Pages » Qrpg » Modules » Classes


Commands

Command Arguments Description Player only Permission(s)
/class addaspectpoints [player] [amount] Adds specified amount of aspect points to a player. No quantumrpg.classes.cmd.addaspectpoints
/class addexp [player] [amount] Adds specified amount of class exp to a player. No quantumrpg.classes.cmd.addexp
/class addlevel [player] [amount] Adds specified amount of class levels to a player. No quantumrpg.classes.cmd.addlevel
/class addskill [player] [id] [level] [force] (Force) Adds specified skill to a player. No quantumrpg.classes.cmd.addskill
/class addskillpoints [player] [amount] Adds specified amount of skill points to a player. No quantumrpg.classes.cmd.addskillpoints
/class aspects - Opens class aspects GUI. Yes quantumrpg.classes.cmd.aspects
/class cast [skill] [level] [force] (Force) Casts specified skill. Yes quantumrpg.classes.cmd.cast
/class reset [player] Reset class of specified player. No quantumrpg.classes.cmd.reset
/class setclass [player] [class] [force] (Force) Set specified class for a player. No quantumrpg.classes.cmd.setclass
/class skills - Opens class skills GUI. Yes quantumrpg.classes.cmd.skills
/class stats - Opens class stats GUI. Yes quantumrpg.classes.cmd.stats

Permissions

Permission Description
quantumrpg.classes Full access to Classes module.
quantumrpg.classes.cmd Access to all Classes commands.
quantumrpg.classes.class.[id] Allows to use specified class.

Settings.yml

# Enable/Disable skills combo.
combo:
  enabled: true

# Boss bar for player health and mana.
boss-bar:
  health:
    # Enable/Disable boss bar.
    enabled: true
    # Bar title.
    # Placeholders:
    # - %cur% - Current health.
    # - %max% - Max. health.
    # - PlaceholderAPI is supported here.
    title: '&c&lHealth &f%cur%&7/&f%max%'
    # Bar Color.
    color: RED
    # Bar Style.
    style: SOLID
  mana:
    enabled: true
    title: '&b&lMana &f%cur%&7/&f%max%'
    color: BLUE
    style: SOLID

# Class selection settings.
selection:
  # Default class identifier. When provided, auto-selects specified class for new players.
  # Set none to disable.
  default-class: none
  # When true, disallows players to change their main class. Players will still be able to change/select their sub-class.
  select-once: false
  # Class selection cooldown (in minutes). You can provide days, weeks, etc.
  cooldown: 60
  # Class selection GUI.
  gui:
    # Auto GUI pop-up.
    popup:
      # Display class selection GUI when player without a class joins the server.
      on-join: true
      # Disable sub-class selection GUI when it's available.
      on-child-level: true
    # Class selection category GUI.
    type:
      title: Class Select
      size: 27
      content:
        filler_1:
          material: BLACK_STAINED_GLASS_PANE
          name: '&7'
          slots: 0,1,2,6,7,8,9,17,18,19,20,24,25,26
        filler_2:
          material: CYAN_STAINED_GLASS_PANE
          name: '&7'
          slots: 3,4,5,21,22,23
        class_main:
          material: BOOK
          name: '&6Select main class'
          slots: 12
          type: SELECT_MAIN
        class_child:
          material: EXPERIENCE_BOTTLE
          name: '&eSelect sub-class'
          slots: 14
          type: SELECT_CHILD
    # Class selection GUI.
    main:
      # When false, prevents players from closing this GUI until they select a main class.
      allow-close: true
      # GUI slots to display class icons.
      class-slots: 10,11,12,13,14,15,16
      title: Class Select
      size: 27
      # Your other custom items.
      content:
        filler_1:
          material: BLACK_STAINED_GLASS_PANE
          name: '&7'
          slots: 0,1,2,6,7,8,9,17,18,19,20,24,25,26
        filler_2:
          material: CYAN_STAINED_GLASS_PANE
          name: '&7'
          slots: 3,4,5,21,22,23
        later:
          material: BARRIER
          name: '&cRemind me later'
          slots: '22'
          type: EXIT
        next:
          material: ARROW
          name: '&aNext Page'
          slots: '17'
          type: NEXT
        back:
          material: ARROW
          name: '&cPrevious Page'
          slots: '9'
          type: BACK

# Other class GUIs.
gui:
  # GUI with class stats.
  class-stats:
    title: Class Stats
    size: 27
    # Your custom items.
    # Placeholders:
    # - PlaceholderAPI is supported here.
    # - %class% - Player class name.
    # - %level% - Player class level.
    # - %level-max% - Max level of player class.
    # - %exp% - Player class level exp.
    # - %exp-max% - Max exp of player class level.
    # - %skill-points% - Displays amount of skill points.
    # - %aspect-points% - Displays amount of aspect points.
    # - %att_name_[ATTRIBUTE]% - Displays name of specified attribute. Where [ATTRIBUTE] is Attribute Identifier.
    # - %att_total_[ATTRIBUTE]% - Displays total value of specified attribute.
    # - %att_start_[ATTRIBUTE]% - Displays start class value of specified attribute.
    # - %att_lvl_[ATTRIBUTE]% - Displays added by class levels value of specified attribute.
    # - %att_aspect_[ATTRIBUTE]% - Displays added by aspects value of specified attribute.
    # - %stat_name_[STAT]% - Displays name of specified class stat. Where [STAT] is class Stat Identifier.
    # - %stat_total_[STAT]% - Displays total value of specified class stat.
    # - %stat_start_[STAT]% - Displays start class value of specified class stat.
    # - %stat_lvl_[STAT]% - Displays added by class levels value of specified class stat.
    # - %stat_aspect_[STAT]% - Displays added by aspects value of specified class stat.
    content:
      exp_info:
        material: EXPERIENCE_BOTTLE
        name: '&eLeveling Info'
        lore:
        - '&7Class: &f%class%'
        - '&7Level: &f%level%&7/&f%level-max%'
        - '&7Exp: &f%exp%&7/&f%exp-max%'
        slots: 10
      attributes:
        material: BOOK
        name: '&6Attributes'
        lore:
        - '&7%att_name_ARMOR%: &6%att_total_ARMOR% &7(&f%att_start_ARMOR% &7+ &f%att_lvl_ARMOR% &7+ &f%att_aspect_ARMOR%&7)'
        - '&7%att_name_ARMOR_TOUGHNESS%: &6%att_total_ARMOR_TOUGHNESS% &7(&f%att_start_ARMOR_TOUGHNESS% &7+ &f%att_lvl_ARMOR_TOUGHNESS% &7+ &f%att_aspect_ARMOR_TOUGHNESS%&7)'
        - '&7%att_name_ATTACK_DAMAGE%: &6%att_total_ATTACK_DAMAGE% &7(&f%att_start_ATTACK_DAMAGE% &7+ &f%att_lvl_ATTACK_DAMAGE% &7+ &f%att_aspect_ATTACK_DAMAGE%&7)'
        - '&7%att_name_ATTACK_SPEED%: &6%att_total_ATTACK_SPEED% &7(&f%att_start_ATTACK_SPEED% &7+ &f%att_lvl_ATTACK_SPEED% &7+ &f%att_aspect_ATTACK_SPEED%&7)'
        - '&7%att_name_FLYING_SPEED%: &6%att_total_FLYING_SPEED% &7(&f%att_start_FLYING_SPEED% &7+ &f%att_lvl_FLYING_SPEED% &7+ &f%att_aspect_FLYING_SPEED%&7)'
        - '&7%att_name_KNOCKBACK_RESISTANCE%: &6%att_total_KNOCKBACK_RESISTANCE% &7(&f%att_start_KNOCKBACK_RESISTANCE% &7+ &f%att_lvl_KNOCKBACK_RESISTANCE% &7+ &f%att_aspect_KNOCKBACK_RESISTANCE%&7)'
        - '&7%att_name_LUCK%: &6%att_total_LUCK% &7(&f%att_start_LUCK% &7+ &f%att_lvl_LUCK% &7+ &f%att_aspect_LUCK%&7)'
        - '&7%att_name_MAX_HEALTH%: &6%att_total_MAX_HEALTH% &7(&f%att_start_MAX_HEALTH% &7+ &f%att_lvl_MAX_HEALTH% &7+ &f%att_aspect_MAX_HEALTH%&7)'
        - '&7%att_name_MOVEMENT_SPEED%: &6%att_total_MOVEMENT_SPEED% &7(&f%att_start_MOVEMENT_SPEED% &7+ &f%att_lvl_MOVEMENT_SPEED% &7+ &f%att_aspect_MOVEMENT_SPEED%&7)'
        slots: 11
      stats:
        material: MAP
        name: '&6Stats'
        lore:
        - '&7%stat_name_COOLDOWN_REDUCE%: &6%stat_total_COOLDOWN_REDUCE% &7(&f%stat_start_COOLDOWN_REDUCE% &7+ &f%stat_lvl_COOLDOWN_REDUCE% &7+ &f%stat_aspect_COOLDOWN_REDUCE%&7)'
        - '&7%stat_name_EXP_BONUS%: &6%stat_total_EXP_BONUS% &7(&f%stat_start_EXP_BONUS% &7+ &f%stat_lvl_EXP_BONUS% &7+ &f%stat_aspect_EXP_BONUS%&7)'
        - '&7%stat_name_HEALTH_REGEN%: &6%stat_total_HEALTH_REGEN% &7(&f%stat_start_HEALTH_REGEN% &7+ &f%stat_lvl_HEALTH_REGEN% &7+ &f%stat_aspect_HEALTH_REGEN%&7)'
        - '&7%stat_name_MANA%: &6%stat_total_MANA% &7(&f%stat_start_MANA% &7+ &f%stat_lvl_MANA% &7+ &f%stat_aspect_MANA%&7)'
        - '&7%stat_name_MAX_MANA%: &6%stat_total_MAX_MANA% &7(&f%stat_start_MAX_MANA% &7+ &f%stat_lvl_MAX_MANA% &7+ &f%stat_aspect_MAX_MANA%&7)'
        - '&7%stat_name_MANA_REGEN%: &6%stat_total_MANA_REGEN% &7(&f%stat_start_MANA_REGEN% &7+ &f%stat_lvl_MANA_REGEN% &7+ &f%stat_aspect_MANA_REGEN%&7)'
        slots: 12
        item-flags:
        - '*'
      skills:
        material: GOLDEN_SWORD
        name: '&eSkills'
        lore:
        - '&7Skill Points: &e%skill-points%'
        - '&7'
        - '&7Click to manage skills!'
        slots: 14
        item-flags:
        - '*'
        type: CLASS_SKILLS
      aspects:
        material: NETHER_STAR
        name: '&dAspects'
        lore:
        - '&7Aspect Points: &e%aspect-points%'
        - '&7'
        - '&7Click to manage aspects!'
        item-flags:
        - '*'
        slots: 15
        type: CLASS_ASPECTS
  # Skills GUI.
  skill-list:
    title: Skills
    size: 45
    skill-slots: 10,11,12,13,14,15,16,19,20,21,22,23,24,25,28,29,30,31,32,33,34,35
    # Skill icon preview for the next skill level.
    # Placeholders:
    # - %name% - Skill name.
    # - %cost% - Skill upgrade cost.
    upgrade-preview:
      name: '&a[Preview] %name%'
      lore:
      - '%lore%'
      - '&8&m                            '
      - '&6&lRight-Click to upgrade for &f%cost% &6SP'
    # Your other custom items.
    content:
      filler1:
        material: YELLOW_STAINED_GLASS_PANE
        name: '&7'
        slots: 0,1,7,8,9,17,18,26,27,35,36,37,43,44
      filler2:
        material: ORANGE_STAINED_GLASS_PANE
        name: '&7'
        slots: 2,3,5,6,38,39,40,41,42
      reset:
        material: MILK_BUCKET
        name: '&fReset'
        lore:
        - '&7Click to reset and return'
        - '&7your &fSkill Points&7.'
        item-flags:
        - '*'
        slots: 4
        type: RESET
      next:
        material: ARROW
        name: '&aNext Page'
        slots: 26
        type: NEXT
      back:
        material: ARROW
        name: '&aPrevious Page'
        slots: 18
        type: BACK
      return:
        material: REDSTONE
        name: '&cReturn'
        slots: 40
        type: RETURN

Aspects.yml

# Your custom aspects for classes.
aspects:
  # Aspect identifier. Must be unique.
  strength:
    # Aspect name.
    name: '&cStrength'
    # Aspect icon Material.
    material: 'GOLDEN_SWORD'
  dexterity:
    name: '&eDexterity'
    material: 'FEATHER'
  defense:
    name: '&bDefense'
    material: 'DIAMOND_CHESTPLATE'
  intelligence:
    name: '&dIntelligence'
    material: 'NETHER_STAR'

# Class Aspects GUI.
gui:
  title: Class Aspects
  size: 27
  # Slots for Aspect icons.
  # Make sure that slots amount is the same as your aspects amount to display all the aspects!
  aspect-slots: '10,11,15,16'
  # Aspect icon lore.
  # Placeholders:
  # - %aspect_current% - Current value of this aspect.
  # - %aspect_max% - Max. possible value for this aspect.
  # - %att_name% - Name of affected Class Attribute.
  # - %att_inc% - Addictive affected Class Attribute value per aspect value.
  # - %att_total% - Total value of affected Class Attribute.
  # - %stat_name% - Name of affected Class Stat.
  # - %stat_inc% - Addictive affected Class Stat value per aspect value.
  # - %stat_total% - Total value of affected Class Stat.
  # - %damage_name% - Name of affected Damage Attribute.
  # - %damage_inc% - Addictive affected Damage Attribute value per aspect value.
  # - %damage_total% - Total value of affected Damage Attribute.
  # - %defense_name% - Name of affected Defense Attribute.
  # - %defense_inc% - Addictive affected Defense Attribute value per aspect value.
  # - %defense_total% - Total value of affected Defense Attribute.
  # - %item_stat_name% - Name of affected Item Attribute.
  # - %item_stat_inc% - Addictive affected Item Attribute value per aspect value.
  # - %item_stat_total% - Total value of affected Item Attribute.
  # - %cost% - Aspect Points cost to increase aspect value.
  aspect-lore:
  - '&7Current: &f%aspect_current%&7/&f%aspect_max%'
  - '&7'
  - '&c&lAffected Stats:'
  - '&7%att_name%: &6+%att_inc% &7[&f%att_total%&7]'
  - '&7%stat_name%: &6+%stat_inc% &7[&f%stat_total%&7]'
  - '&7%item_stat_name% &6+%item_stat_inc% &7[&f%item_stat_total%&7]'
  - '&7%damage_name% &6+%damage_inc% &7[&f%damage_total%&7]'
  - '&7%defense_name% &6+%defense_inc% &7[&f%defense_total%&7]'
  - '&7'
  - '&7Click to increase for &c%cost% AP&7!'
  # Your other custom items.
  content:
    filler_1:
      material: BLACK_STAINED_GLASS_PANE
      name: '&7'
      slots: 0,1,2,3,5,6,7,8,9,17,18,19,20,21,22,23,24,25,26
    filler_2:
      material: CYAN_STAINED_GLASS_PANE
      name: '&7'
      slots: 1,2,6,7,19,20,24,25
    filler_3:
      material: IRON_BARS
      name: '&7'
      slots: 12,13,14
    later:
      material: REDSTONE
      name: '&cReturn'
      slots: '22'
      type: RETURN
    reset:
      material: MILK_BUCKET
      name: '&fReset'
      lore:
      - '&7Click to reset and return'
      - '&7your &fAspect Points&7.'
      item-flags:
      - '*'
      slots: 4
      type: RESET

Combo.yml


settings:
  # List of Item Sub Groups or Item Groups or Item Materials that can be used to build a combo.
  allowed-items:
  - 'weapon'
  # Combo settings.
  combo:
    # Combo length (combo keys amount).
    length: 3
    # Interval (in ticks, 20 ticks = 1 second) to check the combo completion.
    check-time: 5
    # Time (in ticks) to use the next combo key before combo will be broken.
    key-time: 30
    keys:
      # Combo start key.
      # Allowed keys: RIGHT, LEFT, SHIFT_LEFT, SHIFT_RIGHT, Q, F.
      start-main: RIGHT
      # Alternative combo start key (for bows, rods, etc).
      start-alternative: LEFT
      # Key names.
      names:
        LEFT: '&7[&bL&7]'
        RIGHT: '&7[&bR&7]'
        SHIFT_LEFT: '&7[&bSL&7]'
        SHIFT_RIGHT: '&7[&bSR&7]'
        Q: '&7[&bQ&7]'
        F: '&7[&bF&7]'
        next: '&7[&c?&7]'
        separator: ' &f- '
    # Combo Sounds.
    sounds:
      key-click: UI_BUTTON_CLICK
      combo-empty: ENTITY_VILLAGER_NO

# Skill Combo GUI.
gui:
  title: Skill Combo
  size: 54
  # Slots for skill combo keys.
  # Make sure that slots amount is the same as combo length to be able to put and display skill combo.
  # Allowed types for Combo Actions:
  # - COMBO_CLEAR - Clear skill combo.
  # - COMBO_CANCEL - Cancel combo changes.
  # - COMBO_SAVE - Save skill combo.
  # - COMBO_LEFT - LEFT Combo key.
  # - COMBO_RIGHT - RIGHT Combo key.
  # - COMBO_SHIFT_LEFT - SHIFT_RIGHT Combo key.
  # - COMBO_SHIFT_RIGHT - SHIFT_LEFT Combo key.
  # - COMBO_Q - Q Combo key.
  # - COMBO_F - F Combo key.
  combo-slots: 30,31,32
  content:
    filler:
      material: BLACK_STAINED_GLASS_PANE
      name: '&7'
      slots: 0,1,2,3,4,5,6,7,8,9,11,13,15,17,18,26,27,35,36,44,45,46,48,50,52,53
    filler2:
      material: YELLOW_STAINED_GLASS_PANE
      name: '&7'
      slots: 19,20,21,22,23,24,25,28,34,37,38,39,40,41,42,43
    filler3:
      material: ORANGE_STAINED_GLASS_PANE
      name: '&7'
      slots: 29,33
    combo_left:
      material: NETHER_STAR
      name: '&b&lLeft'
      lore:
      - '&7Click to add.'
      slots: 10
      type: COMBO_LEFT
    combo_right:
      material: NETHER_STAR
      name: '&b&lRight'
      lore:
      - '&7Click to add.'
      slots: 12
      type: COMBO_RIGHT
    combo_shift_left:
      material: NETHER_STAR
      name: '&b&lShift+Left'
      lore:
      - '&7Click to add.'
      slots: 14
      type: COMBO_SHIFT_LEFT
    combo_shift_right:
      material: NETHER_STAR
      name: '&b&lShift+Right'
      lore:
      - '&7Click to add.'
      slots: 16
      type: COMBO_SHIFT_RIGHT
    combo_save:
      material: EMERALD
      name: '&aSave'
      lore:
      - '&7Click to save and return.'
      slots: 49
      type: COMBO_SAVE
    combo_cancel:
      material: BARRIER
      name: '&cCancel'
      lore:
      - '&7Click to cancel and return.'
      slots: 47
      type: COMBO_CANCEL
    combo_clear:
      material: MILK_BUCKET
      name: '&a&fClear'
      lore:
      - '&7Click to clear combo.'
      slots: 51
      type: COMBO_CLEAR

Leveling.yml

# Defines the min. level requirements for certain worlds.
world-levels:
  world: 1
  world_nether: 1
  world_the_end: 1

# List of worlds, where leveling has effect.
world-whitelist:
  # When true, makes worlds whitelist to work as a blacklist.
  reverse: false
  list:
  - world
  - world_nether
  - world_the_end

# List of WorldGuard regions, where leveling has effect.
region-blacklist:
  # When true, makes region whitelist to work as a blacklist.
  reverse: false
  list:
  - pvp_arena

# Exp Settings.
exp:
  # When false, uses dropped by mobs vanilla exp.
  use-tables: true
  # Player exp boss bar.
  boss-bar:
    enabled: false
    # Bar title.
    # Placeholders: %exp%, %exp-max%.
    title: '&e&lExp &6%exp%&7/&6%exp-max%'
    # Bar Color.
    color: YELLOW
    # Bar Style.
    style: SOLID
  # Mob Exp Tables.
  sources:
    # List of Spawn Reasons, where mobs will drop no exp.
    prevent-from:
    - EGG
    - DISPENSE_EGG
    - SPAWNER
    - SPAWNER_EGG
    - SLIME_SPLIT
    - BUILD_WITHER
    - BUILD_SNOWMAN
    - BUILD_IRONGOLEM
    # Vanilla Entity Types exp table.
    # You can put default for all mobs not listed here.
    vanilla-mobs:
      default:
        min: 1
        max: 2
        chance: 100.0
      PIG:
        min: 3
        max: 4
        chance: 100.0
    # MythicMobs exp table.
    # You can put default for all mobs not listed here.
    mythic-mobs:
      default:
        min: 2
        max: 4
        chance: 100.0
      SkeletonKing:
        min: 3
        max: 5
        chance: 100.0
  # Exp Losing settings.
  loss:
    # Exp loss on death.
    on-death:
      # Enable/Disable exp loss on death.
      enabled: true
      # Exp percent of current player exp to loss.
      percent: 2
    # When true, allows players to have negative class level exp.
    # When negative exp reaches the same, but negative value, as max level exp, player level will be downgraded.
    allow-negative: true
  # Exp balancing settings.
  balance:
    # Decrease player incoming exp for killing mobs with level lower than player level.
    decrease-for-low-lvl-mobs:
      # Enable/Disable exp decreasing.
      enabled: true
      # For how many player-mob level difference do exp decrease?
      every: 1
      # How many times exp can be decreased?
      max-times: 10
      # For how many percents exp will be decreased?
      percent: 10
    # Increase player incoming exp for killing mobs with level greater than player level.
    increase-for-high-lvl-mobs:
      enabled: true
      every: 1
      max-times: 10
      percent: 10

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