Content generated with AI — it may contain mistakes.

Reference

Configuration

Every key of config.yml: payment rules, the generator cap and timer, auras, visuals and skill colours, then the messages and screens.

Mobs and generators are edited in game with /mobsadmin, not in a file. config.yml holds only what every mob and generator on the server shares. Apply a change with /mobsadmin reload.

Settings: settings

KeyDefaultWhat it does
min-player-share0.5The share of a mob's damage, 0 to 1, players have to deal for it to pay. A mob a farm, lava or other mobs mostly killed pays nothing. Not used in hits mode, which pays when broken.
max-alive200The most generator mobs alive at once on this server, all generators together. Mobs spawned by hand do not count.
tick-seconds2How often the generators are checked, such as 2s. A bare number is seconds.
reward-modeDROPWhere a reward list's items go when neither the list nor the mob chooses: DROP bursts them out where it died, for anyone to pick up; INVENTORY hands them to the list's player. Money, commands and experience reach the player either way.
effect-radius64.0Blocks from a mob within which its skill effects and aura are seen.
nearby-radius24.0Blocks from where a mob ends within which players earn its nearby list, hit or not.

Auras

Auras a mob's look can wear, picked by name on its LOOK button. Each is the sequence lines of one frame, drawn every other tick at its feet. %angle%, %angle2% and %angle3% turn a little each frame, a third of a turn apart, so a shape with rotate:%angle% spins around the mob. A mob naming an aura that is not here wears the first one.

auras:
  confetti:
    lines:
      - '[CIRCLE] DUST;color:{accent};size:1.2;radius:1.1;points:1;y:1.3;rotate:%angle%'
      - '[CIRCLE] DUST;color:{highlight};size:1.2;radius:1.1;points:1;y:1.3;rotate:%angle2%'
      - '[CIRCLE] DUST;color:{info};size:1.2;radius:1.1;points:1;y:1.3;rotate:%angle3%'
      - '[PARTICLE] DUST;color:{success};size:0.8;count:1;offset:0.6,0.5,0.6;y:1.5'
  sparks:
    lines:
      - '[CIRCLE] FIREWORK;radius:1.0;points:3;y:1.4;rotate:%angle%'
      - '[PARTICLE] END_ROD;count:1;offset:0.5,0.6,0.5;speed:0.01;y:1.4'
  galaxy:
    lines:
      - '[CIRCLE] DUST;color:{primary};size:1.1;radius:1.2;points:2;y:0.3;rotate:%angle%'
      - '[CIRCLE] DUST;color:{secondary};size:1.1;radius:0.9;points:2;y:2.1;rotate:%angle2%'
      - '[CIRCLE] END_ROD;radius:1.2;points:1;y:1.2;rotate:%angle3%'
  firestorm:
    lines:
      - '[CIRCLE] FLAME;radius:0.9;points:2;y:0.2;rotate:%angle%'
      - '[CIRCLE] FLAME;radius:0.7;points:2;y:1.2;rotate:%angle2%'
      - '[PARTICLE] LAVA;count:1;offset:0.4,0.3,0.4;y:1.2'
  waterworks:
    lines:
      - '[CIRCLE] SPLASH;radius:1.0;points:4;y:1.6;rotate:%angle%'
      - '[CIRCLE] BUBBLE_POP;radius:0.8;points:2;y:0.6;rotate:%angle2%'
      - '[PARTICLE] DRIPPING_WATER;count:1;offset:0.5,0.2,0.5;y:2.0'
  ender:
    lines:
      - '[CIRCLE] REVERSE_PORTAL;radius:1.1;points:3;y:0.4;rotate:%angle%'
      - '[CIRCLE] WITCH;radius:0.8;points:1;y:1.8;rotate:%angle2%'
      - '[PARTICLE] PORTAL;count:3;offset:0.4,0.6,0.4;speed:0.3;y:1.0'

Add a section to add an aura; it shows up on every mob's LOOK button after a reload.

Visuals: visuals

How mobs react to what happens to them — how they enter, take hits, heal, die and look when nearly done, and the numbers that float out of them — and the colours their skills are drawn in. Each mob's LOOK button picks its own reactions and each skill its own style; these are the limits and colours every mob shares. Visuals only: none of this changes health, damage, drops or rewards.

KeyDefaultWhat it does
reactionstrueWhether mobs react at all. false keeps every mob vanilla-looking: no entrances, hit sparks, ragdolls, piñata candies or floating numbers.
indicator-range24.0Blocks from a mob within which its damage, healing and hits-left numbers show.
shake1.0How much of each screen shake plays: 1 as designed, 0 none, up to 3.
max-casts24The most large effects (entrances, deaths and skill styles) mobs play at once on this server. Past it the next one is simply not drawn, and the skill still lands.

Skill colours: visuals.theme

The colours skill styles are drawn in, by role. Each is a palette token such as {warning}, which follows colors.yml, or a #rrggbb colour. A skill's own TINT replaces its style's main colour. A blank value draws the default.

KeyDefaultDrawn for
telegraph{warning}The warning on the ground before an attack lands.
danger{error}What hurts: a meteor's circle, a charge's lane, a barrage.
heal{success}Healing.
shield{info}Shields and wards.
arcane{primary}Summons, blinks and shockwaves that only push.
fire#ff7a1aFire.
frost#9be7ffIce and slowness.
poison#7bc043Poison.
shock#8fd3ffLightning.
crit{warning}A hard hit landing: a charge's daze.

Messages and menus

Every line is in lang/<language>/messages.yml: the chat answers, the prompts, the editor titles, the lore of a mob in a generator, and the words the screens fill in (menu, model), what each reward list is called (payouts), each model state (model.states), each way of dying (model.deaths) and each body (model.bodies). Colours are palette tokens, so recolouring the server never means editing it. A message may open with an effect tag that never reaches the screen: [sound:NAME|volume|pitch] plays a sound. %prefix% is replaced by the prefix value, {primary}&lMOBS {letters_black}•<reset> by default.

new-template-name is the name a new mob starts with (%id% in upper case); prompt-name keeps %health% and %max_health% as written, for the mob to fill in.

The plugin has no language key of its own: it follows language in ExyliaLib's config.yml, and ships en, es, fr, pt, ru and tr. See Languages.

The seven screens are under lang/<language>/menus/admin/ and are replaced from the jar on every start, so edits to them do not last. Change their words through messages.yml.

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