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VPConfig.yml
In this file you will find various options that can be used with the different plugins using the API.
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
This plugin allow you to create damage, in other word, you can configure all damage node as wanted.
Here you will find the parameters related to damages.
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
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
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
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
Will reduce your life to amount.
This type don't have additional fields.
Example
...
TYPE: LIFE
AMOUNT: 10
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
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
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
Since this plugin store information, we need to connect to the storage.
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
Default storage type, not improved for big server.
Main:
TYPE: SQLITE
#Optionnal, will create folder as base.
BASE: VP
The classic MySQL.
Main:
TYPE: MySQL
HOST: localhost
BASE: VP
PORT: 3306
USER: root
PASSWORD: ""
Like the damages, with this plugin you can configure every heal created.
This plugin allow you to create damage, in other word, you can configure all damage node as wanted.
Here you will find the parameters related to heal.
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
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
Is the default heal, will heal you.
This type don't have other nodes.
Example
...
TYPE: BASE
AMOUNT: 5
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
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
This plugin allow you to create requirements, for more information see here.
Here you will find the parameters related to requirements. Remember to see here for more options.
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
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
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.
This plugin allow you to create reward, in other word, you can configure all reward node as wanted.
Here you will find the parameters related to reward.
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
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](https://github.com/dracnis/VanillaPlus/wiki/ VPConfig.yml#achievement)
- [Currency](https://github.com/dracnis/VanillaPlus/wiki/ VPConfig.yml#currency)
- [Damage](https://github.com/dracnis/VanillaPlus/wiki/ VPConfig.yml#damage)
- [Effect](https://github.com/dracnis/VanillaPlus/wiki/ VPConfig.yml#effect--powered-)
- [Heal](https://github.com/dracnis/VanillaPlus/wiki/ VPConfig.yml#heal)
- [Item](https://github.com/dracnis/VanillaPlus/wiki/ VPConfig.yml#item--powered-)
- [Level](https://github.com/dracnis/VanillaPlus/wiki/ VPConfig.yml#level--powered-)
- [Multi](https://github.com/dracnis/VanillaPlus/wiki/ VPConfig.yml#multi)
- [Statistic](https://github.com/dracnis/VanillaPlus/wiki/ VPConfig.yml#stat)
- [Title](https://github.com/dracnis/VanillaPlus/wiki/ VPConfig.yml#title)
ALIAS_ID
is the achievement id.
PlaceHolder
%name%
is the achievement name.
Example
...
TYPE: ACHIEVEMENT
ALIAS_ID: jackpot
FORMAT_PATH: FORMAT.REWARD.ACHIEVEMENT
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
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
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
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
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
AMOUNT
is the amount of level you'll win.
PlaceHolder
%amount%
the amount.
Example
...
TYPE: LEVEL
AMOUNT: 1
FORMAT_PATH: FORMAT.REWARD.LEVEL
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
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
ALIAS_ID
is the title id.
PlaceHolder
%name%
the name of stat.
Example
...
TYPE: TITLE
ALIAS_ID: immortal
FORMAT_PATH: FORMAT.REWARD.TITLE
- Global configuration
- Translation
- Message component
- Message
- Placeholder
- Channel
- Requirement
- Requirement config
- Currencies
- Statistics
- Titles
- Achievements
- Commands
- Damages
- Heal
- Connection / Storage
- Reward
- Icon
- Menu
- Custom food
- Remove craft
- Add craft
- Customize blocks
- Damage modifier
- Death message
- Generic format
- Logger