Default Skills Configuration
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Default Skills Configuration
Each skill lists the default settings for each skill specific variable, which can be amended as desires to product vastly different effects.
Archer
- Description
- Uber archery skill - able to produce many varied effects.
- Type
- Active
- Defaults
- manaCost: 10
- duration: 5000 (for effects)
- cooldown: 10000
- Skill specific variables
- damage (double, default 5.0)
- Amount of extra damage to inflict. currently with bukkit his appears to scale based on the pullback. So a critical charged bow does approx 3.5x.
- velocity (double, default 1.2)
- the speed multiplier for the arrow. Note that increasing speed increases accuracy and damage.
- knockback (integer, default 1)
- level of knockback to apply (equiv to enchantment on bow)
- fire (integer, default 1)
- simple 0/1 - 1 if you want a flaming arrow
- qty (integer, default 1)
- How many arrows to fire.
- bowshot (integer, default 0)
- should this skill trigger when a regular bow is fired? (0 = only via /skill or linked item, 1 = also when bow is fired.
- explode (integer, default 0)
- power of explosion to fire - 0= none - 4= tnt
- teleport (integer, default 0)
- set to 1 to teleport firer to the impact block.
- fetch(integer, default 0)
- Teleports dropped items within 'fetch' blocks range from impact to the firer.
- effects (string, default "POISON,BLEED")
- effects to apply to target hit. Comma separated list allowing multiple effects.
- material (string, default "COBWEB")
- places this material to the air block next to where it hit - use for webs, torches, lava, fire, saplings etc etc
- materialduration (integer, default 0)
- Duration for materials to remain in place - 0 for permanent.
Advanced arrow skill. Allows flaming arrows, multiple arrows, exploding arrows, web arrows and teleporting arrows.
Examples:
Firestorm: skillname: archer manaCost: 20 cost: 0 level: 10 cooldown: 1 vars: damage: 1.0 velocity: 3.0 knockback: 2 fire: 1 Sniper: skillname: archer manaCost: 10 cost: 0 level: 20 cooldown: 10000 vars: damage: 1.0 velocity: 3.0 knockback: 2 fire: 0 Bazooka: skillname: archer manaCost: 10 cost: 0 level: 20 cooldown: 10000 vars: damage: 1.1 velocity: 1.5 knockback: 1 fire: 1 explode: 6 material: LAVA effects: STUNNED
Aura
- Description
- Applies an effect to self.
- Type
- Active
- defaults
- manaCost: 5
- duration: 5000
- cooldown: 10000
- Skill specific variables
- effect (string, default "REGENERATE")
- Effect to apply to the player.
- message (string, default "Impersonating a TimeLord...")
- Text to display when activated
The specified effect is applied to the skill user for the duration specified. You can use this skill to add regeneration, speed, resistance, night vision etc.
Examples:
Regenerate skillname: aura cost: 0 level: 5 manaCost: 10 vars: effect: REGENERATION message: "Healing..." InfraRed: skillname: aura cost: 0 level: 5 manaCost: 10 vars: effect: NIGHT_VISION message: "Goggles on..."
Boost
- Description
- Speed boost
- Type
- Active / Passive
- defaults
- manaCost: 5
- duration: 5000
- cooldown: 10000
- Skill specific variables
- speed (double, default 0.2)
- Set the players speed
- message (string, default "Boost Activated")
- Message to display when used (if active skill).
The specified speed is added to the skill user for the duration specified. Note that default Steve? walking speed is 0.2 If passive speed gain is permanent.
Example:
Sprint: skillname: boost cost: 0 level: 5 manaCost: 10 vars: speed: 0.5
BraceFall
- Description
- Prevent fall damage when active
- Type
- Active
- defaults
- duration: 10000
- cooldown: 5000
- Skill specific variables
- chance (double, default 50.00)
- Change to prevent damage each hit
- percentage (double, default 99.00)
- Amount of damage to prevent (in addition to soak).
- soak (integer, default 1)
- Amount to reduce damage buy, applied before "percentage".
When triggered bracefall prevents or reduces fall damage for the active duration.
The skill have a "change" percent chance of working each fall (set to 100 for always).
If triggered it then reduces the fall damage by the soak value, then then reduced it by the percent about. A percent of 100 would prevent all damage.
Example:
brace skillname: bracefall level: 10 cost: 0 manaCost: 10 duration: 30000 vars: chance: 100.00 percentage: 90.00 soak: 0
Brawler
- Description
- Attacks while barehanded have a [chance]% chance to deal +[damage] damage.
- Type
- Triggered
- Skill specific variables
- chance (double, default 75.5)
- Chance to trigger when hitting (100.00 for all hits)
- damage (integer, default 5)
- Amount of extra damage to inflict
As a triggered skill, brawler triggers automatically with every barehanded blow. It has a "chance" percent to inflict +damage extra damage.
Example:
punch: skillname: brawler level: 1 cost: 0 vars: damage: 5 chance: 75.5
BuffParty
- Description
- Buff Party
- Type
- Active
- defaults
- manacost: 10
- duration: 10000
- cooldown: 10000
- Skill specific variables
- speed(double, default 0.1)
- Speed boost for party
- heal(integer, default 10)
- Heal party members by heal about
- str(integer, default 0)
- Amount to boost Strength stat of party
- dex(integer, default 0)
- Amount to boost Dexterity stat of party
- con(integer, default 0)
- Amount to boost Constitution stat of party
- int(integer, default 0)
- Amount to boost Intelligence stat of party
- wis(integer, default 0)
- Amount to boost wisdom stat of party
- chr(integer, default 0)
- Amount to boost Charisma stat of party
- dodge(integer, default 0)
- Amount to boost chance of dodging for party
- hit(integer, default 0)
- Amount to boost chance of hitting for party
- soak(integer, default 0)
- Amount to boost damage soaked for party
- power(integer, default 0)
- Amount to boost damage inflicted for party
- effects (string, default "")
- Effects to apply to the players party.
- message (string, default "You have been buffed")
- Message to display to party members when used
BuffParty gives the selected bonuses to the players party (including himself)/
Example:
combatboost: skillname: buffparty level: 1 cost: 0 vars: str: 2 dex: 2 con: 1 power: 1 soak: 1 dodge: 2 hit: 2 speed: 0.1 message: "Combat Boost activated" effects: jump partyheal: skillname: buffparty level: 1 cost: 0 vars: con: 2 soak: 2 dodge: 2 message: "Heal activated" effects: REGENERATION
Curse
- Description
- Curse Player
- Type
- Active
- defaults
- manacost: 10
- duration: 10000
- cooldown: 10000
- Skill specific variables
- distance(integer, default 0)
- Maximum distance to target
- damage(integer, default 0)
- Amount to damage target
- str(integer, default 0)
- Strength penalty (use negative number)
- dex(integer, default 0)
- Dexterity penalty (use negative number)
- con(integer, default 0)
- Constitution penalty (use negative number)
- int(integer, default 0)
- Intelligence penalty (use negative number)
- wis(integer, default 0)
- wisdom penalty (use negative number)
- chr(integer, default 0)
- Charisma penalty (use negative number)
- dodge(integer, default 0)
- Dodge penalty (use negative number)
- hit(integer, default 0)
- Hitting penalty (use negative number)
- soak(integer, default 0)
- Soak penalty (use negative number)
- power(integer, default 0)
- Power penalty (use negative number)
- effects (string, default "")
- Effects to apply to the target
- message (string, default "You have been buffed")
- Message to display to target
Curse applies penalties to target for duration
Example:
funblecurse: skillname: curse level: 1 cost: 0 vars: dex: -5 soak: -2 dodge: -5 message: "You have been cursed" effects: WITHER weakness: skillname: buffparty level: 1 cost: 0 vars: con: -2 dodge: -2 power: -2 message: "Heal activated" effects: SLOW_DIGGING,CONFUSION,WEAKNESS
Decapitate
- Description
- Drop Skulls when killing...
- Type
- Active/Passive
- defaults
- duration: 30000
- cooldown: 60000
- Skill specific variables
- mobchance (double, default 50.0)
- change for Mobs to drop skulls
- playerchance (double, default 100.0)
- change for players to drop skulls
- message (string, default "Off with his head!")
- Message to display on use if active skill.
Diagnose will give you detailed info on the status of the entity you are looking at upto "distance".
Examples:
surgeon: skillname: decapitate type: PASSIVE level: 1 cost: 0 vars: mobchance: 0.00 playerchance: 100.00 trophy: skillname: decapitate type: ACTIVE level: 50 cost: 0 manaCost: 50 vars: mobchance: 100.00 playerchance: 10.00
Diagnose
- Description
- Diagnose effect and health of target.
- Type
- Active
- defaults
- manaCost: 10
- cooldown: 10000
- Skill specific variables
- distance (integer, default 10)
- Maximum distance to use
Diagnose will give you detailed info on the status of the entity you are looking at upto "distance".
Examples:
examine: skillname: diagnose level: 1 cost: 0 manaCost: 10 vars: distance: 5 spy: diagnose: level: 50 cost: 0 manaCost: 50 vars: distance: 50
Dodge
- Description
- Increased dodge and damage prevention
- Type
- Triggered
- Skill specific variables
- soakchance (double, default 50.0)
- Chance for damage to be dodgeed
- soak (integer, default 5)
- Amount of damage to soak
- dodgemod (integer, default 5)
- Amout to adjust dodge change in combat mechanics
Dodge works in two ways and you can use either or both. Dodgemod is added as a modifier during the combat hit, making it harder for you to be hit.
You can slo set "soakchance" to give a percentage chance of reducing damage by "soak" - so by default you have a 50% chance of reducing damage by 5.
Example:
shielding: skillname: dodge level: 10 cost: 0 vars: soakchance: 100.00 soak: 5 dodgemod: 0 nimble: skillname: dodge level: 10 cost: 0 vars: soakchance: 0.00 soak: 0 dodgemod: 6
Enchant
- Description
- Apply [effect] to area...
- Type
- Active
- defaults
- duration: 10000
- cooldown: 5000
- Skill specific variables
- effect (string, default "CONFUSION")
- Effect to apply
- radius (integer, default 3)
- Radius of the area to effect
- range (integer, default 100)
- Maximum range to target
- message (string, "Nauseous...")
- Message to display when applying
This skill creates an area imbued with the chosen effect for the duration of the skill. Mobs within or entering the area get the effect.
Examples:
sancturay: skillname: enchant level: 10 cost: 0 manaCost: 10 vars: radius: 5 message: "Healing..." effect: "REGENERATION" ninja: skillname: enchant level: 10 cost: 0 manaCost: 10 vars: radius: 5 message: "Poof..." effect: "SMOKE" phase: skillname: enchant level: 10 cost: 0 manaCost: 10 vars: radius: 3 message: "Vanish..." effect: "INVISIBILITY"
Escape
Description :Escape from immobilise effects
- Type
- Active/Passive
- Defaults
- cooldown: 60000
- duration: 30000
- manaCost: 5
- Skill specific variables
- message (string, default "I want to break free...")
- Message to display on use if active skill.
Escape from immobilise effects, prevents your speed dropping below your race+class speed for the duration.
Example
escapeartist: skillname: escape type: ACTIVE level: 50 cost: 0 manaCost: 10 cooldown: 60000 duration: 30000 buildup: 15000
FeatherFall
- Description
- Prevent Fall Damage
- Type
- Passive
- Skill specific variables
- chance (double, default 50.00)
- Change to prevent damage each hit
- percentage (double, default 99.00)
- Amount of damage to prevent (in addition to soak).
- soak (integer, default 1)
- Amount to reduce damage buy, applied before "percentage".
This skill works exactly the same of BraceFall, except that is is passive and therefore always active.
Example:
softfall: skillname: featherfall level: 10 cost: 0 vars: chance: 100.00 percentage: 90.00 soak: 0
Fence
- Description
- "Clean" stolen goods
- Type
- Active
- Defaults
- manaCost: 10
- cooldown: 60000
- Skill specific variables
- chance (double, default 75.00)
- Change to remove stolen tag
This skill allows the user to clean the item in their hand of the stolen markers sometimes added by other skills.
Example:
launder: skillname: fence level: 10 cost: 0 manaCost: 100 vars: chance: 50.00 masterfencer: skillname: fence level: 50 cost: 0 manaCost: 150 vars: chance: 100.00
Hadouken
- Description
- Inflict [damage] enhanced melee Damage on target when activated...
- Type
- Active
- defaults
- manaCost: 10
- buildup: 3000
- cooldown: 60000
- Skill specific variables
- change (double, default 50.0)
- Chance for skill to trigger each hit - 100.00 is always.
- explode (integer, default 1)
- Set to 1 to trigger explosion at the target, 0 for none.
- explodepower (double, default 4.0)
- Size of explosion if any. 4.0=TNT
- damage (integer, default 10)
- Amount of damage to inflict on target
- bypassmagicarmour (integer, default 0)
- 1 will let damage ignore any magic armour (from MagicItems), 0 will work as normal.
- explodeblocks (integer, default 1)
- Should explosion (if any) effect blocks? 0=no, y=yes.
- explodefire (integer, default 1)
- Should explosion (if any) light fires? 0=no, y=yes.
- effects (string, default "STUNNED,BLEED")
- effects to apply to target
- effectsduration (integer, default 600000)
- Duration for any applied effects
- weapons (string, default "hands")
- Valid weapons to be holding for Hadouken to take effect.
- message (string, default "Hadouken Ready!")
- Message to player on activation
Similar to "hurt", this allows you to create special damage effects in melee combat.
Unlike "mighty blow" this skill is not passive, and requires activation, only applying to blows during the duration.
Additionaly during the active period the user is immune to explosive damage.
Example:
GouHadouken: skillname: Hadouken level: 100 cost: 0 manaCost: 50 buildup: 5000 duration: 15000 vars: explodepower: 5.0 damage: 10 explode: 1 bypassmagicarmour: 1 explodeblocks: 0 explodefire: 1 effects: "STUNNED" weapon: "HANDS" effectsduration: 10000
Heal
- Description
- Heal target
- Type
- Active
- Defaults
- manaCost: 10
- cooldown: 10000
- Skill specific variables
- heal (double, default 10.00)
- Amount to heal
- distance (integer, default 10)
- Maximum distance to target
- removeeffects (string, default "SLOWBLEED,BLEED,POISON")
- Effects to "cure"
This skill allows the user to heal the target they are looking at.
Example:
bandage: skillname: heal level: 10 cost: 0 manaCost: 10 cooldown: 1000 consumes: "PAPER" vars: heal: 10.0 removeeffects: "SLOWBLEED,BLEED,POISON" distance: 15
HealingTouch
- Description
- Heal target on touch
- Type
- Active
- Defaults
- manaCost: 10
- cooldown: 10000
- Skill specific variables
- heal (double, default 10.00)
- Amount to heal
- chance (double, default 75.00)
- Change to remove stolen tag
- effects (string, default "REGENERATE")
- Effects to apply
- effectsduration (integer, default 10000)
- Duration for applied effects
- removeeffects (string, default "SLOWBLEED,BLEED,POISON")
- Effects to "cure"
- holding (string, default "MAGMA_CREAM")
- Item that must be held to use skill. Usefull to link/bind this item to the skill for easier use.
This skill allows the user to heal the target they touch.
Example:
layhands: skillname: healingtouch level: 10 cost: 0 manaCost: 10 cooldown: 1000 vars: heal: 10.0 removeeffects: "SLOWBLEED,BLEED,POISON" chance: 100.00 effects: "HEALTH_BOOST" effectsduration: 60000 holding: MAGMA_CREAM
Hex
- Description
- Attacks have [chance] percent of applying [effect] to target.
- Type
- Triggered
- defaults
- duration = 10000
- Skill specific variables
- chance (double, default 50.0)
- Chance for effect to apply
- effect (string, default "WITHER")
- Name of effect to apply
- weapons (string, default "")
- If not black require one of the list to be held.
- message (string, default "Target Withered...")
- Measage to display to user if sucessful.
When hitting a mob/player in combat you have "chance" percent of applying the chosen effect for the duration.
Weapons can be specified to apply the effect only if holding that weapon/item. Leave blank for all, otherwise a list of materials with optional HAND for bare hand.
Examples:
PoisonBlade: skillname: hex level: 10 cost: 0 vars: chance: 50.0 effect: "POISON" weapons: "WOOD_SWORD,STONE_SWORD,IRON_SWORD,GOLD_SWORD,DIAMOND_SWORD" message: "Poisoned" Bleeder: skillname: hex level: 10 cost: 0 vars: chance: 100.0 effect: "BLEED" weapons: "WOOD_AXE,STONE_AXE,IRON_AXE,GOLD_AXE,DIAMOND_AXE" message: "Wounded..."
Hurt
- Description
- Attacks have [chance] percent of applying [effect] to target.
- Type
- Triggered
- defaults
- duration: 10000
- manaCost: 10
- Skill specific variables
- explode (integer, default 1)
- Set to 1 to trigger explosion at the target, 0 for none.
- explodepower (double, default 4.0)
- Size of explosion if any. 4.0=TNT
- damage (double, default 5.0)
- Amount of damage to inflict on target
- distance (integer, default 10)
- Maximum distance to target
- radius(integer, default 0)
- If >0 then also effects targets within <radius> blocks radius of targeted entity.
- bypassmagicarmour (integer, default 0)
- 1 will let damage ignore any magic armour (from MagicItems), 0 will work as normal.
- explodeblocks (integer, default 1)
- Should explosion (if any) effect blocks? 0=no, y=yes.
- explodefire (integer, default 1)
- Should explosion (if any) light fires? 0=no, y=yes.
- teleport (integer, default 1)
- Teleport skill user to target? 0=no, y=yes. (not recomended for use with "explode")
- lightning (integer, default 0)
- Strike Lightning (effect only, no extra damage) on target? 0=no, y=yes
- undeadonly(integer, default 0)
- Should skill only effect undead targets? 0=no, y=yes
- heal (integer, default 0)
- Amount of health to heal for each entity damaged.
- effects (string, default "SLOWBLEED")
- effects to apply to target
- effectsduration (integer, default 600000)
- Duration for any applied effects
- material (string, default "WEB")
- Material to apply to targets location.
- materialduration (integer, default 0)
- Duration for materials to remain in place - 0 for permanent.
Causes damage to the mob/player being looked at. Optional addition of explosion, materials (e.g. web), and teleporting to location.
Example:
harm: skillname: hurt level: 5 cost: 0 manaCost: 5 cooldown: 1000 duration: 0 vars: explodepower: 5.0 damage: 10.0 distance: 20 explode: 1 bypassmagicarmour: 1 explodeblocks: 1 explodefire: 1 teleport: 0 effects: "SLOWBLEED" material: "WEB" effectsduration: 10000 vampirestrike: skillname: hurt level: 5 cost: 0 manaCost: 5 cooldown: 1000 duration: 0 vars: explodepower: 0 damage: 10.0 distance: 20 explode: 0 bypassmagicarmour: 1 explodeblocks: 0 explodefire: 0 teleport: 0 effects: "BLEED" material: "AIR" effectsduration: 10000 lightning: 1 heal: 5
HydroPhobe
- Description
- Damage and stat mods from rain/water
- Type
- Passive
- Skill specific variables
- damageinterval (integer, default 5)
- Seconds between each taking damage in water.
- damage (double, default 1.0)
- Damage recieved every damageinterval when in water.
- raindamageinterval (integer, default 5)
- Seconds between each damage tick in rain.
- raindamage (double, default 1.0)
- Damage recieved every raindamageinterval when raining.
- waterstatmod (integer, default 1)
- Penalty to stats when in water
- rainstatmod (integer, default 1)
- Penalty to stats when in rain
- watereffects (string, default "")
- Effects to apply when in water
- raineffects (string, default "")
- Effects to apply when in rain
HydroPhobe is usually used a race or class 'flaw'. HydroPhobic players can take damage in rain or water, and/or have a stat penalty.
Example:
HydroPhobic: skillname: HydroPhobe level: 10 cost: 0 vars: raindamage: 0.5 raindamageinterval: 1 damage: 0.5 damageinterval: 1 waterstatmod: 1 rainstatmod: 1
Immobilise
- Description
- Slow or stop opposing player.
- Type
- Active
- defaults
- duration: 5000
- cooldown: 10000
- manaCost: 5
- Skill specific variables
- speed (double, default 0.0)
- Speed to change taget to. 0.0 is imobile, 0.2 is "normal" speed.
- distance (integer, default 10)
- Maximum range to target.
Immobilise opponent by setting walkspeed to 0 or very small number
Example:
root: skillname: immobilise level: 5 cost: 0 manaCost: 5 cooldown: 1000 duration: 10000 vars: distance: 15 speed: 0.05 radius: 0 tether: skillname: immobilise level: 50 cost: 0 manaCost: 20 cooldown: 30000 duration: 10000 vars: distance: 15 speed: 0.00 radius: 4
Leap
- Description
- Leap forwards
- Type
- Active
- Defaults
- manaCose: 5
- cost: 5
- cooldown: 60000
- Skill specific variables
- scale (double, default 1.0)
- Adjust length of jump
Leaps the player in the air.
Example
megajump: skillname: leap level: 50 cost: 20 cooldown: 30000 vars: scale: 1.5
LightAffinity
- Description
- Bonus stats at daytime, damage/penalty in dark
- Type
- Passive
- Skill specific variables
- minlight (integer, default 5)
- Light level to trigger darkness
- maxlight (integer, default 10)
- Light level to trigger brightness
- regeninterval (integer, default 5)
- Seconds between each regeneration in light.
- regenerate (double, default 1.0)
- Health recieved every regeninterval when in light.
- damageinterval (integer, default 5)
- Seconds between each damage tick in darkness.
- damage (double, default 1.0)
- Damage recieved every damageinterval when in darkness.
- daybonus (integer, default 1)
- Bonus to stats when daytime
- lightbonus (integer, default 1)
- bonus to stats when in light
- nightpenalty (integer, default 1)
- Penalty to stats when nighttime
- darkpenalty (integer, default 1)
- Penalty to stats when in darkness
- sunonly (integer, default 0)
- Set to 0 to only include sinlight in light calulation. Set to 1 to include torchlight.
LightAffinity grants bonuses when in light and/or penalties in darkness.
Example:
SunChild: skillname: LightAffinity level: 10 cost: 0 vars: minlight: 5 maxlight: 10 regenerate: 0.5 regeninterval: 1 damage: 0.5 damageinterval: 1 daybonus: 1 nightpenalty: 1 darkpenalty: 1 lightbonus: 1 sunonly: 0
MightyBlow
- Description
- Inflict [damage] enhanced melee Damage on target...
- Type
- Triggered
- defaults
- manaCost: 10
- Skill specific variables
- explode (integer, default 1)
- Set to 1 to trigger explosion at the target, 0 for none.
- explodepower (double, default 4.0)
- Size of explosion if any. 4.0=TNT
- damage (integer, default 10)
- Amount of damage to inflict on target
- bypassmagicarmour (integer, default 0)
- FUTURE USE. 1 will let damage ingore any magic armour, 0 will work as normal. Will apply once MagicItems system is completed.
- explodeblocks (integer, default 1)
- Should explosion (if any) effect blocks? 0=no, y=yes.
- explodefire (integer, default 1)
- Should explosion (if any) light fires? 0=no, y=yes.
- effects (string, default "SLOWBLEED")
- effects to apply to target
- effectsduration (integer, default 600000)
- Duration for any applied effects
- weapons (string, default "")
- Valid weapons to be holding for mighty blow to take effect.
Similar to "hurt", this allows you to create special damage effects in melee combat.
Example:
megapunch: skillname: mightyblow level: 5 cost: 0 manaCost: 5 vars: explodepower: 5.0 damage: 20.0 explode: 1 bypassmagicarmour: 1 explodeblocks: 1 explodefire: 1 effects: "STUNNED" weapon: "HANDS" effectsduration: 10000
NightAffinity
- Description
- Bonus stats at night, damage/penalty in light
- Type
- Passive
- Skill specific variables
- minlight (integer, default 5)
- Light level to trigger darkness
- maxlight (integer, default 10)
- Light level to trigger brightness
- regeninterval (integer, default 5)
- Seconds between each regeneration in darkness.
- regenerate (double, default 1.0)
- Health recieved every regeninterval when in darkness.
- damageinterval (integer, default 5)
- Seconds between each damage tick in light.
- damage (double, default 1.0)
- Damage recieved every damageinterval when in light.
- nightbonus (integer, default 1)
- Bonus to stats when nighttime
- darkbonus (integer, default 1)
- bonus to stats when in darkness
- daypenalty (integer, default 1)
- Penalty to stats when daytime
- lightpenalty (integer, default 1)
- Penalty to stats when in light
- sunonly (integer, default 0)
- Set to 0 to only include sinlight in light calulation. Set to 1 to include torchlight.
NightAffinity grants bonuses when in darkness and/or penalties in light.
Example:
Nocturnal: skillname: NightAffinity level: 10 cost: 0 vars: minlight: 5 maxlight: 10 regenerate: 0.5 regeninterval: 1 damage: 0.5 damageinterval: 1 nightbonus: 1 darkbonus: 1 daypenalty: 1 lightpenalty: 1 sunonly: 0
PassiveAura
- Description
- Applies an constant [effect] to self.
- Type
- Passive
- defaults
- duration: 5000
- Skill specific variables
- effect (string, default "REGENERATION")
- Effect to apply to the player.
The specified effect is applied to the skill user constantly. You can use this skill to add regeneration, speed, resistance, night vision etc.
Examples:
Regenerate skillname: passiveaura cost: 0 level: 5 manaCost: 10 vars: effect: REGENERATION InfraRed: skillname: passiveaura cost: 0 level: 5 manaCost: 10 vars: effect: NIGHT_VISION
PickPocket
- Description
- Steal an item from another player
- Type
- Active
- defaults
- cooldown: 10000
- manaCost: 10
- Skill specific variables
- chance (double, default 50.0)
- Chance for sucessfull skill use
- qty (integer, default 10)
- Maximum amount to steal from a stack
- distance (integer, default 10)
- Maximum range to target.
- marked (integer, default 1)
- If set to 1 them items stolen are flagged with a "STOLEN!" marker, requiring the Fence skill to remove.
- holding (string, default "ANY")
- If not blank or "ANY", then this is the item that must be in hand to steal. Gives a visable clue a player might be a pickpocket.
- blacklist (string, default "EMERALD")
- List of material types imune from theft.
PickPocket attempts to steal an item from the player being looked at. If in distance and chance % of the time. PickPocket only steals from the backpack NOT the hotbar. After selecting a stack QTY of that stack is dropped at the theif's feet. An opposed test of DEX vs targets WIS is made. If failed then the target notices the theft.
Immobilise opponent by setting walkspeed to 0 or very small number
Example:
fleace: skillname: pickpocket level: 100 cost: 0 manaCost: 50 cooldown: 60000 vars: distance: 5 qty: 64 holding: iron_ingot blacklist: "EMERALD,DIAMOND" chance: 100.00 marked: 1
Shield
- Description
- +[soak] damage prevention. [soakchance]% chance.
- Type
- Active
- Defaults
- duration: 10000
- cooldown: 10000
- Skill specific variables
- soakchance (double, default 100.0)
- Chance to prevent each dammage
- soakpercent (double, default 100.0)
- Amount of damage to soak as a percentage. eg. 100.0 = all, 50.0 = half
- soak (integer, default 5)
- Amount of damage to prevent.
- holding (string, default "")
- If not blank, list of aceptable items to hold for shield use.
- message (double, default "Sheilds Up!")
- Message to display when activated
Shiels allows tou to create a skill to prevent various amounts of damage for a given period.
Examples
DoorShield: skillname: Shield level: 25 cost: 0 manacost: 25 duration: 30000 cooldown: 30000 vars: soak: 5 soakchance: 100.00 soakpercent: 10.0 holding: wooden_door,trapdoor,iron_door OverSheild: skillname: Shield level: 50 cost: 0 manacost: 25 duration: 30000 cooldown: 30000 vars: soak: 1 soakchance: 100.00 soakpercent: 100.0 holding: any
Shoot
- Description
- Fire a [projectile]
- Type
- Active
- Defaults
- duration: 10000
- manaCost: 10
- Skill specific variables
- damage (double, default 5.0)
- Extra damage to inflict on contact
- power (integer, default 1)
- Power of shot. Effects yeild for explosives and knockback for arrows.
- fire (integer, default 1)
- Sets incendary to explosives, and flaming for other types.
- projectile (string, default "FIREBALL")
- Type of projectile to fire - one of: Arrow, Egg, EnderPearl, Fireball, LargeFireball, SmallFireball, Snowball, WitherSkull
Launches a projectile of type "projectile" from the player. On impact it inflicts extra "damage" to the target.
If projectile is type FIREBALL or other explosive type then power is the explosion yield and fire is whether it lights fires in the crater. For projectiles of type ARROW the power is the amount of knockback. Power has no effect on EGG or SNOWBALL. Fire causes the projectile to be flaming.
Examples
fireball: skillname: shoot level: 5 cost: 0 cooldown: 5000 vars: damage: 5.0 power: 1 fire: 1 projectile: FIREBALL SnowballOfDOOM: skillname: shoot level: 150 cost: 0 cooldown: 60000 vars: damage: 25.0 fire: 1 projectile: SNOWBALL
StatBoost
- Description
- Boost stats
- Type
- Active/Passive
- Defaults
- duration: 10000
- cooldown: 10000
- manaCost: 10
- Skill specific variables
- message (string, default "StatBoost Activated")
- Message to show on skill activation
- str (integer, default 0)
- Strength modifier
- dex (integer, default 0)
- Dexteriry modifier
- con (integer, default 0)
- Constitution modifier
- int (integer, default 0)
- Inteligence modifier
- wis (integer, default 0)
- Wisdom modifier
- chr (integer, default 0)
- Charisma modifier
Boosts selected stats (allows negative "boosts". Usable as passive or active skill.
Example
Wisdom: skillname: statboost level: 60 manaCost: 0 cost: 0 duration: 10000 cooldown: 20000 consumes: REDSTONE vars: wis: 5 message: "Thinking..."
Stealth
- Description
- Increased dodge when sneeking, sneek at full speed.
- Type
- Active/Passive
- Defaults
- duration: 30000
- cooldown: 60000
- Skill specific variables
- dodgemod (integer, default 5)
- Aditional modifier to dodge check in combat
- message (string, default "Be vewy vewy qwiet")
- Message to show on skill activation
Allows player to sneek at full speed with optional increaded dodge when sneeking.
Stealth can be used as an active skill (by default) or by setting type: passive as a n always on skill.
Example
shadow: skillname: stealth type: PASSIVE level: 0 cost: 0 vars: dodgemod: 2 sneek: skillname: stealth type: ACTIVE cooldown: 15000 duration: 60000 level: 10 cost: 0 vars: dodgemod: 5 message: "Sneek enabled"
Stun
- Description
- Attacks have [chance] percent of stunning target.
- Type
- Triggered
- Skill specific variables
- chance (double, default 50.0)
- Chance for sucessfull skill use
Has a 50/50 chance (configurable) to apply the STUN effect to target for the duration. Stunned targets have reduced speed and cannot use skills.
Example
boxer: skillname: stun level: 50 cost: 0 vars: chance: 75.0
Summon
- Description
- Summon [qty]x[entity]
- Type
- Active
- Defaults
- manaCost: 5
- cooldown: 100000
- Skill specific variables
- maxhealth (double, default 0.0)
- Sets the health of the entities. if 0.0 then default mob health is used.
- qty (integer, default 1)
- Amount od entities to spwan
- entity (string, default "PIG")
- Type of entity to summon
Spawns "qty" of the entity specified around the block you are looking at. MaxHealth is the starting health of these critters and can exceed their regular health. Maxhealth of 0.0D (default) spawns at regular health.
Examples
Blaze: level: 100 skillname: summon cost: 0 manaCost: 30 cooldown: 300000 vars: maxhealth: 35.00 qty: 3 entity: BLAZE Pigzilla: level: 150 skillname: summon cost: 0 manaCost: 60 cooldown: 300000 vars: maxhealth: 500.00 qty: 1 entity: PIG
SummonItems
- Description
- Summon [qty]x[material] items
- Type
- Active
- Defaults
- manaCost: 5
- cooldown: 100000
- Skill specific variables
- qty (integer, default 1)
- Amount of items to spwan
- material (string, default "PORK")
- Type of item to summon
- data (integer, default -1)
- Data value for the entity of not -1
Spawns "qty" of the item specified. Set data if needed for item otherwise -1.
Examples
fletch: skillname: SummonItems level: 1 cost: 0 cooldown: 120000 manaCost: 25 vars: material: ARROW qty: 5 healingpotion: skillname: SummonItems level: 115 cost: 0 buildup: 3000 cooldown: 60000 manaCost: 10 vars: material: POTION qty: 1 data: 8197
Taunt
- Description
- Taunt nearby monsters (Range [distance])
- Type
- Active
- Defaults
- cooldown: 60000
- cost: 5
- manaCost: 5
- Skill specific variables
- distance (integer, default 5)
- Radius of area of effect.
All Monsters within "range" target the player.
Example
megataunt: skillname: taunt level: 100 cost: 0 manacost: 20 vars: distance: 64
Teleport
- Description
- Teleport upto [maxrange]
- Type
- Active
- Defaults
- consumes : ENDER_PEARL
- cost: 0
- manaCost: 5 coodown: 10000
- Skill specific variables
- maxrange(integer, default 16)
- Maximum teleport range sound (integer, default 0)
- Play sound effects signal (integer, default 0)
- Display ender signal effect
Teleport to the block your looking at.
Example
jumper: skillname: teleport cost: 0 level: 10 consumes: "ENDER_PEARL" manaCost: 10 buildup: 1000 delay: 1000 cooldown: 30000 vars: maxrange: 16 sound: 1 signal: 1
Vulnerability
- Description
- Damage inflicted by [weapon] inflicts an extra [damage], [chance] percent of the time to this player
- Type
- Triggered
- Skill specific variables
- :chance (double, default 50.0)
- Chance for sucessfull skill use damage (integer, default 5)
- Extra damage to recieve
- weapons (string, default "WOOD_SWORD,WOOD_PICKAXE,WOOD_HOE,WOOD_AXE")
- List of items that inflict extra damage
Usually used as a "flaw" for a race or class, vulnerability makes a player take more damage from certain items.
Example
stake: skillname: vulnerability level: 0 cost: 0 vars: chance: 100.00 damage: 10 weapons: "STICK,WOOD_SWORD,WOOD_PICKAXE,WOOD_HOE,WOOD_AXE" ColdIron: skillname: vulnerability level: 0 cost: 0 vars: chance: 100.00 damage: 5 weapons: "IRON_INGOT,IRON_SWORD,IRON_PICKAXE,IRON_HOE,IRON_AXE"
WaterBreathing
- Description
- Gain [rate] air every skill tick.
- Type
- Passive/Active
- Skill specific variables
- rate (integer, default 5)
- Air to gain every Tick
Players air loss is slowed or prevented in water Usable as a pssive (default) or active skill with "type: ACTIVE"
Example
gills: skillname: WaterBreathing level: 0 cost: 0 vars: rate: 10 holdbreath: skillname: WaterBreathing level: 0 cost: 0 vars: rate: 5 dive: skillname: WaterBreathing type: ACTIVE level: 0 cost: 0 duration: 15000 cooldown: 60000 vars: rate: 10
Ward
- Description
- Prevent [entities] from approaching near...
- Type
- Passive/Active
- Skill specific variables
- range (integer, default 4)
- distance to check for entities to push back.
- entities (string, default "Zombie,Skeleton")
- Entity types to push back.
- message (string, default "Ward Active")
- Message to display on activation (if active).
Pushes entity types listed in "entities" away from the user.
Examples
UndeadWard: level: 0 skillname: ward description: Prevent undead from approaching type: ACTIVE cost: 0 manaCost: 10 cooldown: 60000 duration: 30000 buildup: 3000 vars: range: 3 Alpha: level: 0 skillname: ward description: Prevent wildlife from approaching type: PASSIVE cost: 0 vars: range: 8 enitites: BAT,CHICKEN,COW,HORSE,OCELOT,PIG,RABBIT,SHEEP
WeaponMaster
- Description
- Attacks while wielding weapon [weapon] inflict extra [damage], [chance] percent of the time
- Type
- Triggered
- Skill specific variables
- chance (double, default 90.5)
- Chance for sucessfull skill use
- damage (integer, default 5)
- extra damage to inplict when holding "weapon"
- weapons (string, default "WOOD_SWORD,STONE_SWORD,IRON_SWORD,GOLD_SWORD,DIAMOND_SWORD")
- List of weapons that recieve bonus damage
Whilst wielding a weapon in the "weapons" list (you can use "HAND" to add barehand to the list) you inflict extra damage "chance" percent of the time.
Examples
AxeMaster: level: 0 cost: 0 skillname: weaponmaster vars: chance: 75.0 damage: 3 weapons: "WOOD_AXE,STONE_AXE,IRON_AXE,GOLD_AXE,DIAMOND_AXE" SwordMaster: level: 0 cost: 0 skillname: weaponmaster vars: chance: 75.0 damage: 4 weapons: "WOOD_SWORD,STONE_SWORD,IRON_SWORD,GOLD_SWORD,DIAMOND_SWORD"
Extra Skills Configuration
These extra skills are shipped separately so they can easily be removed if not used.
AversionAffinity
- Description
- Damage when walking on [harmfullmaterials], heal on [healingmaterials]
- Type
- Passive
- Skill specific variables
- regeninterval (integer, default 5)
- Seconds between each regeneration.
- regenerate (double, default 1.0)
- Health recieved every regeninterval when standing on/in healingmaterials.
- damageinterval (integer, default 5)
- Seconds between each damage tick.
- damage (double, default 1.0)
- Damage recieved every damageinterval when standing on/in harmfullmaerials.
- healbonus (integer, default 1)
- Bonus to stats when standing on/in healingmaterials.
- hurttpenalty (integer, default 1)
- Penalty to stats when standing on/in harmfullmaerials.
- harmfullmaterials (string, default "SOUL_SAND")
- List of painfull materials
- healingmaterials (string, default "GRASS")
- List of healing materials
AversionAffinity grants bonuses and penalties and optionally damage or healing depending on type of ground stood on/in.
Example:
NatureLover: skillname: AversionAffinity level: 0 cost: 0 vars: regenerate: 0.5 regeninterval: 1 damage: 0.5 damageinterval: 1 healbonus: 1 hurttpenalty: 1 harmfullmaterials: "SOUL_SAND,NETHERACK" healingmaterials: "GRASS,MYCELUM"
Backstab
- Description
- You have a [chance]% chance to deal [bonus] damage when attacking from behind!
- Type
- Passive
- Skill specific variables
- chance (double, default 100.0)
- Chance to backstab
- bonus (double, default 1.5)
- Bonus damage to inflict
- sneakbonus (double, default 2.0)
- Bonus damage is sneaking
- angle (angle, default 90)
- Angle of the cone to allow backstab.
- weapons (string, default "WOOD_SWORD,STONE_SWORD,IRON_SWORD,GOLD_SWORD,DIAMOND_SWORD")
- Weapons allowed to inflict a backstab
If holding the correct weapon and lined up correctly within the cone of attack then "bonus" damage is inflicted.
Examples
theifsblow: skillname: Backstab level: 100 cost: 0 vars: bonus: 2.0 sneakbonus: 4.0 angle: 75 weapons: IRON_SWORD
BiomeSensitive
- Description
- Multiple effects dependent on biome type
- Type
- Passive/Active
- Skill specific variables
- regeninterval (integer, default 5)
- Seconds between each regeneration.
- regenerate (double, default 1.0)
- Health recieved every regeninterval when standing on/in healingbiomes.
- damageinterval (integer, default 5)
- Seconds between each damage tick.
- damage (double, default 1.0)
- Damage recieved every damageinterval when standing on/in harmfullbiomes.
- healbonus (integer, default 1)
- Bonus to stats when standing on/in healingbiomes.
- hurttpenalty (integer, default 1)
- Penalty to stats when standing on/in harmfullbiomes.
- harmfullbiomes (string, default "HELL")
- List of painfull biomes
- healingmaterials (string, default "FLOWER_FOREST")
- List of healing biomes
BiomeSensitivity grants bonuses and penalties and optionally damage or healing depending on type of biome stood on/in.
Example:
NatureLover: skillname: BiomeSensitive level: 0 cost: 0 vars: regenerate: 0.5 regeninterval: 5 damage: 0.5 damageinterval: 5 healbonus: 1 hurttpenalty: 1 harmfullbiomes: "HELL" healingbiomes: "FLOWER_FOREST"
BowShield
- Description
- Reduce Ranged Damage by [reduction]% and/or [soak]
- Type
- Active/Passive
- Skill specific variables
- soakchance (double, default 100.0)
- Chance to trigger soak damage
- soak (integer, default 5)
- Amount of damage to prevent.
- reduction (double, default 100.0)
- Amount of damage to block as a percentage. eg. 100.0 = all, 50.0 = half
- reduction chance (double, default 100.0)
- Chance to trigger damage reduction
- override (integer, default 0)
- Allows the reduction to be adjusted is special ways if set to 1. e.g. reduction: 110.00 will regenerate when damaged, -10.0 will increase damage.
- message (string, default "Shields Activated")
- Message to display when activated
Reduces incoming projectile damage when active. Or usable as a passive always enabled skill.
Example
Holtzman: skillname: BowShield level: 50 cost: 0 manacost: 30 duration: 30000 cooldown: 30000 vars: soak: 1 soakchance: 100.00 soakpercent: 100.0 holding: ""
FlameOn
- Description
- Flaming instigator! Flamethrower - range: [range], Damage: [damage]
- Type
- Active
- Skill specific variables
- damage (double, default 10.0)
- Damage to inflict to targets along the line
- damageadvanced (double, default 15.0)
- Damage to inflict if using advanced ammo
- range (integer, default 10)
- Distence to flame
- ammoqtybasic (integer, default 5)
- Basic ammo to use per shot
- ammoqtyadvanced (integer, default 1)
- Advanced ammo to use per shot
- fire (integer, default 1)
- If set to 1 - target block will be set alight
- unlimited (integer, default 10)
- Set to 1 to bypass ammo requirements
- holding (string, default "BLAZE_ROD")
- Item required in hand to use
- ammobasic (string, default "COAL")
- Advanced ammo to use per shot
- ammoadvanced (string, default "FIREBALL")
- Advanced ammo to use per shot
- usemessage (string, default "Flame on!")
- Message to display when 'fired'
Produces
Example
flamethrower: skillname: flameon level: 5 cost: 0 manaCost: 5 cooldown: 0 vars: damage: 10.0 damageadvanced: 15.0 range: 15 ammoqtybasic: 5 ammoqtyadvanced: 1 fire: 1 holding: BLAZE_ROD ammobasic: COAL ammoadvanced: FIREBALL usemessage: "Flame on!!!"
Grapple
- Description
- Grapple up buildings upto [range] blocks distance
- Type
- Active
- Skill specific variables
- range (integer, default 10)
- Distence to flame
- ammoqtybasic (integer, default 5)
- Basic ammo to use per shot
- ammoqtyadvanced (integer, default 1)
- Advanced ammo to use per shot
- unlimited (integer, default 0)
- Set to 1 to bypass ammo requirements
- teleport (integer, default 1)
- If set to 1 - player will teleport to target block
- holding (string, default "VINE")
- Item required in hand to use
- ammobasic (string, default "STRING")
- Advanced ammo to use per shot
- ammoadvanced (string, default "WEB")
- Advanced ammo to use per shot
- usemessage (string, default "Phwtp")
- Message to display when 'fired'
Fires a vine block at the target block and telports to it to product a grapple effect.
Example
grapple: level: 5 cost: 0 manaCost: 5 cooldown: 0 vars: range: 15 ammoqtybasic: 5 ammoqtyadvanced: 1 teleport: 1 holding: VINE ammobasic: STRING ammoadvanced: WEB usemessage: "Phwpt!"
Hound
- Description
- Detailed info on player
- Type
- Active
- Defaults
- manaCost: 10
- cooldown: 10000
- Skill specific variables
- margin (integer, default 50)
- Acuracy of location returned
Requires a player argument - /skill hound <playername> returns info and location of player. Also sets compass target to players location
Example
BloodHound: skillname: hound level: 150 cost: 0 manaCost: 25 cooldown: 30000 vars: margin: 50
Hunt
- Description
- Teleport within [margin] distance of target player
- Type
- Active
- Defaults
- manaCost: 10
- cooldown: 10000
- Skill specific variables
- margin (integer, default 50)
- Acuracy of location returned
- worldblacklist (string, default "creative")
- Acuracy of location teleported to
Requires a player argument - /skill hunt <playername> teleports to proximity of player. Also sets compass target to players location
Example
hunter: skillname: hunt level: 150 cost: 0 manaCost: 25 cooldown: 30000 vars: margin: 50 worldblacklist: creative
Invulnerability
- Description
- Reduce Damage of type: [types], by [reduction]%
- Type
- Passive
- Skill specific variables
- reduction (double, default 100.0)
- Amount of damage to block as a percentage. eg. 100.0 = all, 50.0 = half
- override (integer, default 0)
- Allows the reduction to be adjusted is special ways if set to 1. e.g. reduction: 110.00 will regenerate when damaged, -10.0 will increase damage.
- type (string, default "FIRE,FIRE_TICK,LAVA")
- Type(s) of damage to prevent/reduce
Prevents damage from specific damage types.
Example
FlameProof: skillname: Invulnerability level: 30 cost: 0 vars: reduction: 100.00 types: "FIRE,FIRE_TICK" BearGrylls: skillname: Invulnerability level: 30 cost: 0 vars: reduction: 100.00 types: "STARVATION" MagmaPhile: skillname: Invulnerability level: 30 cost: 0 vars: reduction: 125.00 override: 1 types: "FIRE,FIRE_TICK,LAVA"
Materialsheild
- Description
- Sheild of [material]
- Type
- Active
- Defaults
- duration: 15000
- cooldown: 30000
- Skill specific variables
- radius (integer, default 5)
- radius of generated shpere
- hollow (integer, default 1)
- set to 1 to product a hollow sphere, 0 for a filled sphere. Filled shperes still allow space for user.
- type (string, default "FIRE,FIRE_TICK,LAVA")
- Type(s) of damage to prevent/reduce
Generates a indistructable sphere of material around the player.
Example
Glassshield: skillname: MaterialShield level: 125 cost: 0 manacost: 30 duration: 15000 cooldown: 30000 vars: radius: 6 hollow: 1 material: GLASS replace: AIR,LONG_GRASS,DEAD_BUSH,GRASS Firewall: skillname: MaterialShield level: 75 cost: 0 manacost: 20 duration: 15000 cooldown: 30000 vars: radius: 5 material: FIRE replace: AIR,LONG_GRASS,DEAD_BUSH hollow: 0
NetherJump
Description :Teleport to nether (or back)
- Type
- Active
- Defaults
- cooldown: 10000
- Skill specific variables
- scalenether (integer, default 1)
- set to 1 to scale heights too and from nether and prevent teleporting abover the nether bedrack roof. Set to 0 if you have a custom nether withour roof or otherwise use full 256 world height.
- worldpairs (string, default "world,world_nether")
- Group worlds together in pairs to allow jumping between.
Allows teleporting between worlds. Teleporting jumps to the exact same x and z co-ords in the partner world. Y is halved or doubled as appropriate if scalenether is 1, or left alone otherwise.
Please note - no attempt is made to find a safe teleport location. Jump at your own peril! this works best on worldgenerators where overworld and nether have dame base landofrm.
Also note that neither world in a pair has to be nether. Jumping between and two worlds is allowed. Y scalling on triggets if moving too/from a nether environment.
Example
warp: skillname: netherjump level: 0 cost: 0 manaCost: 30 vars: scalenether: 1 worldpairs: world|world_nether
Scry
Description :Use Eye of Ender to find player
- Type
- Passive
Whilst this skill is installed ender eye stronghold finding is disabled. Instead players with this skill can use EoE to find closest player.
Example
Scrying: skillname: scry level: 50 cost: 0
Strata
Description :Analyse chunk topology
- Type
- Active
- Defaults
- cooldown: 10000
- manaCost: 10
List precious materials in the currently ocupied chunk
Example
survey: skillname: strata level: 50 cost: 0 manaCost: 10 cooldown: 60000 buildup: 15000
Thor
- Description
- Earthshaking Blow
- Type
- Active
- Skill specific variables
- damage (double, default 5.0)
- Damage inflicted on everything within radius
- radius (integer, default 4)
- Area of effect
- weapons (string, default "WOOD_SWORD,STONE_SWORD,IRON_SWORD,GOLD_SWORD,DIAMOND_SWORD")
- Weapons that must be held when triggering
Mighty blow to ground that throws mobs and blocks into the air
Example
EarthShaker: Skillname: Thor level: 100 cost: 0 manaCost: 10 vars: damage: 5.0 radius: 4 weapons: "WOOD_AXE,STONE_AXE,IRON_AXE,GOLD_AXE,DIAMOND_AXE"
Tracker
- Description
- Track nearby entities
- Type
- Active
- Defaults
- manaCost: 10
- cooldown: 10000
- Skill specific variables
- radius (integer, default 5)
- Area of effect
Gives info on all entities withing "radius" rage. Example
Inspect: Skillname: Tracker level: 100 cost: 0 manaCost: 10 vars: radius: 4
WaterWalk
- Description
- Walk on [material], turning it to [newmaterial].
- Type
- Passive/Active
- Defaults
- duration: 10000
- Skill specific variables
- time (integer, default 0)
- Number of seconds for material to remain changed - 0 = infinate
- material (string, default "WATER,STATIONARY_WATER")
- Comma separated list of materials to replace
- newmaterial (string, default "ICE")
- Material to replace with
- newmaterial (string, default "WaterWalk activated")
- Message to display when activated (if not passive)
Whilst active blocks are replaces as you move. If time is not 0 then replacement reverts after "time" seconds. And replaced blocks are indestructible till reverted. Example
messiah: skillname: waterwalk type: ACTIVE duration: 10000 cooldown: 0 level: 1 cost: 0 manaCost: 0 vars: time: 5 message: "Water Walking" material: "WATER,STATIONARY_WATER" newmaterial: "ICE" plow: skillname: waterwalk type: PASSIVE level: 1 cost: 0 manaCost: 0 vars: time: 0 material: "GRASS,DIRT" newmaterial: "SOIL"
PLS PLS PLS how do i put this on skills.yml??
How would I set specific actions to trigger specific skills? say if I wanted to trigger the aura skill when a player takes damage or to trigger it every time a character attacks? What exactly are the conditions for TRIGGERing a skill anyway?
@eldexio
They don't go in class and race files. skills.yml is for setting up defaults if you use a skill alot to save work.
@D3layed
Aura is triggered by using the skill via linking to an item or via "/skill [Aura/Skillalias]".
Hex is a tiggered skill - and each triggered skill is built around the trigger - you cant set them. In Hex's case its triggered by damaging an entity. There isn't a skill triggered on taking dammage and thats a good idea, i'll add it to the ideas pile.
what happend to the nightaffinity stuff
@soulscapex
? nothing happend to it? took a while to get round to adding info, should be there now.
Also comments on these extra pages aren't send as alerts. So I don't know if anyone's commented until I happen to visit the page. Please ask questions in forums where I do monitor for new posts.
Fireworks:
skillname: Fireworks
description: "Launch a firework"
level: 0
cost: 0
manaCost: 0
cooldown: 10000
vars:
power: 1
flicker: 1
trail: 1
colour1: 13
colour2: 3
type: "CREEPER"
NewSummonItems:
skillname: SummonItems
level: 1
cost: 1
manaCost: 0
cooldown: 1000
vars:
material: STICK
customname: Wand
lore: " "
qty: 1
Some of the skills aren't working like Harm,Thor,Vampirestrike
"an internal error occured while attemping to perform this command"
another question: is it possible to change the projectile to an animal like bat? it doesnt work :( BatStrike: skillname: shoot level: 5 cost: 0 cooldown: 5000 vars: damage: 5.0 power: 1 fire: 1 projectile: BAT
@niggahertzzz
you should replay to forum
Harm,Thor,Vampirestrike
There are work correcty for me,i think you have to display your skill setting