Content generated with AI — it may contain mistakes.

Reference

Configuration

Every block of config.yml, with its defaults.

config.yml is written from a schema: comments are regenerated on every start, unknown keys are dropped, and a key you delete comes back with its default.

behaviour

behaviour:
  mode: both
  consume-token: true
  consume-remover: true
  require-permission: true
  hide-without-permission: false
KeyDefaultWhat it does
modebothplayer, weapon or both. See Modes and tokens.
consume-tokentrueWhether the token is spent when it is bound.
consume-removertrueWhether the remover is spent when it unbinds.
require-permissiontrueWhether playing an effect needs its node. Commands and the API are never limited by it.
hide-without-permissionfalseWhether locked effects are hidden in the menu instead of shown locked.

effects

Which kills play anything at all.

effects:
  all-mobs: false
  allowed-mobs:
    - PLAYER
    - MANNEQUIN
    - ZOMBIE
  ground-snap: 4.0
KeyDefaultWhat it does
all-mobsfalsetrue plays an effect on every kill, whatever died.
allowed-mobsPLAYER, MANNEQUIN, ZOMBIEWhich kills play an effect while all-mobs is off.
ground-snap4.0How far below the kill the floor is looked for, in blocks. 0 turns it off.
all-mobs on a farming server

all-mobs: true means every zombie in a grinder fires a whole sequence. Kill effects are usually meant for PvP: keep the list unless you want a production on every mob death.

A player killed mid-jump or knocked off a ledge dies in the air, where a choreography that was drawn to land on a floor has nothing to land on. ground-snap looks that many blocks down for the ground under them and plays the effect there instead. 0 plays exactly where they died.

trial

Now and then, a kill by a player carrying no effect plays one they do not own — a cosmetic sells best in the moment it is seen doing its job.

trial:
  enabled: true
  chance: 0.5
KeyDefaultWhat it does
enabledtrueWhether a player with no effect sometimes plays one as a taste.
chance0.5The odds on each of their kills, in percent. 0.5 is one kill in two hundred.

Only a player carrying nothing is ever given one, so it never overrides what somebody chose or won. When the effect has finished they are sent messages.trial-played, which points them at /killeffect.

token-item, remover-item and key-item

token-item:
  material: FIREWORK_STAR
  name: "{primary}&lKILL EFFECT &8» %effect%"
  lore:
    - "{secondary}Information:"
    - " {letters_black}▎ {letters}Drop this onto a weapon to"
    - " {letters_black}▎ {letters}{highlight}bind the effect {letters}to it. The weapon"
    - " {letters_black}▎ {letters}keeps everything it had."
    - ""
    - "{secondary}Fits:"
    - " {letters_black}▎ {info}%weapons%"
    - ""
    - "{warning}➥ Drop onto a weapon to bind"
    - ""
  glow: true
 
remover-item:
  material: SCRAPE_POTTERY_SHERD
  name: "{primary}&lEFFECT REMOVER"
  glow: true
 
key-item:
  material: TRIPWIRE_HOOK
  name: "{primary}&lCRATE KEY"
  glow: true

%effect% is the effect's name, %weapons% what it fits. material is only used when the effect sets no icon of its own — a token is normally drawn as the effect's own material.

key-item is the key a player holds: right click a crate block with one and it opens. See The crate.

weapon-lore

weapon-lore:
  enabled: true
  lines:
    - "{secondary}Kill Effect:"
    - " {letters_black}▎ {highlight}%effect%"

Drawn under a bound weapon's own lore, on packets only. The item itself never carries these lines.

menu:
  empty: "{muted}Nothing"
  tab-open: "{success}✔ You are here"
  tab-closed: "{warning}➥ Click to open"
  weapons-any: "Any weapon"
  favourites-name: "Favourites"
  favourites-icon: "AMETHYST_SHARD"
  favourite-on: "{highlight}★ In your favourites"
  favourite-off: "{muted}☆ Not in your favourites"
  random-name: "{highlight}Random"
  random-on: "{success}✔ Every kill is a surprise"
  random-off: "{warning}➥ Click to surprise yourself"

The three random-* keys are what the random choice is called and what its button says. The screen itself is menus/effects.yml — see The menu.

tiers

The rarities effects are sorted into, and how often each one comes out of a crate. Add, rename or delete any of them — the key is the id effects.yml writes as tier. Full reference on The crate.

tiers:
  common:
    name: "Common"
    material: GRAY_DYE
    color: "{muted}"
    chance: 60.0
    priority: 1
  rare: { name: "Rare", material: LIGHT_BLUE_DYE, color: "{info}", chance: 25.0, priority: 2 }
  epic: { name: "Epic", material: PINK_DYE, color: "{accent}", chance: 12.0, priority: 3 }
  legendary: { name: "Legendary", material: ORANGE_DYE, color: "{highlight}", chance: 3.0, priority: 4 }

chance is a weight, not a percentage: the shares shown in the menu are worked out from it.

crate

crate:
  enabled: true
  start-keys: 0
  duplicate-refund: 1
  reward: UNLOCK
  blocks: []
  max-at-once: 4
  spin-frames: 34
  stagger-seconds: 2.0
  on-spin:
    sound:
      name: BLOCK_NOTE_BLOCK_HAT
      pitch: 1.6
  on-win:
    sound:
      name: ENTITY_PLAYER_LEVELUP
      pitch: 1.2
  on-duplicate:
    sound:
      name: BLOCK_NOTE_BLOCK_BASS
      pitch: 0.8
KeyDefaultWhat it does
enabledtrueOff, the crate button says so instead of opening.
start-keys0Keys a player is given the first time they are seen.
duplicate-refund1Keys handed back for an effect already owned.
rewardUNLOCKWhat a crate hands over: UNLOCK, ITEM (only the token) or BOTH.
blocks[]The blocks that open the crate. Bind them with /killeffectsadmin crate block add.
max-at-once4How many crates one player may open in one go, up to seven.
spin-frames34How many faces the first reel runs through. Capped at 200.
stagger-seconds2.0How long after one reel stops the next one does.

The three effect blocks are played on every falling tick, and then once per reel as it lands — the win, or the duplicate when that reel stopped on something already owned.

showcase

Places that play kill effects on their own, over and over, for whoever walks past: a lobby centrepiece rather than a kill. The bodies wear the skins of the players standing nearby, so the crowd watching is the cast.

showcase:
  locations: []
  pause-seconds: 3.0
  radius: 24.0
  effects: []
KeyDefaultWhat it does
locations[]Where effects play on a loop. Set them with /killeffectsadmin showcase add.
pause-seconds3.0The rest between one effect ending and the next starting.
radius24.0How close a player has to be for a showcase to play and to be seen, in blocks.
effects[]The effect ids a showcase picks from. Empty picks from every effect.

With nobody inside radius nothing plays, so an empty lobby costs nothing.

feedback

feedback:
  on-bind:
    sound:
      name: BLOCK_ENCHANTMENT_TABLE_USE
      volume: 1.0
      pitch: 1.2
  on-unbind:
    sound:
      name: BLOCK_GRINDSTONE_USE

Full ExyliaLib effect blocks: title, action bar, boss bar, sound, particle and firework are all available on each. on-bind plays when an effect is bound to a weapon or chosen in the menu.

particles

particles:
  default-visibility: "ALL"
  name-all: "All"
  name-none: "None"
  name-self-only: "Self Only"
  name-others-only: "Others Only"

default-visibility is what a player starts with. The four names are what menus and placeholders call each mode.

placeholders

placeholders:
  none: "None"

What every %exyliakilleffect_...% placeholder answers when there is no value.

messages

Every line the plugin sends. prefix is {primary}&lE-KILLS &8•&r and every other message starts with %prefix%.

KeySent when
boundAn effect is bound to a weapon.
unboundAn effect is unbound and returned.
chosenAn effect is chosen in the menu.
clearedThe effect is taken off.
not-a-weaponThe item is not something an effect can be bound to.
wrong-weaponThe effect does not fit that weapon.
unknown-effectThe id names nothing the file declares.
already-boundThe weapon already carries an effect.
no-effectThe weapon carries none.
inventory-fullA remover needs a free slot.
no-permissionThe player does not own the effect.
empty-handA hand-held subcommand with nothing in hand.
given / given-remover / given-keyTokens, removers or crate keys were given.
rewards-claimedA player joins and the rewards that were waiting for them are handed over.
list-header / list-entry / list-empty/killeffectsadmin list.
visibility-setVisibility changed.
refreshedrefresh or validate finished.
menu-disabledThe menu was opened on a weapon server.
favourite-added / favourite-removed / favourites-cleared / favourites-emptyThe shortlist.
random-chosenThe random choice was turned on.
crate-won / crate-duplicateA crate landed on something new, or on something already owned.
crate-no-keys / crate-busy / crate-empty / crate-disabledThe crate refused to open.
keys-received / keys-taken / keys-givenKeys changed hands.
unlock-granted / unlock-already / unlock-revoked / unlocks-clearedunlocks subcommands.
crate-block-* / crate-blocks-*crate block subcommands.
preview-location-setThe preview stage was moved.
preview-unavailable / preview-unavailable-adminA preview was asked for before a stage was set.

Placeholders in messages: %effect%, %amount%, %id%, %visibility%, %player%, %location%, plus %prefix%.

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