Pages » Skillmeup » Skills » Config


Skill Placeholders

These placeholders could be used in some messages, icons, descriptions and other places. If you see one or more of these placeholders somewhere, then you can use all of them there.
Placeholders:

  • %skill_id% - Displays skill id.
  • %skill_name% - Displays skill name.
  • %skill_type% - Displays skill type.
  • %skill_description% - Displays skill description.
  • %skill_primary_only% - Displays if skill is primary only.
  • %skill_level_max_primary% - Displays skill primary max. level.
  • %skill_level_max_secondary% - Displays skill secondary max. level.
  • %skill_exp_max% - Displays max. exp for certain skill level.
  • %skill_prestige_level% - Displays skill prestige level (for players).
  • %skill_prestige_level_min% - Displays skill min. prestige level.
  • %skill_prestige_level_max% - Displays skill max. prestige level.
  • %skill_prestige_description% - Displays skill prestige description.


Skill Exp Types and Object Names

These Exp Types are used in skill Exp Sources settings to define the actions that should give exp.
Exp Types and Object Names:

  • BLOCK_BREAK - Player have to break certain blocks.
  • BLOCK_PLACE - Player have to place certain blocks.
  • ITEM_CONSUME - Player have to consume certain items.
  • ITEM_CRAFT - Player have to craft certain items.
  • ITEM_COOK - Player have to cook/smelt certain items in furnace.
  • ITEM_ENCHANT - Player have to enchant items with certain enchantments.
  • ITEM_DISENCHANT - Player have to disenchant certain items in Grindstone.
  • ITEM_TRADE - Player have to trade certain items from villagers.
  • ITEM_FISH - Player have to fish certain items.
  • ENTITY_KILL - Player have to kill certain entities.
  • ENTITY_KILL_MYTHIC - Player have to kill certain MythicMobs.
  • ENTITY_TAME - Player have to tame certain entities.
  • ENTITY_BREED - Player have to breed certain entities.
  • ENTITY_SHEAR - Player have to shear certain entities.
  • PROJECTILE_LAUNCH - Player have to launch certain projectiles.
  • POTION_BREW - Player have to brew certain potions.
  • ANVIL_RENAME - Player have to rename certain items on anvil.
  • DAMAGE_RECEIVE - Player have to receive certain damage.
  • DAMAGE_INFLICT - Player have to inflict certain damage. You can also use object names from ENTITY_KILL


Formula Settings

Some config options are supports math expressions and custom values depends on the skill level. Here are some examples how you can use it for skill customization.

The main placeholder is - %skill_level%. In some settings it can be different, but you will know it.

It is not necessary to use expressions and placeholders, you can always provide a raw value.

Expressions are calculated on plugin load (not on runtime) for each skill level, so don't worry about the performance.


Example #1 - Simple Expression

This is simple expression that uses level placeholder to calculate the final value.

Formula_Setting: '5.0 + %skill_level% * 2'
Fornula_Setting: 10

Example #2 - Math expression per each level

This is a bit more complex solution in case if you need different values/formulas for certain levels that can not be calculated by one expression.

Formula_Setting:
  # This number is a level for which this expression is.
  # If this number is missing some of level(s), the greatest number less than or equal to the level will be used.
  # So, in this example, for skill with levels 1-4 will be used expression from '1' number, for skills with 5+ level - from '5' number.
  '1': '5.0 + %skill_level% * 2.0'
  '5': '7.0 + %skill_level% * 3.5 / 1.25'

Example Skill Config

# Localized skill name.
Name: 'Archery'
# Skill description.
Description:
- '&c(%skill_type% Skill)'
- '&7Archery is for those, who prefers'
- '&7ranged combat using bows and crossbows;'
- '&7provides abilities to inflict enough'
- '&7damage and keep enemies on distance.'
# Skill icon to display in skills GUI.
# Item options you can see - HERE -
Icon:
  material: 'BOW'
  name: '%skill_name%'
  lore:
  - '%skill_description%'

# List of Materials that will be attached to this skill.
# These materials defines if exp should be given for this skill, if skill perk should be triggered, etc.
Attached_Materials:
- BOW
- CROSSBOW

# Leveling settings.
Leveling:
  # When true this skill always wil be as primary for each player and player can't set it as secondary. 
  # It does not affect the number of primary skills that player can have.
  # This setting can be useful if you don't want to use 'primary' and 'secondary' skills feature, or if you want some skills to be without level limits.
  Is_Primary_Only: false
  
  # Prestige settings.
  Prestige:
    # Enable/Disable prestige feature for this skill.
    Enabled: true
    # Max prestige level.
    Max_Level: 3
    # Prestige bonuses.
    Bonuses:
      # Prestige bonus description.
      Description:
        # This number is prestige level for which this description is.
        # If this number is missing some of prestige level(s), the greatest number less than or equal to the prestige level will be used.
        '1':
        - '&2 ▸ &aPermanent Exp. Boost: &2+15%'
        - '&2 ▸ &aMoney Reward: &2$5.000'
        - '&2 ▸ &aItem Reward: &2Prestige Bow I'
        - '&2 ▸ &a%perk_name%: &2+%skill_prestige_bonus_perk_level% to Max. Level'
        '2':
        - '&2 ▸ &aPermanent Exp. Boost: &2+30%'
        - '&2 ▸ &aMoney Reward: &2$5.000'
        - '&2 ▸ &aItem Reward: &2Prestige Bow II'
        - '&2 ▸ &a%perk_name%: &2+%skill_prestige_bonus_perk_level% to Max. Level'
        '3':
        - '&2 ▸ &aPermanent Exp. Boost: &2+45%'
        - '&2 ▸ &aMoney Reward: &2$5.000'
        - '&2 ▸ &aItem Reward: &2Prestige Bow III'
        - '&2 ▸ &a%perk_name%: &2+%skill_prestige_bonus_perk_level% to Max. Level'
      # Here you can define skill icon Material change depends on player's skill prestige level.
      # Format is: [Prestige Level] : [New Material]
      Icon_Material_Change:
        '1': CROSSBOW
      # Defines permanent Exp Booster for player's skill with prestige.
      # [!FORMULA SETTING!]
      Exp_Boost_Modifier: '1.0 + 0.15 * %skill_prestige_level%'
      # List of custom items that will be given to a player, when prestige level is upgraded.
      Custom_Items:
        # This number is prestige level for which this description is.
        # If this number is missing some of prestige level(s), the greatest number less than or equal to the prestige level will be used.
        '1':
          # Internal item name, must be unique.
          # Item options you can see - HERE -
          bow:
            material: BOW
            name: '&a&lPrestige Bow I'
            lore:
            - '&2Personal reward for Archery Prestige Lv. 1'
            enchants:
              infitity: 1
              power: 6
              flame: 3
              punch: 3
              unbreaking: 4
        '2':
          bow:
            material: BOW
            name: '&a&lPrestige Bow II'
            lore:
            - '&2Personal reward for Archery Prestige Lv. 2'
            enchants:
              infitity: 1
              power: 7
              flame: 4
              punch: 3
              unbreaking: 5
        '3':
          bow:
            material: BOW
            name: '&a&lPrestige Bow III'
            lore:
            - '&2Personal reward for Archery Prestige Lv. 3'
            enchants:
              infitity: 1
              power: 8
              flame: 5
              punch: 3
              unbreaking: 7
      # Custom Actions that will be executed to a player, when prestige level is upgraded.
      # Check the Actions Guide first!
      Custom_Actions:
        # This number is prestige level for which this description is.
        # If this number is missing some of prestige level(s), the greatest number less than or equal to the prestige level will be used.
        '1':
          default:
            target-selectors:
            - '[SELF] ~name: self;'
            conditions:
              list: []
              actions-on-fail: null
            action-executors:
            - '[COMMAND_CONSOLE] ~message: eco give %target% 5000; ~target: self;'
  
  # Perk leveling settings.
  Perks:
    # Amount of perk points that given on level up.
    Points:
      # How often (in levels) player will receive perk points?
      Gain_Interval: 1
      # How many perk points player will receive on level up?
      # [!FORMULA SETTING!]
      Amount:
        '2': 2
        '3': 1
  
  # Level settings.
  Level:
    # Define max. skill level.
    Max:
      Primary: 100
      Secondary: 30
  
  # Exp settings.
  Exp:
    # Start exp value.
    Start: 600
    # Exp formula. It uses %exp% placeholder to calculate exp for the next level.
    # For the first level will be used value above. For the second - the result of the calculation for the first level, etc.
    # This is not a 'formula setting' as you can see above. It supports only simple math expression.
    Formula: '%exp% * 1.06'
    # Exp sources.
    Sources:
      # Section name. Must be unique.
      mobs:
        # Exp Gain Type. See above for supported values.
        Type: 'ENTITY_KILL'
        # Objects that will give exp.
        Objects:
          # Object name. See above in Exp Gain Type for object names.
          # You can use default keyword for all other objects not listed here.
          default:
            # Min. exp given for this object.
            # [!FORMULA SETTING!]
            Min: 
              '1': '(8) * 0.90' # 630
              '10': '(%skill_level% - 3) * 0.80' # 1.069
              '20': '(%skill_level% - 6) * 0.75' # 1.908
              '30': '(%skill_level% - 12) * 0.75' # 3.412
              '40': '(%skill_level% - 16) * 0.75' # 6.102
              '50': '(%skill_level% - 22) * 0.75' # 10.000
              '60': '(%skill_level% - 20) * 0.80' # 19.557
              '70': '(%skill_level% - 6) * 0.90' # 35.019
              '80': '(%skill_level% + 3) * 1.15' # 62.708
              '85': '(%skill_level%) * 1.80' # 83.915
              '90': '(%skill_level%) * 2.30' # 112.294
              '95': '(%skill_level%) * 3.40' # 150.271
            # Max. exp given for this object.
            # [!FORMULA SETTING!]
            Max: 
              '1': '(8) * 2.00'
              '10': '(%skill_level% - 3) * 1.40' # 1069
              '20': '(%skill_level% - 6) * 1.30' # 1908
              '30': '(%skill_level% - 12) * 1.30' # 3412
              '40': '(%skill_level% - 16) * 1.30' # 6.102
              '50': '(%skill_level% - 22) * 1.40' # 10.000
              '60': '(%skill_level% - 20) * 1.45' # 19.557
              '70': '(%skill_level% - 6) * 1.50' # 35.019
              '80': '(%skill_level% + 3) * 1.80' # 62.708
              '85': '(%skill_level%) * 2.60' # 83.915
              '90': '(%skill_level%) * 3.10' # 112.294
              '95': '(%skill_level%) * 4.10' # 150.271
          wither,ender_dragon,elder_guardian:
            Min: 
              '1': '(450) * 0.80' # 630
              '10': '600 * 0.80' # 1069
              '20': '950 * 0.80' # 1908
              '30': '1700 * 0.80' # 3412
              '40': '3890 * 0.80' # 6.102
              '50': '6630 * 0.85' # 10.000
              '60': '9470 * 0.85' # 19.557
              '70': '17600 * 0.85' # 35.019
              '80': '37200 * 0.85' # 62.708
              '85': '57100 * 0.85' # 83.915
              '90': '68500 * 0.90' # 112.294
              '95': '79050 * 0.90' # 150.271
            Max: 
              '1': '(450) * 1.20' # 630
              '10': '600 * 1.20' # 1069
              '20': '950 * 1.20' # 1908
              '30': '1700 * 1.20' # 3412
              '40': '3890 * 1.20' # 6.102
              '50': '6630 * 1.25' # 10.000
              '60': '9470 * 1.25' # 19.557
              '70': '17600 * 1.25' # 35.019
              '80': '37200 * 1.25' # 62.708
              '85': '57100 * 1.25' # 83.915
              '90': '68500 * 1.30' # 112.294
              '95': '79050 * 1.30' # 150.271
          pig,sheep,cow,mushroom_cow,mule,donkey,horse,chicken,bat,cat,ocelot,squid,cod,dolphin,parrot,rabbit,silverfish,llama:
            Min: 
              '1': '(4) * 0.90' # 630
              '10': '(%skill_level% - 3) * 0.40' # 1.069
              '20': '(%skill_level% - 6) * 0.35' # 1.908
              '30': '(%skill_level% - 12) * 0.35' # 3.412
              '40': '(%skill_level% - 16) * 0.35' # 6.102
              '50': '(%skill_level% - 22) * 0.35' # 10.000
              '60': '(%skill_level% - 20) * 0.40' # 19.557
              '70': '(%skill_level% - 6) * 0.45' # 35.019
              '80': '(%skill_level% + 3) * 0.65' # 62.708
              '85': '(%skill_level%) * 1.20' # 83.915
              '90': '(%skill_level%) * 1.70' # 112.294
              '95': '(%skill_level%) * 2.20' # 150.271
            Max: 
              '1': '(4) * 2.00' # 630
              '10': '(%skill_level% - 3) * 0.80' # 1069
              '20': '(%skill_level% - 6) * 0.90' # 1908
              '30': '(%skill_level% - 12) * 0.90' # 3412
              '40': '(%skill_level% - 16) * 0.90' # 6.102
              '50': '(%skill_level% - 22) * 1.10' # 10.000
              '60': '(%skill_level% - 20) * 1.15' # 19.557
              '70': '(%skill_level% - 6) * 1.10' # 35.019
              '80': '(%skill_level% + 3) * 1.20' # 62.708
              '85': '(%skill_level%) * 1.60' # 83.915
              '90': '(%skill_level%) * 2.10' # 112.294
              '95': '(%skill_level%) * 2.70' # 150.271
      
      craft:
        Type: 'ITEM_CRAFT'
        Objects:
          bow,crossbow:
            Min: 
              '1': '(3) * 0.90' # 630
              '10': '6 * 0.80' # 1.069
              '20': '9 * 0.80' # 1.908
              '30': '14 * 0.80' # 3.412
              '40': '26 * 0.80' # 6.102
              '50': '42 * 0.80' # 10.000
              '60': '78 * 0.80' # 19.557
              '70': '120 * 0.80' # 35.019
              '80': '230 * 0.85' # 62.708
              '85': '320 * 0.90' # 83.915
              '90': '410 * 0.90' # 112.294
              '95': '490 * 0.90' # 150.271
            Max: 
              '1': '(3) * 0.90' # 630
              '10': '6 * 0.80' # 1.069
              '20': '9 * 0.80' # 1.908
              '30': '14 * 0.80' # 3.412
              '40': '26 * 0.80' # 6.102
              '50': '42 * 0.80' # 10.000
              '60': '78 * 0.80' # 19.557
              '70': '120 * 0.80' # 35.019
              '80': '230 * 0.85' # 62.708
              '85': '320 * 0.90' # 83.915
              '90': '410 * 0.90' # 112.294
              '95': '490 * 0.90' # 150.271
          arrow:
            Min: 
              '1': 1
              '10': '%skill_level% / 10'
            Max: 
              '1': 1
              '10': '%skill_level% / 8'

Information
Empty Block

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