How to configure Magic
Magic
Magic is an optional feature in EcoSkills that provides naturally regenerating resources like Mana, which can then be used in other plugins (for example EcoItems or EcoEnchants).
How to add magic types
Each magic type is its own config file, placed in the /magic_types/ folder, and you can add or remove them as you please. There's an example config called _example.yml to help you out!
The ID of the Magic is the file name. This is what you use in commands, effects and placeholders. IDs must be lowercase letters, numbers, and underscores only.
Example Magic Config
name: "(ffe6🌊 Mana"
regen-rate: "0.02 * %ecoskills_mana_limit%"
limit: "100 + %ecoskills_wisdom%"
join-on-full: true
Understanding all the sections
The Magic Info Section
name: "(ffe6🌊 Mana" # The name shown to players
The Regeneration Section
# The rate this magic regenerates per second
regen-rate: "0.02 * %ecoskills_mana_limit%"
# The maximum amount of this magic a player can have
limit: "100 + %ecoskills_wisdom%"
The Join Behavior Section
# If players should join with full magic (true) or empty magic (false)
join-on-full: true
Using Magic in Effects
You can use your magic in effects by utilising the price system.
Optional Effect Arguments
You can use optional effect arguments to consume magic in your effects.
<magic>_cost
The magic cost (e.g. mana) required to use or activate this effect.
args:
mana_cost: 10
price
The price required to use or activate this effect.
This supports all known prices (money, items, points, second currencies, etc.). Read more about the system here: Prices
Example config:
args:
price:
value: 100 * %v%
type: mana
display: "(ffe6%value% 🌊 Mana"
Default configs
The default configs can be found here.