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Plugin Config

Default config.yml

# Even if eco is set up to use a database, you can
# force EcoSkills to save to local storage to disable
# cross-server sync.
use-local-storage: false

leaderboard:
# You can disable the top leaderboard if you don't want it
# Please note that it will require a full server restart to take into effect
enabled: true

# Time in seconds for the lifetime of the leaderboard cache
cache-lifetime: 60

# Worlds that EcoSkills should be disabled in
disabled-in-worlds:
- world_1
- world_2

gui:
rows: 6

# The amount of time (in milliseconds) that the GUI icons should be cached for
# Prevents spamming the GUI to cause lag
cache-ttl: 2000

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:
- gray_stained_glass_pane
- black_stained_glass_pane
pattern:
- "211101112"
- "211111112"
- "210000012"
- "210010012"
- "211111112"
- "211101112"

player-info:
row: 1
column: 5

enabled: true
name: "&f%player%&f's &fStats:"

lore:
- "&f"
- " %ecoskills_defense_name%&f %ecoskills_defense_base% &e%ecoskills_defense_bonus%"
- " %ecoskills_strength_name%&f %ecoskills_strength_base% &e%ecoskills_strength_bonus%"
- " %ecoskills_crit_chance_name%&f %ecoskills_crit_chance_base%% &e%ecoskills_crit_chance_bonus%"
- " %ecoskills_crit_damage_name%&f %ecoskills_crit_damage_base% &e%ecoskills_crit_damage_bonus%"
- " %ecoskills_speed_name%&f %ecoskills_speed_base% &e%ecoskills_speed_bonus%"
- " %ecoskills_wisdom_name%&f %ecoskills_wisdom_base% &e%ecoskills_wisdom_bonus%"
- " %ecoskills_ferocity_name%&f %ecoskills_ferocity_base% &e%ecoskills_ferocity_bonus%"
- "&f"
- "&7Total Skill Level: &f%ecoskills_total_skill_level%"
- "&7Average Skill Level: &f%ecoskills_average_skill_level%"

view-more:
- ""
- "&eClick to view more!"

skill-icon:
name: "&#ff00ae%skill% &d%level_numeral%"
lore:
- "&8&o%description%"
- "&f"
- "%gui_lore%"
- "&f"
- "&fProgress to next level:"
- "&8» &e%percentage_progress%%"
- "&8» &e%current_xp%&8/&7%required_xp% &fXP"
- "&f"
- "&eClick to view Level Progression!"
line-wrap: 32

unknown-skill-icon:
name: "&#964b00Unknown Skill"
icon: player_head texture:eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvYmFkYzA0OGE3Y2U3OGY3ZGFkNzJhMDdkYTI3ZDg1YzA5MTY4ODFlNTUyMmVlZWQxZTNkYWYyMTdhMzhjMWEifX19
lore:
- "&7Keep playing to learn about"
- "&7and progress this skill!"

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

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


stats-gui:
rows: 6

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:
- gray_stained_glass_pane
- black_stained_glass_pane
pattern:
- "211101112"
- "211111112"
- "201010102"
- "210101012"
- "211111112"
- "211101112"

player-info:
row: 1
column: 5

stat-icon:
name: "%stat%"
lore:
- "&fLevel: &a%level%"
- "&8&o%description%"
line-wrap: 24

back:
item: arrow
name: "&eGo Back"
location:
row: 6
column: 4

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

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


level-gui:
title: "&7%skill%"
rows: 6

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-slots:
# To set the order of the pattern,
# Use 1-9 and then a-z: a goes after 9.
pattern:
- "109ab0jkl"
- "2080c0i0m"
- "3070d0h0n"
- "4560efg0o"
- "00000000p"
- "00000000q"

# 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.

prev-page:
material: arrow
name: "&fPrevious Page"
location:
row: 6
column: 4

next-page:
material: arrow
name: "&fNext Page"
location:
row: 6
column: 6

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

unlocked:
item: lime_stained_glass_pane
name: "&a%skill% %level_numeral%"
lore:
- "&f"
- "&fRewards:"
- "%rewards%"
- "&f"
- "&aUNLOCKED"
in-progress:
item: yellow_stained_glass_pane
name: "&e%skill% %level_numeral%"
lore:
- "&f"
- "&fRewards:"
- "%rewards%"
- "&f"
- "&fProgress:"
- "&8» &e%percentage_progress%%"
- "&8» &e%current_xp%&8/&7%required_xp% &fXP"
locked:
item: red_stained_glass_pane
name: "&c%skill% %level_numeral%"
lore:
- "&f"
- "&fRewards:"
- "%rewards%"

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


# A constant action bar showing health and any other information to all players online
persistent-action-bar:
# If the persistent action bar should be enabled
enabled: true
# If the persistent action bar should require the 'ecoskills.enable-persistent-action-bar' permission
require-permission: false
# If a player's health should be scaled to always display as 10 hearts.
scale-health: true
# The format
format: "&c❤ &f%health%&8/&f%max_health% &#e884b0🛡 &f%ecoskills_defense% &8| &#db0000🗡 &f%ecoskills_strength% &8| &#40ffe6✦ &f%ecoskills_speed%"

# Optional format if mana is being used.
# format: "&c❤ &f%health%&8/&f%max_health% &f%ecoskills_mana%&8/&f%ecoskills_mana_limit% &#40ffe6🌊"

# The worlds that the action bar should be disabled in.
disabled-in-worlds: [ ]

damage-indicators:
# Requires a compatible Hologram plugin to be installed
enabled: true
final-damage: false # If final damage (with reductions applied) should be used.

disabled-for-entities:
- area_effect_cloud
- armor_stand
- arrow
- block_display
- dragon_fireball
- dropped_item
- egg
- ender_crystal
- ender_pearl
- ender_signal
- evoker_fangs
- experience_orb
- fireball
- falling_block
- firework_rocket
- fishing_hook
- glow_item_frame
- interaction
- item_display
- item_frame
- leash_hitch
- lightning
- llama_spit
- marker
- minecart
- minecart_chest
- minecart_command
- minecart_furnace
- minecart_hopper
- minecart_mob_spawner
- minecart_tnt
- painting
- primed_tnt
- shulker_bullet
- small_fireball
- snowball
- spectral_arrow
- splash_potion
- text_display
- thrown_exp_bottle
- trident
- wind_charge
- wither_skull

format:
normal: "&7%damage%"
crit: "&f✧ <gradient:#f953c6>%damage%</gradient:#b91d73> &f✧"

healing:
enabled: true
format: "&a+%damage%"

max-x-offset: 0.6
max-y-offset: 0.6
max-z-offset: 0.6

skills:
prevent-levelling-while-afk: true # If the player is AFK then don't give xp

# Ways to tell the player about skill xp gain
gain-xp:
action-bar:
# If the action bar should be used
enabled: true
# The actionbar message that should be sent
message: "&f%skill% &8| &9(%current_xp%/%required_xp%) &e+%gained_xp%"
boss-bar:
# If the boss bar should be used
enabled: false
# The boss bar message that should be sent
format: "&f%skill% &8| &9(%current_xp%/%required_xp%)"
# The color of the boss bar (from https://hub.spigotmc.org/javadocs/spigot/org/bukkit/boss/BarColor.html)
color: blue
# The style of the boss bar (from https://hub.spigotmc.org/javadocs/spigot/org/bukkit/boss/BarStyle.html)
style: solid
# How long the boss bar should last (in milliseconds)
duration: 2500
sound:
# If a sound should be played
enabled: true
# The sound that should be played
sound: entity_experience_orb_pickup
# Pitch between 0.5 and 2
pitch: 2
# The volume
volume: 0.1
# The category
category: PLAYER

level-up:
message:
enabled: true
message:
- "&f"
- " &#ff00aeYou levelled up &d%skill%&#ff00ae to &eLevel %level_numeral%&#ff00ae!"
- "&f"
- " &#ff00ae&lREWARDS:"
- "%rewards%"
- "&f"
title:
enabled: false

# Durations are in seconds
fade-in: 0.5
stay: 2
fade-out: 0.5

title: "&a%skill% &6levelled up!"
subtitle: "&6%previous_level_numeral% &8» &6%level_numeral%"
sound:
# If a sound should be played
enabled: true
# The sound that should be played
sound: entity_player_levelup
# Pitch between 0.5 and 2
pitch: 0.8
# The volume
volume: 1.0