Skip to content

VPConfig.yml

Soreth edited this page Aug 29, 2020 · 15 revisions

In this file you will find various options that can be used with the different plugins using the API.

Logger

LOGGER_SETTINGS

Here you can configure the loggers for the plugin using the API. Each plugin has its own loggers, they are used to display different information and there are 4 types:

  • DEBUG that display different information that could generate undesirable behavior, such as a variable configured in several places.
  • INFO that display different information.
  • WARN that display warnings, this can be a recommendation, an unused value or any important but non-blocking information.
  • ERROR that display errors generated by the plugin.

Each of them can be configured with their name as node and the following values :

AMOUNT is a number from 0 to 32000. This is the number of logs that will be kept in memory. If you don't plan to display them you can put 0 and they will not be stored.

LOG_TO_PLAYER if true, this type of log will be sent to the players when they connect to the server if they have the requirement for.

LOG_TO_SERVER if true, will display this type of log on the server log.

Example
LOGGER_SETTINGS:
 DEBUG:
  AMOUNT: 0
  LOG_TO_PLAYER: false
  LOG_TO_SERVER: true
 INFO:
  AMOUNT: 0
  LOG_TO_PLAYER: false
  LOG_TO_SERVER: true
 WARN:
  AMOUNT: 100
  LOG_TO_PLAYER: true
  LOG_TO_SERVER: true
 ERROR:
  AMOUNT: 100
  LOG_TO_PLAYER: true
  LOG_TO_SERVER: true

Damages

This plugin allow you to create damage, in other word, you can configure all damage node as wanted.

DAMAGES_SETTINGS

Here you will find the parameters related to damages.

FALLBACK_PLUGIN

This option allow you to configure a FALLBACK_PLUGIN, that way if your damage ain't found, the API will search in the fallback plugin's damage. If the fallback plugin doesn't have the damage either, it will look in its fallback plugin if it has one and so on.

FALLBACK_PLUGIN: VanillaPlus

DAMAGES_LIST

Here you can configure damage that can be reused later. Key can only have latin alphanumeric character, - or _ up to 24 character.

Common format for a damage is :

 `alias`:
  AMOUNT: `amount`
  #Optional, if not set will be `CLASSIC` type.
  TYPE: `damage's type`

AMOUNT is the amount of hp, it's a double so can be 1,123431234. Nb : 1 heart is 2 hp.

Example
DAMAGES_LIST:
 calamity:
  TYPE: CLASSIC
  AMOUNT: 10000
Type list

CLASSIC

It's like you took a hit, armor will reduce amount of damage.

DAMAGE_TYPE is for versus message, if this damage kill you will display the custom message for this.

Example
...
 TYPE: CLASSIC
 AMOUNT: 10
 DAMAGE_TYPE: hard_training

EROSION ( Powered )

Will reduce your maximum amount of health. Note, persist after death.

DAMAGE_TYPE is for versus message, if this damage kill you will display the custom message for this.

MIN is the minimum amount of max health you can have with this damage. Note, can't be lower or equal to zero. Your max amount of health will not reduce under this value but you'll still take damage.

Example
...
 TYPE: EROSION
 AMOUNT: 10
 MIN: 0.1
 DAMAGE_TYPE: hard_training

LIFE ( Powered )

Will reduce your life to amount.

This type don't have additional fields.

Example
...
 TYPE: LIFE
 AMOUNT: 10

MAGIC ( Powered )

It's like an damage potion.

DAMAGE_TYPE is for versus message, if this damage kill you will display the custom message for this.

Example
...
 TYPE: MAGIC
 AMOUNT: 10
 DAMAGE_TYPE: hard_training

POISON ( Powered )

Will give you poison. Note, here amount is the amount in second.

ADD if true will add amount to current effect if already have poison.

Have all node of potion effect except TYPE and DURATION.

Example
...
 TYPE: POISON
 AMOUNT: 10
 LEVEL: 2

WITHER ( Powered )

Will give you wither. Note, here amount is the amount in second.

DAMAGE_TYPE is for versus message, if this damage kill you will display the custom message for this.

ADD if true will add amount to current effect if already have wither caused by same damage type.

Have all node of potion effect except TYPE and DURATION.

Example
...
 TYPE: WITHER
 AMOUNT: 10
 LEVEL: 2
 DAMAGE_TYPE: jail

Connection

Since this plugin store information, we need to connect to the storage.

CONNECTION_LIST

Here you can configure connection for storage. These are id, so you'll use them when connection is needed. Key can only have latin alphanumeric character, - or _ up to 16 character.

Example
CONNECTION_LIST:
 main:
  TYPE: SQLITE
Type list

SQLITE

Default storage type, not improved for big server.

Main:
 TYPE: SQLITE
 #Optionnal, will create folder as base.
 BASE: VP

MySQL ( Powered )

The classic MySQL.

Main:
 TYPE: MySQL
 HOST: localhost
 BASE: VP
 PORT: 3306
 USER: root
 PASSWORD: ""

Heal

Like the damages, with this plugin you can configure every heal created.

Damages

This plugin allow you to create damage, in other word, you can configure all damage node as wanted.

HEAL_SETTINGS

Here you will find the parameters related to heal.

FALLBACK_PLUGIN

This option allow you to configure a FALLBACK_PLUGIN, that way if your heal ain't found, the API will search in the fallback plugin's heal. If the fallback plugin doesn't have the heal either, it will look in its fallback plugin if it has one and so on.

FALLBACK_PLUGIN: VanillaPlus

HEAL_LIST

Here you can configure damage that can be reused later. Key can only have latin alphanumeric character, - or _ up to 24 character.

Common format for a heal is :

 `alias`:
  AMOUNT: `amount`
  #Optional, if not set will be `BASE` type.
  TYPE: `healtype`

AMOUNT is the amount of hp, it's a double so can be 1,123431234. Nb : 1 heart is 2 hp.

Example
HEAL_LIST:
 full:
  AMOUNT: 100000
Type list

BASE

Is the default heal, will heal you.

This type don't have other nodes.

Example
...
 TYPE: BASE
 AMOUNT: 5

BUILDUP ( Powered )

Will increase your maximum amount of life.

MAX is the maximum of hp you can have ( to avoid to big value )

FILL is true will heal you

Example
...
 TYPE: BUILDUP
 AMOUNT: 5

REGEN ( Powered )

Will give you regeneration. Note, here amount is the amount in second.

ADD if true will add amount to current effect if already have regeneration.

Have all node of potion effect except TYPE and DURATION.

Example
...
 TYPE: REGEN
 AMOUNT: 5
 LEVEL: 2

Requirements

This plugin allow you to create requirements, for more information see here.

REQUIREMENT_SETTINGS

Here you will find the parameters related to requirements. Remember to see here for more options.

FALLBACK_PLUGIN

This option allow you to configure a FALLBACK_PLUGIN, that way if your requirement ain't found, the API will search in the fallback plugin's requirement. If the fallback plugin doesn't have the requirements either, it will look in its fallback plugin if it has one and so on.

FALLBACK_PLUGIN: VanillaPlus

SIMPLE_REQUIREMENT_FORMAT_LIST

Each node represents a simple requirement with message component's path as value, this message component will be used if you want display the requirement with this, like in achievement icon but we'll go back later, and have %state% and %state_color% as placeholder.

Example
SIMPLE_REQUIREMENT_FORMAT_LIST:
 FALSE: FORMAT.REQUIREMENT.FALSE
 ONLINE: FORMAT.REQUIREMENT.ONLINE
 VP_NICK: FORMAT.REQUIREMENT.VP_NICK

REQUIREMENT_LIST

Here you can configure requirement that can be reused later. Key can only have latin alphanumeric character, - or _ up to 24 character.

I know you have this feature with almost all components of my plugin but I highly recommend you to use it for one, it'll be this one. That way you can easily find all requirements used by your plugin as well as change them.

Reward

This plugin allow you to create reward, in other word, you can configure all reward node as wanted.

REWARD_SETTINGS

Here you will find the parameters related to reward.

FALLBACK_PLUGIN

This option allow you to configure a FALLBACK_PLUGIN, that way if your reward ain't found, the API will search in the fallback plugin's reward. If the fallback plugin doesn't have the reward either, it will look in its fallback plugin if it has one and so on.

FALLBACK_PLUGIN: VanillaPlus

REWARD_LIST

Here you can configure reward that can be reused later. Key can only have latin alphanumeric character, - or _ up to 24 character.

Type list

Note, for smaller explanation, all Reward in this list have :

FORMAT_PATH is message component's path for the format. Default is FORMAT.REWARD. + type, example : for achievements it's FORMAT.REWARD.ACHIEVEMENT.

ACHIEVEMENT

ALIAS_ID is the achievement id.

PlaceHolder

%name% is the achievement name.

Example
 ...
  TYPE: ACHIEVEMENT
  ALIAS_ID: jackpot
  FORMAT_PATH: FORMAT.REWARD.ACHIEVEMENT

CURRENCY

ALIAS_ID is the currency id.

AMOUNT is the currency amount.

FORCE is boolean, if true will give to player even if he reached the limit.

PlaceHolder

%name% show the currency name.

%amount% show the amount formatted.

Example
 ...
  TYPE: CURRENCY
  ALIAS_ID: 1
  FORCE: false
  AMOUNT: 100
  FORMAT_PATH: FORMAT.REWARD.CURRENCY

DAMAGE

DAMAGE is the damage.

PlaceHolder

%amount% the amount you'll be damaged in hp.

%amount_heart% the amount you'll be damaged in heart.

Example
 ...
  TYPE: DAMAGE
  DAMAGE:
   TYPE: CLASSIC
   AMOUNT: 10
   DAMAGE_TYPE: god
  FORMAT_PATH: FORMAT.REWARD.DAMAGE

EFFECT ( Powered )

EFFECT is the effect to give.

NAME_PATH is the name of effect for translation.

PlaceHolder

%name% the name defined in NAME_PATH.

Example
 ...
  TYPE: EFFECT
  EFFECT:
   TYPE: REGENERATION
   DURATION: 120
   LEVEL: 2
   AMBIANT: false
   PARTICLE: false
  NAME_PATH: REWARD.REGENERATION
  FORMAT_PATH: FORMAT.REWARD.REGENERATION

HEAL

HEAL is the heal.

PlaceHolder

%amount% the amount you'll be healed in hp.

%amount_heart% the amount you'll be healed in heart.

Example
 ...
  TYPE: HEAL
  HEAL:
   TYPE: BUILDUP
   MAX: 30.0
   AMOUNT: 0.5
   FILL: true
  FORMAT_PATH: FORMAT.REWARD.HEAL

ITEM ( Powered )

ITEM is the item to give.

DISPLAY_NAME_PATH is message component's path of name of item for format.

NAME_PATH is message component's path of name of item for translation. Will set the name of give item to this value.

LORE_PATH is message component's path of lore of item for translation. Will set the lore of give item to this value.

PlaceHolder

%name% the name defined in DISPLAY_NAME_PATH.

%amount% is the amount of item you'll receive.

Example
 ...
  TYPE: ITEM
  ITEM:
   MATERIAL: diamond
   AMOUNT: 16
  DISPLAY_NAME_PATH: REWARD.DIAMOND
  FORMAT_PATH: FORMAT.REWARD.ITEM

LEVEL ( Powered )

AMOUNT is the amount of level you'll win.

PlaceHolder

%amount% the amount.

Example
 ...
  TYPE: LEVEL
  AMOUNT: 1
  FORMAT_PATH: FORMAT.REWARD.LEVEL

MULTI

Each key ( except TYPE ) will store a reward.

For now the format is only a list ( each line is the format of a reward ).

Example
 ...
  TYPE: MULTI
  level:
   TYPE: LEVEL
   AMOUNT: 1
   FORMAT_PATH: FORMAT.REWARD.LEVEL
  diamonds:
   TYPE: ITEM
   ITEM: diamond, 16
   DISPLAY_NAME_PATH: REWARD.DIAMOND
   FORMAT_PATH: FORMAT.REWARD.ITEM

STAT

ALIAS_ID is the stat id.

AMOUNT is the increase amount.

PlaceHolder

%name% the name of stat.

%amount% is the amount of stat you'll receive.

Example
 ...
  TYPE: STAT
  ALIAS_ID: death
  AMOUNT: 1
  FORMAT_PATH: FORMAT.REWARD.STAT

TITLE

ALIAS_ID is the title id.

PlaceHolder

%name% the name of stat.

Example
 ...
  TYPE: TITLE
  ALIAS_ID: immortal
  FORMAT_PATH: FORMAT.REWARD.TITLE