Main config
config.yml configuration guide
The main config file is config.yml
. You can configure your levels and level matchers, custom command aliases, language, rewards, and leveling XP curve.
Base options
debug
- If 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.
xp-formula
- The main leveling curve formula. level
placeholder can be used here. The result must be a number. Boolean operations are not supported.
The required XP for the given levels is calculated from the difference between the XP needed for the given level and the XP required for the previous level.
For example, if the formula is level * 100 + 5
, and you want to level up from level 9 to level 10, you would need (10 * 100 + 5) - (9 * 100 + 5) = 1005 - 905 =
100
. To reach level 10 from level 0, you need a total of 10 * 100 + 5
XP, which is 1005
.
max-level
- Maximum level for a player to reach. Set it to -1 to disable the maximum level. It is advised to disable this option and it is disabled by default.
Formula placeholders
You can use custom number values in your rewards. For this to work, you have to define named custom formulas under the formula-placeholders
section. level
is supported as a placeholder.
You can reference this formula money in rewards, menus, messages, etc. with the {money}
placeholder. You will have access to 2 additional placeholders: {money_int}
and {money_formatted}
. int is a whole number instead of a decimal. formatted is mainly for messages and menus.
Command aliases
You can override the base commands and every 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 every reward formula placeholder and {prev_level}
placeholder, which is the previous level. ({prev_level_int}
and {prev_level_formatted}
are also available) Every action can be disabled if you set the enabled
field to false
. PlaceholderAPI placeholders are also supported in every action.
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...
Title
NOTE: you don't have access the rewards component here, since it wouldn't make sense. Every other placeholder is still available.
Sound
XP gain action bar
This is triggered every time the player gets XP. There is an extra {amount}
placeholder which is the formatted value of the XP that you get. You don't have access to formula placeholders here, since it doesn't make sense. PlaceholderAPI placeholders are available though.
Level matchers
In the level-matchers
section you can define custom rewards for levels based on an interval.
Do not delete or modify the default matcher interval and priority.
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. This is useful since levels are designed to be infinite.
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.
Custom level matchers
If you only want to change a specific levels rewards, then you have to define the level in the custom-levels
sections.
The key should be the level you want to override. Then you write your rewards as usual. You can name them whatever you want.
Because this custom level is inherits from every5
which inherits from default
You will both get their rewards if they are also matches for the level.
Icon generator
This can generate custom texture icons for the placeholder %aurora_level_icon%
to display on chat/tab and other places. You can use any placeholders here.
Icons will be built with the following order:
If the level is present in the generator config, it will use only that
If the level is not present in the generator config, it will try to build using the single digit values. For example, level 120 in this example will be constructed as 1 + 2 + 0. So basically if you define the number from 0 to 9 and make your textures accordingly, you have created every possible level.
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