Weapons
The mark weapon and the backstab weapon: what triggers each one, what it does, and what it does not do.
A class declares weapons keyed by material, each with a type:
weapons:
ARROW:
type: MARK
# ...| Type | Trigger |
|---|---|
MARK | Hitting a player with an arrow of that item type. |
BACKSTAB | Hitting a player from behind while holding that item. |
Only the first MARK weapon and the first BACKSTAB weapon in a class are ever used, and "first" is
unordered. Declare at most one of each type per class.
Mark
weapons:
ARROW:
type: MARK
mark-duration: 10
give-glow: true
mark-same-class: false
marks:
1:
extra-damage: 7
color: "<#9e9e9e>"
icon: "◆"
remove-invisibility: true
attacked-effects: []
attacker-effects: []
2:
extra-damage: 14
color: "<#55ff55>"
icon: "◆◆"
remove-invisibility: true
attacked-effects: []
attacker-effects: []| Key | Default | What it does |
|---|---|---|
mark-duration | 10 | Seconds the mark boss bar counts down for. When it empties the marks are cleared. |
give-glow | false | Makes the marked player glow. |
mark-same-class | false | Whether a player of the shooter's own class can be marked. |
marks.<n> | none | One level per number of marks stacked. |
A mark level
| Key | Default | What it does |
|---|---|---|
extra-damage | 0 | The number written into messages, the boss bar and the placeholders. |
color | &f | The colour of the icon. The mark bar is given it as %mark_color%; anything outside the plugin reads it as %exyliaclasses_classes_mark_color%, or together with the icon as %exyliaclasses_classes_mark_display%. |
icon | ◆ | The icon. The mark bar is given it as %mark_icon%; anything outside the plugin reads it as %exyliaclasses_classes_mark_icon%. The shipped classes repeat it once per level. |
remove-invisibility | false | Strips Invisibility from the target when the glow is applied. Only does anything with give-glow: true. |
attacked-effects | none | Effect lines applied to the target. |
attacker-effects | none | Effect lines applied to the shooter. |
How marking works
An arrow lands
The projectile must be an arrow shot by a player, the shooter must be in a class with a mark weapon, and the arrow's own item type must equal the weapon's material. Shooting yourself does nothing.
Same-class check
With mark-same-class: false, a target already in the shooter's class is refused and the shooter
is told. A target in another class, or in none, is fine.
The stack goes up by one
Levels are looked up by the new count, capped at the highest level defined — a fifth hit on a four-level weapon stays at level 4.
The level fires
Its effects are applied to both sides, the glow goes on if configured, and both players are told
what the level's extra-damage says.
The bar counts down
When it reaches zero the marks reset to zero, the glow comes off, and the target is told the marks expired.
The mark system does not modify damage. extra-damage is what gets written into the mark messages,
into the mark boss bar as %extra_damage%, and into %exyliaclasses_classes_mark_extra_damage% for
anything reading the plugin through PlaceholderAPI — the bonus itself is expected to come from your
own setup reading that number. Marks also do not change the arrow's own damage.
A player carries one mark count and one mark weapon at a time. A second archer's arrow adds to the same stack and takes over the weapon, rather than starting a separate one.
Marks are cleared when the target dies, quits, or leaves their own class.
Backstab
weapons:
GOLDEN_SWORD:
type: BACKSTAB
extra-damage: 8
can-dead: false
attack-cooldown-need: 0.6
break-item: true
attacked-effects:
- SLOW|1|3
attacker-effects:
- SLOW|3|3
- WEAKNESS|3|3
attacked-particles:
enabled: true
type: "SMALL_FLAME|100|1.5|1.5|1.5|3"
attacked-sound:
enabled: true
type: "BLOCK_BEACON_POWER_SELECT|1|1"
attacker-particles:
enabled: true
type: "SMALL_FLAME|100|1.5|1.5|1.5|3"
attacker-sound:
enabled: true
type: "BLOCK_BEACON_POWER_SELECT|1|1"| Key | Default | What it does |
|---|---|---|
extra-damage | 50 | Health points taken off the target directly. 8 is four hearts. |
can-dead | false | Whether a backstab may be the killing blow. |
attack-cooldown-need | 0.9 | How charged the attack must be, from 0 to 1. 0.6 is 60%. |
break-item | false | Destroys the weapon on a successful backstab. |
attacked-effects / attacker-effects | none | Effect lines for each side. |
attacked-particles / attacker-particles | off | Shown to each side. |
attacked-sound / attacker-sound | off | Played to each side. |
How a backstab lands
The weapon must be in the main hand
And the attacker must be in a class that declares it. Both players must be players — mobs are ignored.
The swing must be charged
Below attack-cooldown-need the attacker is told the current and required percentages and the
hit continues as an ordinary attack.
The attacker must be behind
Measured against the target's facing: roughly the rear 145° arc. In front of that, an ordinary attack.
Damage is replaced, not added
The vanilla damage of the swing is set to zero and extra-damage is taken straight off the
target's health.
Setting health directly bypasses armour, Protection, Resistance and absorption hearts. extra-damage: 8 is four full hearts against a naked player and four full hearts against a netherite one. Tune it
low.
When the subtraction would reach zero health, the attacker is told and the backstab is abandoned. The
swing itself is left alone, so the ordinary sword damage still lands — and can still kill. What
can-dead: false prevents is the flat extra-damage being the killing blow, not the target dying to
that hit.
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