumskills_[stat]_int% - Level for a certain stat rounded to an integer

  • %aureliumskills_average% - Average skill level

  • %aureliumskills_average_int% - Average skill level rounded to an integer

  • %aureliumskills_average_1% - Average skill level rounded to one decimal

  • %aureliumskills_hp% - Hp as an integer

  • %aureliumskills_hp_1% - Hp rounded to 1 decimal

  • %aureliumskills_hp_2% - Hp rounded to 2 decimals

  • %aureliumskills_hp_max% - Max hp

  • %aureliumskills_hp_percent% - Percent hp as an integer

  • %aureliumskills_mana% - Current player mana

  • %aureliumskills_mana_int% - Mana of a player rounded to an integer

  • %aureliumskills_mana_max% - Max mana

  • %aureliumskills_mana_max_int% - Max mana rounded to an integer

  • %aureliumskills_lb_power_[place]% - Gets a formatted value of username and level for the power leaderboard at a certain place

  • %aureliumskills_lb_power_[place]_name% - Gets the username for the power leaderboard at a certain place

  • %aureliumskills_lb_power_[place]_value% - Gets the level for the power leaderboard at a certain place

  • %aureliumskills_lb_[skill]_[place]% - Gets a formatted value of username and level for a skill leaderboard at a certain place

  • %aureliumskills_lb_[skill]_[place]_name% - Gets the username for a skill leaderboard at a certain place

  • %aureliumskills_lb_[skill]_[place]_value% - Gets the level for a skill leaderboard at a certain place

  • %aureliumskills_rank% - Gets the power leaderboard rank

  • %aureliumskills_rank_[skill]% - Gets a skill leaderboard rank

  • %aureliumskills_xp_required_formatted_[skill]% - Gets the required XP for the next level of a player formatted with suffixes (ex: 5k)

  • %aureliumskills_xp_required_[skill]% - Gets the required XP for the next level of a player as an exact number

  • %aureliumskills_xp_progress_int_[skill]% - Gets the percent progress to the next level rounded to an integer

  • %aureliumskills_xp_progress_1_[skill]% - Gets the percent progress to the next level rounded to 1 decimal place

  • %aureliumskills_xp_progress_[skill]% - Gets the exact percent progress to the next level

  • %aureliumskills_xp_int_[skill]% - Gets the current XP for a player rounded to an integer

  • %aureliumskills_xp_formatted_[skill]% - Gets the current XP for a player formatted with suffixes

  • %aureliumskills_xp_[skill]% - Gets the exact skill XP for a player

  • %aureliumskills_multiplier% - Gets a player's permission XP multiplier rounded up to 2 decimal places (1 = normal, 2 = 2x XP)

  • %aureliumskills_multiplier_[skill]% - Gets a player's permission XP multiplier for a specific skill rounded up to 2 decimal places (1 = normal, 2 = 2x XP)

  • %aureliumskills_multiplier_percent% - Gets a player's permission XP multiplier as a percent more value rounded to an integer (40 = 40% more XP)

  • %aureliumskills_multiplier_percent_[skill]% - Gets a player's permission XP multiplier for a specific skill as a percent more value rounded to an integer (40 = 40% more XP)

Health page
LuckPerms
example rewards file

Incompatibilities

Server and plugin incompatibilities

Unsupported Server Software

The following server software will not receive support. Although the plugin may work, it is prone to issues and deviates from the mechanics of Spigot/Paper.

  • CraftBukkit - Action bar will not work

  • Modded hybrid servers (Mohist, Magma, CatServer) - Modded environments do not work well with Bukkit plugins in general

Incompatible Server Modes

  • Offline Mode - We do not support piracy in any way, and player data saving may not work.

Incompatible Plugins

  • LoreAttributesRecoded - Will reset health when doing certain actions. Can be fixed by disabling the health in that plugin.

  • CustomEnchants - Will reset health when doing certain actions.

FAQ

Frequently asked questions

How do I get the action bar with health and mana to always show on the screen?

Set action-bar.idle to true in config.yml.

How do I use mana?

Why does it say "Player does not have a Skills profile!" when trying to open the skills menu? / Why are the items in the skills menu missing?

Restart the server. You likely reloaded the server, which is not supported and will break things.

Will you ever support 1.8?

No. Too much would have to be re-coded and features would be cut.

Is there a developer API?

How do I uninstall the plugin and remove extra hearts

To uninstall, put the plugin back and run skills resethealth in the console when no players are online. Then immediately remove the plugin and restart.

Permissions

Default value meanings:

  • true - Everyone has this permission by default

  • op - Only players with op have this permission by default

  • false - No one has this permission by default

Commands

List of plugin commands

Skill Commands

Aliases: /sk, /skills, /skill. Any command that says /sk works with all the aliases.

/sk - Opens the skill menu

XP Commands

/sk xp add [player] [skill] [amount] (silent) - Gives Skill XP to a player in a certain skill

/sk xp set [player] [skill] [amount] (silent) - Sets a player's skill XP for a certain skill to an amount

/sk xp remove [player] [skill] [amount] (silent) - Removes skill XP from a player in a certain skill

Leaderboard Commands

/sk top (page) or /sk top [skill] (page) or /sk top average (page) - Shows the top players in a skill (Alias: /skilltop)

/sk rank - Shows your skill rankings (Alias: /skillrank)

Skill Commands

/sk skill setlevel [player] [skill] [level] - Sets a specific skill to a level for a player

/sk skill setall [player] [level] - Sets all of a player's skills to a level

/sk skill reset [player] (skill) - Resets all skills or a specific skill to level 1 for a player

Modifier Commands

/sk modifier add [player] [stat] [name] [value] (silent) (stack) - Adds a stat modifier to a player. Setting silent to true will not send a feedback message. Setting stack to true will add the stat modifier even if the name is already used by appending a number to the end.

/sk modifier remove [player] [name] (silent) - Removes a specific stat modifier from a player

/sk modifier list (player) (stat) - Lists all or a specific stat's modifiers for a player

/sk modifier removeall (player) (stat) (silent) - Removes all stat modifiers from a player

/sk item modifier add [stat] [value] (lore) - Adds an item stat modifier to the item held, along with lore by default

/sk item modifier remove [stat] (lore) - Removes an item stat modifier from the item held, and the lore associated with it by default

/sk item modifier list - Lists all item stat modifiers on the item held

/sk item modifier removeall - Removes all item stat modifiers from the item held

/sk armor modifier add [stat] [value] (lore) - Adds an armor stat modifier to the item held, along with lore by default

/sk armor modifier remove [stat] (lore) - Removes an armor stat modifier from the item held, and the lore associated with it by default

/sk armor modifier list - Lists all item armor modifiers on the item held

/sk armor modifier removeall - Removes all armor stat modifiers from the item held

Requirement Commands

/sk item requirement add [skill] [level] (lore) - Adds an item requirement to the item held, along with lore by default

/sk item requirement remove [skill] (lore) - Removes an item requirement from the item held, and the lore associated with it by default

/sk item requirement list - Lists the item requirements on the item held

/sk item requirement removeall - Removes all item requirements from the item held

/sk armor requirement add [skill] [level] (lore) - Adds an armor requirement to the item held, along with lore by default

/sk armor requirement remove [skill] (lore) - Removes an armor requirement from the item held, and the lore associated with it by default

/sk armor requirement list - Lists the armor requirements on the item held

/sk armor requirement removeall - Removes all armor requirements from the item held

Miscellaneous Commands

/sk lang [language] - Changes your player language

/sk multiplier (player) - Shows a player's current XP multiplier based on their permissions

/sk abtoggle - Toggles your own action bar

/sk help - Shows help page

Profile Commands

/sk profile skills [player] - Views the skill levels of another player. player is the username of the player you want to view skills for. This player does not have to be online.

/sk profile stats [player] - Views the stat levels of another player.

Admin Commands

/sk save - Saves skill data

/sk updateleaderboards - Updates and sorts the leaderboards

/sk reload - Reloads the config, messages, menus, loot tables, action bars, boss bars, and health and lucks stats.

/sk transfer [playerFrom] [playerTo] - Copies the player data from one player to another. playerFrom and playerTo must be valid UUIDs. The player data from playerFrom is not reset. Players do not have to be online for this to work.

sk resethealth - Removes all AureliumSkills player health and luck attributes. Useful if you are uninstalling the plugin. This command can only be run through console and there should be no players online to work properly.

Backup Commands

/sk backup save - Saves a backup of the current skill data to the backups folder.

/sk backup load [file] - Loads a backup from the backups folder. You must specify the exact file name, including the file extension. This will override the current skill data, so it is advised to take a backup before loading one.

Mana Commands

/mana (player) - Shows how much mana you or another player has

/mana add [player] [amount] (allowOverMax) (silent) - Adds mana to a player

/mana remove [player] [amount] (silent) - Removes mana from a player. Mana cannot go below 0, any extra is ignored.

/mana set [player] [amount] (allowOverMax) (silent) - Sets the mana of a player.

Stats Commands

/stats - Opens the stats menu

Skill Name Commands

/[skill] - Opens the level progression menu directly for a specific skill, can be enabled/disabled in config (ex: /farming, /archery, /healing)

Item Registry Commands

/sk claimitems - Opens the unclaimed items menu to claim unclaimed items

/sk item register [key] - Registers the held item to a unique key

/sk item unregsiter [key] - Unregisters an item

/sk item give [player] [key] (amount) - Gives a registered item to a player. If the player does not have enough inventory space, the item will be added to the player's unclaimed items.

Requirements

Guide to adding item and armor requirements

Requirements allow you to add skill level requirements in order to use an item. For example, you can create a pickaxe that only works when the player reaches Mining 15. There are two types of requirements: item and armor.

Item requirements apply when using the item in the player's hand. Armor requirements only apply when equipping/wearing the item.

There are also two different scopes and ways to add requirements: using commands or global requirements.

Command Requirements

Using commands to add requirements only adds the requirement to the specific item you are holding when creating the requirement. Therefore, you must distribute exact copies of that item in order for it to work.

Commands:

The item/armor below means you only type item for item requirements and only armor for armor requirements.

  • /skills item/armor requirement add <skill> <level> [lore] - Adds an item/armor requirement to the held item. skill is the name of the skill that is required. level is the minimum skill level needed to use the item. lore is an optional true/false argument that determines whether lore should be added to the item. Lore is completely separate from the functionality of the requirement, so you can change or remove any lore.

  • /skills item/armor requirement remove <skill> [lore] - Removes an item/armor requirement from the item held. If lore is true, the lore that was originally added will be attempted to be removed from the item. This may not work if you added custom lore.

  • /skills item/armor requirement list - Lists the item/armor requirements on the item held.

  • /skills item/armor requirement removeall - Removes all item requirements from the item held.

Global Requirements

Global requirements allow adding skill requirements to all items of a certain type/material. To add global requirements, you must add a global list to the requirement.item or requirement.armor section of config.yml.

The basic format for an entry in the list is: - MATERIAL SKILL:LEVEL

Here is an example of a global item requirement for diamond swords requiring Fighting 10 to use, including where it is located in the config:

Multiple global requirements on a single item are also supported:

Global requirements do not support custom items

NBT Tags

The following info is for advanced users with prior knowledge about the NBT format

The following is the NBT tag structure used for item and armor requirements (not global requirements). It can be used in places such as the give command to create items with requirements already added.

Replace [Type] with either Armor for armor requirements or Item for item requirements. Replace [Skill] with the name of the skill with first letter capitalized (e.g. Fighting). Replace [value] with the skill level required.

Example of a Farming 10 item requirement:

See

Yes, find the dependency info at the bottom of the . The main class is AureliumAPI, which contains static methods you can use.

The most up-to-date list of permissions is the plugin.yml file viewed .

This wiki is no longer maintained and is only for Aurelium Skills Beta versions. Visit the for AuraSkills 2.0+.

Syntax: [this] indicates a required argument, (this) is an optional argument. See for more details about permissions.

https://wiki.aurelium.dev/gameplay/mana-abilities
README
here
Permissions
requirement:
  enabled: true
  item:
    global:
    - DIAMOND_SWORD FIGHTING:10
requirement:
  armor:
    global:
    - DIAMOND_CHESTPLATE DEFENSE:10 AGILITY:4
{AureliumSkills: {Requirements: {[Type]: {[Skill]: [value]}}}}
{AureliumSkills: {Modifiers: {Item: {Farming: 10}}}}
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