
Documentation
ExyliaLib
Forty-six modules every Exylia plugin builds on: typed configuration with migrations, YAML menus, database, placeholders, sequences drawn with display entities, overlays, timetables, regions, rewards and one scheduler for Spigot, Paper and Folia.
- Version
- v1.95.0
- Minecraft
- 1.21+
- Category
- Library
- Pages
- 25
Getting started03
Foundations04
ConfigurationYAML files declared as Java records, generated from them, and migrated when they change shape.Text and placeholdersOne parser for every player-facing string, the shared palette, and one registry for %placeholders%.Tasks and threadsOne scheduler that runs on Spigot, Paper and Folia without a branch in your code.DatabaseRecords stored in H2, MySQL, MariaDB, PostgreSQL or MongoDB — one pool, no reflection per row, nothing blocking.
Interfaces07
MenusEverything a menu file can say: windows, lists, templates, fillers, conditions, animations, clicks and redrawing.ItemsAn item described in YAML — menu icon, kit entry, special item or shield — read once and drawn per viewer.ActionsCompiled, namespaced actions shared by menus, items and any other event boundary.Input, editors and wizardsAsking a player for something, editing a list of things, and walking somebody through a setup.OverlaysItems in a player's own inventory that the server does not have — a staff hotbar a crash cannot leave behind.Chat rulesWho reads whose chat messages: one rule per plugin, and the audience the server delivers to.Cosmetic rulesOne question every cosmetic plugin asks, and one answer every mode plugin gives.
Gameplay08
Effects and sequencesTitles, action bars, boss bars, sounds, particles and fireworks — declared by the owner, played by the plugin.SequencesChoreographed effects written in configuration: every token, every shape, and the parameters that move a display.Displays and NPCsSolid objects and player-shaped bodies, sent as packets and animated by the client.Sidebars, holograms and nametagsEverything drawn on a player's screen, sent as packets and declared in configuration.SchedulesTimetables: what starts by itself, when, and what has to be true for it to happen.Regions, schematics and worldsAreas of the world, saving and pasting boxes of it, and creating worlds from any thread.PlayersOne claim registry, cooldowns, teleports, snapshots, clans, combat and heads.Rewards, loot and economyWhat a player earned, what comes out of a chest, and what a balance is worth.
Reference03