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| Key | Default | What it does |
|---|---|---|
mode | both | player, weapon or both. See Modes and tokens. |
consume-token | true | Whether the token is spent when it is bound. |
consume-remover | true | Whether the remover is spent when it unbinds. |
require-permission | true | Whether playing an effect needs its node. Commands and the API are never limited by it. |
hide-without-permission | false | Whether 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| Key | Default | What it does |
|---|---|---|
all-mobs | false | true plays an effect on every kill, whatever died. |
allowed-mobs | PLAYER, MANNEQUIN, ZOMBIE | Which kills play an effect while all-mobs is off. |
ground-snap | 4.0 | How far below the kill the floor is looked for, in blocks. 0 turns it off. |
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| Key | Default | What it does |
|---|---|---|
enabled | true | Whether a player with no effect sometimes plays one as a taste. |
chance | 0.5 | The 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
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| Key | Default | What it does |
|---|---|---|
enabled | true | Off, the crate button says so instead of opening. |
start-keys | 0 | Keys a player is given the first time they are seen. |
duplicate-refund | 1 | Keys handed back for an effect already owned. |
reward | UNLOCK | What 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-once | 4 | How many crates one player may open in one go, up to seven. |
spin-frames | 34 | How many faces the first reel runs through. Capped at 200. |
stagger-seconds | 2.0 | How 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: []| Key | Default | What it does |
|---|---|---|
locations | [] | Where effects play on a loop. Set them with /killeffectsadmin showcase add. |
pause-seconds | 3.0 | The rest between one effect ending and the next starting. |
radius | 24.0 | How 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_USEFull 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%.
| Key | Sent when |
|---|---|
bound | An effect is bound to a weapon. |
unbound | An effect is unbound and returned. |
chosen | An effect is chosen in the menu. |
cleared | The effect is taken off. |
not-a-weapon | The item is not something an effect can be bound to. |
wrong-weapon | The effect does not fit that weapon. |
unknown-effect | The id names nothing the file declares. |
already-bound | The weapon already carries an effect. |
no-effect | The weapon carries none. |
inventory-full | A remover needs a free slot. |
no-permission | The player does not own the effect. |
empty-hand | A hand-held subcommand with nothing in hand. |
given / given-remover / given-key | Tokens, removers or crate keys were given. |
rewards-claimed | A player joins and the rewards that were waiting for them are handed over. |
list-header / list-entry / list-empty | /killeffectsadmin list. |
visibility-set | Visibility changed. |
refreshed | refresh or validate finished. |
menu-disabled | The menu was opened on a weapon server. |
favourite-added / favourite-removed / favourites-cleared / favourites-empty | The shortlist. |
random-chosen | The random choice was turned on. |
crate-won / crate-duplicate | A crate landed on something new, or on something already owned. |
crate-no-keys / crate-busy / crate-empty / crate-disabled | The crate refused to open. |
keys-received / keys-taken / keys-given | Keys changed hands. |
unlock-granted / unlock-already / unlock-revoked / unlocks-cleared | unlocks subcommands. |
crate-block-* / crate-blocks-* | crate block subcommands. |
preview-location-set | The preview stage was moved. |
preview-unavailable / preview-unavailable-admin | A preview was asked for before a stage was set. |
Placeholders in messages: %effect%, %amount%, %id%, %visibility%, %player%, %location%,
plus %prefix%.
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