Content generated with AI — it may contain mistakes.

Configuring

Energy

The optional resource abilities spend, how fast it comes back, and the two boss bars.

Energy is per class and optional. Without it, abilities are limited by cooldown alone.

energy:
  enabled: true
  name: "Energy"
  symbol: "⚡"
  color: "<#ffd82b>"
  max: 100
  regen-per-tick: 0.08
KeyDefaultWhat it does
enabledfalseMissing or false means the class has no energy at all.
nameEnergyRead from the file, but not printed anywhere by the plugin today.
symbol⚡Written into the bar below as %symbol%, which is a value the bar is given rather than a registered placeholder. Anything outside the plugin reads the same character as %exyliaclasses_classes_energy_symbol%.
color#ffffffWritten into the bar as %energy_color%. Any colour tag the text module accepts.
max100The cap.
regen-per-tick0.1Added every tick, so multiply by 20 for per second.

How it behaves

Energy starts at zero when the class activates — a player who swaps into a Bard cannot immediately cast. It then fills at regen-per-tick every tick until it reaches max.

regen-per-tickPer secondZero to 100
0.051100 s
0.081.662.5 s
0.1250 s
0.25520 s

An ability's energy-cost is checked before its effects run. Not enough and the player is told, the cooldown does not start, and the item is not consumed.

An ability with a cost on a class with no energy

The class has no energy, so the player's energy is zero, so any energy-cost above zero can never be paid. Either give the class an energy block or leave the cost at 0.

Energy is reset to zero and its bar removed when the class ends, on death and on quit.

The bars

Both boss bars live in config.yml, not in the class file — they are the plugin's presentation of energy and marks, shared by every class.

config.yml
energy-bar:
  enabled: true
  text: "%energy_color%%symbol% %energy% / %max%"
  colour: "YELLOW"
  overlay: "NOTCHED_20"
 
mark-bar:
  enabled: true
  text: "%mark_color%%mark_icon% +%extra_damage%% {muted}(%time%)"
  colour: "RED"
  overlay: "PROGRESS"
KeyWhat it does
enabledfalse hides that bar. The system still works; only the bar is gone.
textThe title. Palette tokens, colour tags and placeholders all work.
colourPINK, BLUE, RED, GREEN, YELLOW, PURPLE or WHITE.
overlayPROGRESS, NOTCHED_6, NOTCHED_10, NOTCHED_12 or NOTCHED_20.

Values available in each bar

These are supplied to the bar itself, and are not the same thing as the plugin's placeholders — they only work inside these two text values.

In energy-bar.textValue
%energy_color%The class's energy.color.
%symbol%The class's energy.symbol.
%energy%Current energy, one decimal.
%max%The cap, whole.
In mark-bar.textValue
%mark_color%The current mark level's color.
%mark_icon%Its icon.
%extra_damage%Its extra-damage, whole.
%time%Seconds left on the mark, counted down by the bar.

The energy bar's fill is energy over max. The mark bar's fill is the countdown over mark-duration, and reaching the end is what expires the marks — turning the mark bar off with enabled: false leaves marks with nothing to expire them until the player dies, quits or leaves the class.

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