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.
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.
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...
Leaderboards
Sound
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
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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