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Plugin Config

Default config.yml

# The amount of time (in milliseconds) that the GUI icons should be cached for
# Prevents spamming the GUI to cause lag
gui-cache-ttl: 1000

# GUI Configuration for the Battlepass GUI (/battlepass)
battlepass-gui:
title: "EcoBattlepass"
mask:
# The way the mask works is by having a list of materials
# And then a pattern to use those materials.

# The pattern is the rows in the GUI
# Each line must be 9 long, and the amount of rows should be the amount of rows in the GUI
# A zero represents nothing
# A 1 represents the first material
# A 2 represents the second material
# And so on, you can add up to 9.
materials:
- black_stained_glass_pane
pattern:
- "111111111"
- "111010111"
- "111111111"

buttons:
tiers:
item: lime_stained_glass_pane
name: "&aTiers"
lore:
- ""
- "&aLeft click &7to see your"
- "&7battlepass progression"
- "&7and claim rewards"
- ""
- "&7Tier: &a%tier%"
- "&7XP: &a%current_bp_xp%&8/&a%required_bp_xp%"
- "&7Progress: &a%percentage_progress%%"
- "&7Claimable Tiers: &a%claimable_tiers%"
location:
row: 2
column: 4

# List of available placeholders:
# https://exanthiax.gitbook.io/ecobattlepass/useful/internal-placeholders#battlepass-and-category-gui

quests:
item: orange_stained_glass_pane
name: "&6Quests"
lore:
- ""
- "&6Left click &7to see"
- "&7all available quests"
- "&7and your progression"
- ""
location:
row: 2
column: 6

close:
enabled: true
item: barrier
name: "&cClose"
location:
row: 3
column: 5

# Custom GUI slots; see here for a how-to: https://plugins.auxilor.io/all-plugins/custom-gui-slots
custom-slots: []

# GUI Configuration for the Tiers GUI (/battlepass tiers)
tiers-gui:
# Supports %page% and %max_page% placeholders
title: "EcoBattlepass: Tiers (%page%/%max_page%)"

# Layout mode:
# "combined" - Original behavior, free and premium rewards shown on the same row.
# "split" - Free rewards on one row, premium rewards on another (uses free-pattern/premium-pattern below).
layout: "combined"

# How to display tiers that have no rewards:
# "normal" - Show with their real state (original behavior)
# "hidden" - All empty tiers are invisible
# "hidden-behind-level" - Empty tiers at or below the player's level are hidden; others show normally
# "behind-level" - Empty tiers at or below the player's level show as claimed; others show normally
# "all" - All empty tiers show as claimed regardless of level
empty-tier-display-mode: "normal"

# Whether to open the tiers GUI at the player's current tier page.
# Set to false to always open at page 1.
open-at-current-tier: true

mask:
# The way the mask works is by having a list of materials
# And then a pattern to use those materials.

# The pattern is the rows in the GUI
# Each line must be 9 long, and the amount of rows should be the amount of rows in the GUI
# A zero represents nothing
# A 1 represents the first material
# A 2 represents the second material
# And so on, you can add up to 9.
materials:
- black_stained_glass_pane
pattern:
- "111111111"
- "111111111"
- "111111111"
- "111111111"
- "111111111"
- "111111111"
progression-pattern:
# To set the order of the pattern,
# Use 1-9 and then a-z: a goes after 9.
# Used when layout is "combined" (default).
- "109ab0jkl"
- "2080c0i0m"
- "3070d0h0n"
- "4560efg0o"
- "00000000p"
- "00000000q"

# Split layout configuration (only used when layout: split)
split:
free-pattern:
- "000000000"
- "123456789"
- "000000000"
- "000000000"
- "000000000"
- "000000000"
premium-pattern:
- "000000000"
- "000000000"
- "000000000"
- "123456789"
- "000000000"
- "000000000"

buttons:
# The amount of the item as a function of the level
item-amount: "%level%"
# For example, increasing every 10 levels would be "ceil((%level% + 1) / 10)"
# The value is always rounded down.

# Maximum item stack size for tier items (1-99).
# Values above 64 require Paper 1.20.5+.
max-item-amount: 64

# Page changers support active/inactive states for when there are/aren't more pages.
# The "item" and "name" keys each accept "active" and "inactive" sub-keys.
# Legacy format (single material + name) is still supported for backward compatibility.
prev-page:
item:
active: orange_stained_glass_pane
inactive: gray_stained_glass_pane
name:
active: "&aPrevious page"
inactive: "&7No more pages"
lore:
active: []
inactive: []
location:
row: 6
column: 4

next-page:
item:
active: orange_stained_glass_pane
inactive: gray_stained_glass_pane
name:
active: "&aNext Page"
inactive: "&7No more pages"
lore:
active: []
inactive: []
location:
row: 6
column: 6

close:
enabled: true
item: barrier
name: "&cClose"
location:
row: 6
column: 5

empty-rewards-format: "&8&oNo rewards for this tier!"
free-rewards-format: "&8»&r &9%reward%"
premium-rewards-format: "&8»&r &6%reward%"
missing-premium-rewards-format: "&c&l✘ &6%reward%"
claimed-free-rewards-format: "&a&l✔ &9%reward%"
claimed-premium-rewards-format: "&a&l✔ &6%reward%"

# List of available placeholders:
# https://plugins.auxilor.io/ecobattlepass/internalplaceholders#battlepass-tiers-gui

# The different states a tier can be in
# When only the free rewards are claimable.
unlocked-free:
item: lime_stained_glass_pane
name: "&aTier %tier_numeral%"
lore:
- "&7Rewards:"
- "&7Free Tier:"
- "%free-rewards%"
- "&7Premium Tier:"
- "%premium-rewards%"
- ""
- "&aCLAIM"

# When both the free and premium rewards are claimable.
unlocked:
item: lime_stained_glass_pane
name: "&aTier %tier_numeral%"
lore:
- "&7Rewards:"
- "&7Free Tier:"
- "%free-rewards%"
- "&7Premium Tier:"
- "%premium-rewards%"
- ""
- "&aCLAIM"

# When the free rewards have been claimed, but the premium rewards are not claimable due to missing premium.
premium-required:
item: orange_stained_glass_pane
name: "&aTier %tier_numeral%"
lore:
- "&7Rewards:"
- "&7Free Tier:"
- "%claimed-free-rewards%"
- "&7Premium Tier:"
- "%premium-rewards%"
- ""
- "&6PURCHASE THE BATTLEPASS TO CLAIM PREMIUM REWARDS"

# When the tier is not claimable yet, but is the next tier to be claimed.
in-progress:
item: yellow_stained_glass_pane
name: "&eTier %tier_numeral%"
lore:
- "&7Rewards:"
- "&7Free Tier:"
- "%free-rewards%"
- "&7Premium Tier:"
- "%premium-rewards%"
- ""
- "&fProgress:"
- "&8» &e%percentage_progress%%"
- "&8» &e%current_bp_xp%&8/&7%required_bp_xp% &fXP"

# When the tier is not claimable yet, and is not the next tier to be claimed.
locked:
item: red_stained_glass_pane
name: "&cTier %tier_numeral%"
lore:
- "&7Rewards:"
- "&7Free Tier:"
- "%free-rewards%"
- "&7Premium Tier:"
- "%premium-rewards%"
- ""
- "&cLOCKED"

# When all rewards have been claimed.
claimed:
item: green_stained_glass_pane glint
name: "&aTier %tier_numeral%"
lore:
- "&7Rewards:"
- "&7Free Tier:"
- "%claimed-free-rewards%"
- "&7Premium Tier:"
- "%claimed-premium-rewards%"
- ""
- "&aCLAIMED"

# Split layout button configurations (only used when layout: split)
# These define the appearance of free and premium track buttons independently.
free-track:
unlocked:
item: lime_stained_glass_pane
name: "&aFree Tier %tier_numeral%"
lore:
- "&7Free Rewards:"
- "%free-rewards%"
- ""
- "&aCLAIM"
locked:
item: red_stained_glass_pane
name: "&cFree Tier %tier_numeral%"
lore:
- "&7Free Rewards:"
- "%free-rewards%"
- ""
- "&cLOCKED"
in-progress:
item: yellow_stained_glass_pane
name: "&eFree Tier %tier_numeral%"
lore:
- "&7Free Rewards:"
- "%free-rewards%"
- ""
- "&fProgress:"
- "&8» &e%percentage_progress%%"
claimed:
item: green_stained_glass_pane glint
name: "&aFree Tier %tier_numeral%"
lore:
- "&7Free Rewards:"
- "%claimed-free-rewards%"
- ""
- "&aCLAIMED"

premium-track:
unlocked:
item: cyan_stained_glass_pane
name: "&bPremium Tier %tier_numeral%"
lore:
- "&7Premium Rewards:"
- "%premium-rewards%"
- ""
- "&aCLAIM"
premium-required:
item: orange_stained_glass_pane
name: "&6Premium Tier %tier_numeral%"
lore:
- "&7Premium Rewards:"
- "%premium-rewards%"
- ""
- "&6PURCHASE THE BATTLEPASS TO CLAIM"
locked:
item: red_stained_glass_pane
name: "&cPremium Tier %tier_numeral%"
lore:
- "&7Premium Rewards:"
- "%premium-rewards%"
- ""
- "&cLOCKED"
in-progress:
item: yellow_stained_glass_pane
name: "&ePremium Tier %tier_numeral%"
lore:
- "&7Premium Rewards:"
- "%premium-rewards%"
- ""
- "&fProgress:"
- "&8» &e%percentage_progress%%"
claimed:
item: green_stained_glass_pane glint
name: "&aPremium Tier %tier_numeral%"
lore:
- "&7Premium Rewards:"
- "%claimed-premium-rewards%"
- ""
- "&aCLAIMED"

# Custom GUI slots; see here for a how-to: https://plugins.auxilor.io/all-plugins/custom-gui-slots
custom-slots: []

# GUI Configuration for the Categories GUI (/battlepass quests)
categories-gui:
title: "&8Categories: %page%"
mask:
# The way the mask works is by having a list of materials
# And then a pattern to use those materials.

# The pattern is the rows in the GUI
# Each line must be 9 long, and the amount of rows should be the amount of rows in the GUI
# A zero represents nothing
# A 1 represents the first material
# A 2 represents the second material
# And so on, you can add up to 9.
materials:
- black_stained_glass_pane
pattern:
# For this GUI, "c" represents a slot for a category.
# Categories are sorted in the order they are in the categories.yml file.
- "111111111"
- "1c1c1c1c1"
- "1111c1111"
- "111111111"
- "111111111"

buttons:
next-page:
item:
active: orange_stained_glass_pane
inactive: gray_stained_glass_pane
name:
active: "&aNext page"
inactive: ""
lore:
active: []
inactive: []
row: 5
column: 6
prev-page:
item:
active: orange_stained_glass_pane
inactive: gray_stained_glass_pane
name:
active: "&aPrevious page"
inactive: ""
lore:
active: []
inactive: []
row: 5
column: 4
close:
enabled: true
item: barrier
name: "&cClose"
row: 5
column: 5

# List of available placeholders:
# https://plugins.auxilor.io/ecobattlepass/internalplaceholders#battlepass-and-category-gui

# Custom GUI slots; see here for a how-to: https://plugins.auxilor.io/all-plugins/custom-gui-slots
custom-slots: []

# GUI Configuration for the Quests GUI
quests-gui:
title: "&8%category%: %page%"
mask:
# The way the mask works is by having a list of materials
# And then a pattern to use those materials.

# The pattern is the rows in the GUI
# Each line must be 9 long, and the amount of rows should be the amount of rows in the GUI
# A zero represents nothing
# A 1 represents the first material
# A 2 represents the second material
# And so on, you can add up to 9.
materials:
- black_stained_glass_pane name:" "
pattern:
# For this GUI, "q" represents a slot for a quest.
# Quests are sorted in the order they are in the categories.yml file.
- "111111111"
- "1q1q1q1q1"
- "11q1q1q11"
- "111111111"
- "111111111"

buttons:
next-page:
item:
active: orange_stained_glass_pane
inactive: black_stained_glass_pane
name:
active: "&aNext page"
inactive: " "
lore:
active: []
inactive: []
row: 5
column: 6
prev-page:
item:
active: orange_stained_glass_pane
inactive: black_stained_glass_pane
name:
active: "&aPrevious page"
inactive: " "
lore:
active: []
inactive: []
row: 5
column: 4
close:
enabled: true
item: barrier
name: "&cClose"
row: 5
column: 5

# List of available placeholders:
# https://plugins.auxilor.io/ecobattlepass/internalplaceholders#quest-gui

# Custom GUI slots; see here for a how-to: https://plugins.auxilor.io/all-plugins/custom-gui-slots
custom-slots: []

# GUI Configuration for the Quest Icon
quests-icon:
timer-format:
start: "Starts in %time%"
end: "Ends in %time%"
reset: "Resets in %time%"
none: "One-Time quest (does not end or reset)"
tasks-format:
- "&a%task%"
- " %task_lore%"
tasks-separator: []
name: "&6%quest_name%" # The name of the quest
lore:
- "&7%quest_description%" # This shows the description of the quest
- ""
- "&a%quest_tasks%" # This shows the tasks and their progress
- ""
- "&7%quest_tier%" # Premium or Both
- "&7%quest_timer%" # This shows either: When it unlocks, when it started, or the time until it resets.

time-format:
split: " "
days: "&6%value%&fd"
hours: "&6%value%&fh"
minutes: "&6%value%&fm"
seconds: "&6%value%&fs"

# Date format patterns (case-sensitive):
# d = day, M = month, y = year, H = hour (0-23), m = minute, s = second
# Example: "dd/MM/yyyy HH:mm:ss" → 31/05/2025 14:07:30
date-format: "yyyy-MM-dd HH:mm"

sound:
tier-up:
enabled: true # Whether the sound is enabled
sound: block.anvil.use # The sound to play
volume: 1 # The volume of the sound
pitch: 1 # The pitch of the sound
reward-claim:
enabled: true
sound: block.anvil.use
volume: 1
pitch: 1
reward-locked:
enabled: true
sound: entity.villager.no
volume: 1
pitch: 1
premium-required:
enabled: true
sound: entity.villager.no
volume: 1
pitch: 1
premium-unlocked:
enabled: true
sound: ui_toast_challenge_complete
volume: 1
pitch: 1
quest-complete:
enabled: true
sound: block.anvil.use
volume: 1
pitch: 1
gui-click-sound:
enabled: true
sound: ui_button_click
volume: 1
pitch: 1