AuroraCollections
  • AuroraCollections
  • Configuration
    • Main configuration
    • Category configuration
    • Collection configuration
    • Menu configuration
      • Categories (main menu)
      • Category rewards
      • Collection list
      • Collection progression
  • Commands
  • Rewards
  • Permissions
  • Placeholders
  • API
  • Compatible plugins
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On this page
  • Base options
  • Command aliases
  • Display components
  • Level up actions
  • Message
  • Leaderboards
  • Sound
  • Global level matchers
  • Example setup
  1. Configuration

Main configuration

config.yml configuration guide

The main config file is config.yml. You can configure your level up actions and global level matchers, custom command aliases, language and global rewards.

Base options

debug - If it is enabled (true), then the plugin will log additional information about what it is doing and what is happening. Only allow this if the developer asks you.

language - This will determine what language the plugin will use for command messages. If the file doesn't exist, a new one will be generated from the default English file.

prevent-creative-mode - Will prevent progression for players that are in creative mode if set to true.

Command aliases

You can override the base commands and every user subcommand to fit your language.

command-aliases:
  collections: ["collections", "collection"]
  progression: ["progression"]

Make sure to keep at least one alias always otherwise the plugin will break.

Display components

This is for more advanced templating. Currently, only rewards are supported for this.

display-components:
  rewards:
    title: "  &7Rewards:&r"
    line: "    {reward}"

The title will be the first line in the item lore or level-up message. Every reward will be placed on the {reward} in its new line.

Level up actions

In every action, you will have access to {prev_level} , {prev_level_raw} ,{prev_level_formatted}placeholders, which defines the previous level. Every action can be disabled if you set the enabled field to false. PlaceholderAPI placeholders are also supported in every action. Similarly you have access to the current level and collection placeholders like category and collection name.

Message

The rewards display component is available here. If you have multiple rewards for the level it will show something like this:

...your message top... Rewards: some reward 1 some reward 2 ...your message bottom...

level-up-message:
  enabled: true
  message:
    - "&3&m----------------------------------------&r"
    - ' '
    - "  &f&l{collection_name} collection level up &6&l{level}&r"
    - ' '
    - "component:rewards"
    - ' '
    - "&3&m----------------------------------------"

Leaderboards

# Changing leaderboard options requires a server restart
leaderboard:
  # How many players to display on the leaderboard at all times.
  # Papi placeholders will only be available for the top X.
  cache-size: 10
  # Minimum amount of items that need to be collected to be displayed on the leaderboard for each collection
  min-items-collected: 10

Sound

level-up-sound:
  enabled: true
  sound: "ENTITY_PLAYER_LEVELUP"
  volume: 1
  pitch: 1

Global level matchers

In the global-level-matchers section you can define custom rewards for levels based on an interval globally (meaning you can use them in every on of your collections if you want).

The matcher named default in the config by default will match every level, since it has an interval of 1, meaning every level, since every level can be divided by 1.

The priority system ensures, that if you have a matcher for example that matches every fifth level, then if it has higher priority than the default, it will be selected instead of the default. This way you can define matchers for every 5, 10, 20 etc levels.

You can read about how to define rewards at Rewards. The name of the rewards can be anything valid YAML.

Example setup

global-level-matchers:
  default:
    interval: 1
    priority: 0
    rewards:
      my-money-reward:
        type: money
        formula: "1000 * {level_raw}^2 - 1000 * {level_raw} + 2000"
        display: "&8+&a{value_formatted}"
  every5:
    interval: 5
    # Optional - start from this level and count up with interval
    start: 5
    # Optional - stop when this level + 1 reached
    stop: 100
    priority: 1
    # This is optional
    inherits-from: [ default ]
    rewards:
      my-aurora-levels-reward:
        type: levels_xp
        formula: "ceil(5 + 5 * ({level_raw} - 1) * (log(1 + {level_raw}) / log(2)))"
        display: "&8+&b{value_formatted} Global XP"

We have 2 matchers here. Default which will match every level and one named every5 which will match every 5th level. Since every5 has higher priority than default it will always be selected in every level that is divisible by 5 instead of the default one. (eg.: 5, 10, 15, 20, 25, 30, 35, 40, and so on). This way you can define a flexible system, that gives more and bigger rewards at certain intervals.

Because every5 is inherits from default it means that on every 5 levels you will also get the default matchers rewards.

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Last updated 9 months ago

The sound has to be vanilla Minecraft as of now.

sound