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EliteMobs Config Defaults

EliteMobs comes with the recommended defaults installed by default. If you change things at random, odds are you'll only make the experience worse overall.

EliteMobs is provided to all users with the recommended default settings. If you change things at random and then request support, there is a very strong chance that you will be told to reset your configuration files. Modifications to the plugin should be borne of playtesting and not of just guesswork.

Getting started

EliteMobs currently offers a vast array of configuration options due to high demand for customization. To keep this wiki page concise, only the default configurations will be displayed.

If you wish to learn more about a specific setting, you can refer to the config file and review the comments.


config.yml

config.yml contains mostly random settings that couldn't comfortably fit elsewhere at the time of creating them. It is the config file most likely to see changes between versions.

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# Sets the language file used by EliteMobs
# Do NOT change this manually! It is meant to be installed with the command '/em language <languagefile>'
language: english
# Sets whether elites and bosses spawned by elitemobs will always show their nametags.
# Not recommended!
alwaysShowEliteMobNameTags: false
# Sets the amount of passive mobs that have to be in close proximity before they can be merged.
# Don't set this to 0!
superMobStackAmount: 50
# Sets whether EliteMobs will prevent converting named mobs to elites.
# Especially important for compatibility with other plugins.
preventEliteMobConversionOfNamedMobs: true
# Sets if EliteMobs will convert mobs with custom spawn reasons.
# Running certain boss plugins will automatically set this to true, no matter what the value in the config is.
enableHighCompatibilityMode: false
# Sets if the centralized /em command opens the main status page of the plugin.
# Highly recommended!
emLeadsToStatusMenu: true
# Sets if running specific commands like /em wallet will lead to the /em menu where that information is centralized.
otherCommandsLeadToEMStatusMenu: true
# Sets if the setup is complete.
# Do not set this value manually, it is meant to be modified through in-game commands.
setupDoneV5: false
# Sets if elites will prevent spawning vanilla reinforcements, such as for the Zombie reinforcement feature.
preventVanillaReinforcementsForEliteEntities: true
# Sets the default spawn location of the server for EliteMobs. /em spawntp will lead to this location.
defaultSpawnLocation: world,16.0,76.0,80.0,0.0,0.0
# Sets if EliteMobs will regenerate blocks blown up by elites.
doExplosionRegen: true
# Sets if the explosion regen will also regenerate the contents of containers such as chests.
# Turning it to false will make elite explosions not blow up containers.
doRegenerateContainers: true
defaultTransitiveBlockLimiter: 500
# Sets whether the /em menu will only use the inventory-based menu style which is compatible with bedrock.
# As a reminder, players can otherwise do the command /em alt to switch between /em menu styles
onlyUseBedrockMenus: false
# Sets the character limit per line for book menu pages.
# Lower this amount if text is getting cut off in book menus such as for quests
characterLimitForBookMenuPagesV2: 170
# Sets if empty menu space will be filled with glass panes.
# Not recommended if you are using the EliteMobs resource pack.
useGlassToFillMenuEmptySpace: false
# Sets the tracking message for bosses that send tracking messages.
trackMessage: Track the $name
# Sets the message sent to players that try to reopen a treasure chest they have already opened.
chestCooldownMessage: '&7[EM] &cYou''ve already opened this chest recently! Wait $time!'
# Sets the message that appears recommending the /em alt command for players having issues with the /em command
dismissEMMessage: '&8[EliteMobs] &2/elitemobs &fmenu not working for you? Try &2/elitemobs
alt &fto see an alternative version of the menu! &cDon''t want to see this message
again? &4/em dismiss'
# Sets the message that appears when players run the /em alt command.
switchEMStyleMessage: '&8[EliteMobs] &2/elitemobs &fmenu style changed! Check it out!'
# Sets the message that appears when a player opens a treasure chest but gets nothing
treasureChestNoDropMessage: '&8[EliteMobs] &cYou didn''t get anything! Better luck
next time!'
# Sets the message that appears when a player tries to track a boss that is no longer valid
bossAlreadyGoneMessage: '&c[EliteMobs] Sorry, this boss is already gone!'
# Sets if the resource pack will be used even if the Resource Pack Manager plugin is not installed
useResourcePackEvenIfResourcePackManagerIsNotInstalled: false
# Sets whether to reset player scale (literally, the player size on login).
# This is important because some elite powers can modify it and if the server crashes players will be stuck to whatever scale was set when the server crashed, unless this option is set to true.
resetPlayerScale: true
# Sets if randomized scaling will be used for elite mobs
useRandomizedScalingForElites: false
# Sets the message sent to players when they fail an enchantment challenge
enchantmentChallengeFailureMessage: '&8[EliteMobs] &cFailed enchantment! The enchantment
did not bind to the item.'
# Sets the message sent to players when they succeed an enchantment challenge
enchantmentChallengeSuccessMessage: '&8[EliteMobs] &2Successful enchantment!'
# Sets the message sent to players when their inventory is full during an enchantment challenge
enchantmentChallengeInventoryFullMessage: '&8[EliteMobs] &cYour inventory was full so
the item you were trying to upgrade has been deleted! It will be restored if your
item is not full by the time you leave the instanced dungeon.'
# Sets the message sent to players about the consequences of an enchantment challenge
enchantmentChallengeConsequencesMessage: '&cThere''s a 10% chance of losing your item
if you lose the fight! Leaving the arena counts as losing.'
# Sets the message sent to players when they critically fail an enchantment challenge
enchantmentChallengeCriticalFailureMessage: '&8[EliteMobs] &4Critical failure! You lost
the item!'
# Sets the message sent to players at the start of an enchantment challenge
enchantmentChallengeStartMessage: '&8[EliteMobs] &6Challenge! Defeat the boss to get
your upgraded item!'

AdventurersGuild.yml

AdventurersGuild.yml contains config settings relevant to the Adventurer's Guild Hub (the world) and gear restriction settings.

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# Sets if user commands get rerouted to the adventurer's guild hub. This is highly recommended for gameplay immersion and tutorial purposes.
userCommandsTeleportToAdventurersGuild: true
# Sets the in-game display name of the adventurer's guild
adventurersGuildMenuName: '&6&lAdventurer''s Hub'
# Sets if players are restricted from equipping gear above their skill level.
# Gear type determines which skill is checked (e.g., axes check AXES skill, armor checks ARMOR skill).
skillBasedGearRestriction: true
# Sets the message sent to players when they try to equip gear above their skill level.
# $itemLevel is the item level, $skillLevel is their current skill level, $skillType is the skill name.
gearRestrictionMessage: '&c[EM] You need $skillType level $itemLevel to equip this!
(Current: $skillLevel)'

AntiExploit.yml

AntiExploit.yml allows admins to customize different aspects of the AntiExploit system. The AntiExploit system exists to prevent players from using things such as mob grinders to easily farm for coins and loot, and pushes them to do real fights and minidungeons instead of afk clicking their way to the top of the plugin.

This is a critical system to keep on if you don't want people to just afk grind the entire plugin and want to actually have them interact with minidungeons.

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# Sets the message that shows up when the antiexploit is triggered.
antiExploitMessage: '&c[EM AntiExploit] &7Nearby elite won''t drop special loot.'
# Sets if the darkroom antiexploit 1 is enabled.
# Specific antiexploit features are not documented intentionally. Server operators can see what antiexploit type got triggered, but further information as to how it specifically works is not made available.
enableDarkroomAntiexploit1: true
# Sets if the darkroom antiexploit 2 is enabled.
# Specific antiexploit features are not documented intentionally. Server operators can see what antiexploit type got triggered, but further information as to how it specifically works is not made available.
enableDarkroomAntiexploit2: true
# Sets if the darkroom antiexploit 3 is enabled.
# Specific antiexploit features are not documented intentionally. Server operators can see what antiexploit type got triggered, but further information as to how it specifically works is not made available.
enableDarkroomAntiexploit3: true
# Sets if the large darkroom antiexploit 1 is enabled.
# Specific antiexploit features are not documented intentionally. Server operators can see what antiexploit type got triggered, but further information as to how it specifically works is not made available.
enableLargeDarkroomAntiexploit1: true
# Sets if the enderman height antiexploit is enabled.
# Specific antiexploit features are not documented intentionally. Server operators can see what antiexploit type got triggered, but further information as to how it specifically works is not made available.
enableEndermanHeightAntiexploit: true
# Sets if the mount antiexploit is enabled.
# Specific antiexploit features are not documented intentionally. Server operators can see what antiexploit type got triggered, but further information as to how it specifically works is not made available.
enableMountAntiexploit: true
# Sets if elite mobs can pick items up
preventItemPickupByMobs: true
# Sets if the ambient damage antiexploit is enabled.
# Specific antiexploit features are not documented intentionally. Server operators can see what antiexploit type got triggered, but further information as to how it specifically works is not made available.
enableAmbientDamageAntiexploit: true
# Sets if the honey block antiexploit is enabled.
# Specific antiexploit features are not documented intentionally. Server operators can see what antiexploit type got triggered, but further information as to how it specifically works is not made available.
enableHoneyBlockAntiexploit: true
# Sets the threshold for antiexploit activation. Higher values make it more tolerant. Modifying this is not recommended.
antiExploitThreshold: 10
# Sets if the no path antiexploit is enabled
noPathExploit: true
# Whether farming protection is enabled.
# WARNING: Disabling this is NOT RECOMMENDED. Without farming protection, players will AFK
# autoclicking in mob farms for weeks and never engage with actual gameplay.
enableFarmingProtection: true
# Sets the prefix shown to OPs in anti-exploit action bar messages.
antiExploitOpPrefix: ' OP-only:'

CombatTag.yml

CombatTag.yml contains the config settings for the Combat Tag system. This system is still very far from being complete, but it attempts to manage player behavior once they enter combat.

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# Whether the combat tag is enabled. Flying players who enter combat are forced to stop flying.
enableCombatTag: true
# Message shown when a player's combat tag activates.
combatTagMessage: '&c[EliteMobs] Combat tag activated!'
# Whether the /ag teleport has a countdown timer before teleporting.
enableAdventurersGuildTeleportTimer: true
# Action bar message shown during the teleport countdown.
# Placeholder: $time
teleportTimeLeft: '&7[EM] Teleporting in &a$time &7seconds...'
# Message shown when a player moves and cancels a pending teleport.
teleportCancelled: '&7[EM] &cTeleport interrupted!'
# Whether to show the teleport countdown in the action bar instead of chat.
useActionBarMessagesInsteadOfChat: true
# Whether non-OP players are prevented from toggling flight in EliteMobs worlds.
preventFlyToggleInDungeons: true

DiscordSRV.yml

DiscordSRV.yml contains the configuration settings for DiscordSRV. If you want to see how to configure this feature, click here!

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# Documentation can be found here: https://github.com/MagmaGuy/EliteMobs/wiki/DiscordSRV---Discord-broadcasts
announcementRoomName: YOU_NEED_TO_PUT_THE_NAME_OF_THE_DISCORD_ROOM_YOU_WANT_ELITEMOBS_ANNOUNCEMENTS_TO_BE_BROADCASTED_IN_AS_YOU_HAVE_IN_YOUR_DISCORDSRV_CONFIGURATION_FILE_CHECK_ELITEMOBS_WIKI_FOR_DETAILS


EconomySettings.yml

EconomySettings.yml contains the configuration settings for the EliteMobs economy.

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# Sets if the EliteMobs economy is enabled. This means elite coins, the ability to buy and sell gear and the ability to upgrade guild ranks
# If disabled, players will not be able to progress in the plugin!
enableEconomy: true
# Sets the resale item of items, as a % of the original price. 5 is 5%
itemResaleValue: 5.0
# Sets the in-game name of the currency used.
currencyName: Elite Coins
# Whether to use Vault for the economy instead of the built-in system.
# NOT RECOMMENDED! See: https://wiki.nightbreak.io/EliteMobs/vault
useVault: false
# Sets if elites will drop coins based on their level.
enableCurrencyShower: true
# Sets the multiplier for the currency dropped by elites.
currencyShowerTierMultiplier: 1.0
# Sets the message sent when players pick up elite currency.
chatCurrencyShowerMessage: '&7[EM] You''ve picked up &a$amount $currency_name!'
# Sets the action bar message sent when players pick up elite currency.
actionbarCurrencyShowerMessage: '&7[EM] You''ve picked up &a$amount $currency_name!'
# Send the message players get after looting currency. Useful for tutorial purposes.
adventurersGuildNotificationMessages: '&7[EM] Extra spending money? Try &a/ag !'
# Sets the tax rate for transactions between players.
# Strongly recommended for balance reasons, as high level players can gain up to 6x more currency and try to use other players to bypass prestige currency resets.
playerToPlayerPaymentTaxes: 0.2
# Message shown to the sender when paying another player.
# Placeholders: $amount_sent, $currency_name, $receiver, $amount_received
economyPayMessageV2: '&2You have paid &2$amount_sent $currency_name &2to $receiver&2,
who got $amount_received after taxes!'
# Message showing remaining balance after paying another player.
# Placeholders: $amount_left, $currency_name
economyCurrencyLeftMessage: You now have &2$amount_left $currency_name
# Message shown to the recipient when receiving currency from another player.
# Placeholders: $amount_received, $currency_name, $sender
economyPaymentReceivedMessage: You have received &2$amount_received $currency_name
&ffrom $sender
# Message shown when a player tries to pay more currency than they have.
# Placeholder: $currency_name
economyPaymentInsufficientCurrency: '&cYou don''t have enough $currency_name to
do that!'
# Message shown when a player checks their balance with /em wallet.
# Placeholders: $balance, $currency_name
walletCommandMessage: You have &2$balance $currency_name
# Message shown when a player buys an item from the shop.
# Placeholders: $item_name, $item_value, $currency_name
shopBuyMessage: '&aYou have bought $item_name &afor $item_value $currency_name!'
# Message showing the player's current balance when interacting with a shop.
# Placeholders: $currency_amount, $currency_name
shopCurrentBalanceMessage: '&aYou have $currency_amount $currency_name.'
# Message shown when a player cannot afford to buy an item from the shop.
# Placeholder: $currency_name
shopInsufficientFundsMessage: '&cYou don''t have enough $currency_name!'
# Message showing the price of an item the player cannot afford.
# Placeholders: $item_value, $currency_name
shopItemCostMessage: That item costs &c$item_value $currency_name.
# Message shown when a player sells an item to the shop.
# Placeholders: $item_name, $currency_amount, $currency_name
shopSellMessage: '&aYou have sold $item_name &afor $currency_amount $currency_name!'
# Message shown when a player tries to sell an item that is not soulbound to them.
shopSalePlayerItemsWarning: '&cYou can''t sell items that are not currently soulbound
to you!'
# Message shown when a player tries to sell a non-EliteMobs item to the shop.
shopSaleInstructions: '&cYou can only sell EliteMobs loot here! (Armor / weapons
dropped from elites showing a value on their lore)'
# Message sent upon selling a batch of elite items.
shopBatchSellItem: '&aYou have sold your items &afor $currency_amount $currency_name!'
lootShowerMaterial:
# Sets the material type of 1 dropped elite coin.
'1': GOLD_NUGGET
'5': GOLD_INGOT
'10': GOLD_BLOCK
'20': EMERALD
'50': EMERALD_BLOCK
'100': DIAMOND
'500': DIAMOND_BLOCK
'1000': NETHER_STAR
lootShowerData:
# Sets the custom model ID for 1 dropped elite coin. Used by the resource pack.
'1': 1
'5': 1
'10': 1
'20': 1
'50': 1
'100': 1
'500': 1
'1000': 1
lootShowerDataV2:
# Sets the resource pack model path for dropped elite coins.
'1': elitemobs:coins/coin1
'5': elitemobs:coins/coin1
'10': elitemobs:coins/coin2
'20': elitemobs:coins/coin3
'50': elitemobs:coins/coin4
'100': elitemobs:coins/coin4
'500': elitemobs:coins/coin4
'1000': elitemobs:coins/coin4
materialWorth:
# Sets the worth of this material for the elitemobs currency system.
DIAMOND_AXE: 17.0
# Sets the worth of this material for the elitemobs currency system.
DIAMOND_BOOTS: 17.0
# Sets the worth of this material for the elitemobs currency system.
DIAMOND_CHESTPLATE: 17.0
# Sets the worth of this material for the elitemobs currency system.
DIAMOND_LEGGINGS: 17.0
# Sets the worth of this material for the elitemobs currency system.
DIAMOND_HELMET: 17.0
# Sets the worth of this material for the elitemobs currency system.
DIAMOND_PICKAXE: 17.0
# Sets the worth of this material for the elitemobs currency system.
DIAMOND_SHOVEL: 17.0
# Sets the worth of this material for the elitemobs currency system.
DIAMOND_SWORD: 17.0
# Sets the worth of this material for the elitemobs currency system.
DIAMOND_HOE: 17.0
# Sets the worth of this material for the elitemobs currency system.
IRON_AXE: 16.0
# Sets the worth of this material for the elitemobs currency system.
IRON_BOOTS: 16.0
# Sets the worth of this material for the elitemobs currency system.
IRON_LEGGINGS: 16.0
# Sets the worth of this material for the elitemobs currency system.
IRON_CHESTPLATE: 16.0
# Sets the worth of this material for the elitemobs currency system.
IRON_HELMET: 16.0
# Sets the worth of this material for the elitemobs currency system.
IRON_PICKAXE: 16.0
# Sets the worth of this material for the elitemobs currency system.
IRON_SHOVEL: 16.0
# Sets the worth of this material for the elitemobs currency system.
IRON_HOE: 16.0
# Sets the worth of this material for the elitemobs currency system.
IRON_SWORD: 16.0
# Sets the worth of this material for the elitemobs currency system.
SHIELD: 16.0
# Sets the worth of this material for the elitemobs currency system.
BOW: 16.0
# Sets the worth of this material for the elitemobs currency system.
CHAINMAIL_BOOTS: 15.0
# Sets the worth of this material for the elitemobs currency system.
CHAINMAIL_LEGGINGS: 15.0
# Sets the worth of this material for the elitemobs currency system.
CHAINMAIL_CHESTPLATE: 15.0
# Sets the worth of this material for the elitemobs currency system.
CHAINMAIL_HELMET: 15.0
# Sets the worth of this material for the elitemobs currency system.
STONE_SWORD: 15.0
# Sets the worth of this material for the elitemobs currency system.
STONE_AXE: 15.0
# Sets the worth of this material for the elitemobs currency system.
STONE_PICKAXE: 15.0
# Sets the worth of this material for the elitemobs currency system.
STONE_SHOVEL: 15.0
# Sets the worth of this material for the elitemobs currency system.
STONE_HOE: 15.0
# Sets the worth of this material for the elitemobs currency system.
GOLDEN_AXE: 13.0
# Sets the worth of this material for the elitemobs currency system.
GOLDEN_BOOTS: 13.0
# Sets the worth of this material for the elitemobs currency system.
GOLDEN_LEGGINGS: 13.0
# Sets the worth of this material for the elitemobs currency system.
GOLDEN_CHESTPLATE: 13.0
# Sets the worth of this material for the elitemobs currency system.
GOLDEN_HELMET: 13.0
# Sets the worth of this material for the elitemobs currency system.
GOLDEN_SWORD: 13.0
# Sets the worth of this material for the elitemobs currency system.
GOLDEN_SHOVEL: 13.0
# Sets the worth of this material for the elitemobs currency system.
GOLDEN_PICKAXE: 13.0
# Sets the worth of this material for the elitemobs currency system.
GOLDEN_HOE: 13.0
# Sets the worth of this material for the elitemobs currency system.
GOLDEN_APPLE: 17.0
# Sets the worth of this material for the elitemobs currency system.
ENCHANTED_GOLDEN_APPLE: 17.0
# Sets the worth of this material for the elitemobs currency system.
LEATHER_BOOTS: 13.0
# Sets the worth of this material for the elitemobs currency system.
LEATHER_LEGGINGS: 13.0
# Sets the worth of this material for the elitemobs currency system.
LEATHER_CHESTPLATE: 13.0
# Sets the worth of this material for the elitemobs currency system.
LEATHER_HELMET: 13.0
# Sets the worth of this material for the elitemobs currency system.
WOODEN_SWORD: 13.0
# Sets the worth of this material for the elitemobs currency system.
WOODEN_AXE: 13.0
# Sets the worth of this material for the elitemobs currency system.
WOODEN_HOE: 13.0
# Sets the worth of this material for the elitemobs currency system.
WOODEN_PICKAXE: 13.0
# Sets the worth of this material for the elitemobs currency system.
TRIDENT: 17.0
# Sets the worth of this material for the elitemobs currency system.
ELYTRA: 17.0
# Sets the worth of this material for the elitemobs currency system.
TURTLE_HELMET: 13.0
# Sets the worth of this material for the elitemobs currency system.
NETHERITE_AXE: 18.0
# Sets the worth of this material for the elitemobs currency system.
NETHERITE_PICKAXE: 18.0
# Sets the worth of this material for the elitemobs currency system.
NETHERITE_SHOVEL: 18.0
# Sets the worth of this material for the elitemobs currency system.
NETHERITE_HOE: 18.0
# Sets the worth of this material for the elitemobs currency system.
NETHERITE_SWORD: 18.0
# Sets the worth of this material for the elitemobs currency system.
NETHERITE_HELMET: 18.0
# Sets the worth of this material for the elitemobs currency system.
NETHERITE_CHESTPLATE: 18.0
# Sets the worth of this material for the elitemobs currency system.
NETHERITE_LEGGINGS: 18.0
# Sets the worth of this material for the elitemobs currency system.
NETHERITE_BOOTS: 18.0
# Sets the default material worth for items not specifically defined.
defaultMaterialWorth: 1.0

events.yml

events.yml contains the configuration options for events.

Note: these are just the very basic global settings.

You can further modify specific events in the events folder.

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# Whether event announcements are only broadcast in the world where the event is happening.
announcementBroadcastWorldOnly: false
# Sets the minimum cooldown, in minutes, between action events
actionEventMinimumCooldownMinutes: 4
# Sets if action events will happen.
# https://github.com/MagmaGuy/EliteMobs/wiki/Creating-Custom-Events#action-events
actionEventsEnabled: true
# Sets if timed events will happen.
# https://github.com/MagmaGuy/EliteMobs/wiki/Creating-Custom-Events#timed-events
timedEventsEnabled: true
# Sets the minimum cooldown, in minutes, between timed events
timedEventMinimumCooldownMinutes: 4

ItemSettings.yml

ItemSettings.yml contains the global settings for Elite items.

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# Sets the characters prefixed to vanilla enchantments in item lore.
noItemDurabilityMessage: '&8[EliteMobs] $item &4is broken! It won''t work until repaired!'
# Sets if any EliteMobs loot will drop.
# Includes Elite Coins, Custom Items, Procedurally Generate Items - everything!
# Not recommended, makes mmorpg progression impossible.
doEliteMobsLoot: true
# Sets if procedurally generated loot will have different colors based on the quality of the item.
doMMORPGColorsForItems: true
# Sets if the placement of custom items, like banners or blocks, is prevented.
# This is recommended - custom items break when they are placed and can not be recovered!
preventCustomItemPlacement: true
# Sets the format for the lore of custom all EliteMobs items!
# The following are valid placeholders:
# $itemLevel - shows the item level
# $prestigeLevel - shows the prestige level
# $weaponOrArmorStats - shows the elite DPS or elite armor stats, depending on the item
# $soulbindInfo - shows who, if anyone, the item is soulbound to
# $itemSource - shows where the item came from, like a mob or a shop
# $ifLore - makes a line only appear if the item has custom lore. Only applies for custom items
# $customLore - shows the entirety of the custom lore. Only applies for custom items
# $ifEnchantments - makes a line only appear if the item has any enchantments
# $enchantments - shows the enchantments on the item
# $eliteEnchantments - shows the elite enchantments on the item
# $ifCustomEnchantments - shows the custom enchantments on the item
# $customEnchantments - shows the custom enchantments on the item
# $ifPotionEffects - only shows the line if the item has potion effects
# $potionEffects - shows the potion effects on the item
# $loreResaleValue - shows the value of the item. Might show the purchase or sell price depending on where it is viewed
# Important: Several of the placeholders can be further customized by the configuration settings further below
itemLoreStructureV2:
- §7§m§l---------§7<§lEquip Info§7>§m§l---------
- '§7Item level: §f$itemLevel §7Prestige §6$prestigeLevel'
- $weaponOrArmorStats
- $soulbindInfo
- $itemSource
- $ifLore§7§m§l-----------§7< §f§lLore§7 >§m§l-----------
- $customLore
- $ifEnchantments§7§m§l--------§7<§9§lEnchantments§7>§m§l--------
- $enchantments
- $eliteEnchantments
- $ifCustomEnchantments§7§m§l------§7< §3§lCustom Enchants§7 >§m§l------
- $customEnchantments
- $ifPotionEffects§7§m§l----------§7< §5§lEffects§7 >§m§l----------
- $potionEffect
- §7§l§m-----------------------------
- $loreResaleValue
# Sets the shop source lore for store purchased
shopSourceItemLores: '&7Purchased from a store'
# Sets the shop source lore for items looted from bosses
mobSourceItemLores: '&7Looted from $mob'
# Sets the item worth lore
loreWorths: '&7Worth $worth $currencyName'
# Sets the item resale value lore
loreResaleValues: '&7Sells for $resale $currencyName'
# Sets the base chance for any elite item to drop from elite mobs
flatDropRateV3: 0.2
# Sets the base chance for any elite item to drop from regional bosses
regionalBossNonUniqueDropRate: 0.05
# Sets if the regional bosses can drop vanilla loot
regionalBossesDropVanillaLoot: false
# Sets how much the chance of an elite item dropping increases based on the level of the boss.
# The level of the boss is multiplied by this value and added to the base chance.
# It is no longer recommended to have this above 0.0!
levelIncreaseDropRateV2: 0.0
# Sets the weighed chance of a procedurally generated item dropping.
# This system uses weighted probabilities! Look that up on google if you don't know what that is.
proceduralItemDropWeight: 90.0
# Sets the relative chance of a weighed item dropping.
# Weighed items are custom items that don't have a dynamic weight, like charms.
weighedItemDropWeight: 1.0
# Sets the relative chance of a fixed item dropping. These are custom items that do not scale.
fixedItemDropWeight: 10.0
# Sets the relative chance of a limited item dropping. These are custom items that scale up to a specific level
limitedItemDropWeight: 3.0
# Sets the relative chance of a scalable item dropping. These are custom items that can scale to any level, and are the most common in the plugin.
scalableItemDropWeight: 6.0
# Sets the multiplier for the vanilla loot of the mob, based on the level of the mob.
defaultLootMultiplier: 0.0
# Sets the maximum level for the default loot multiplier.
levelCapForDefaultLootMultiplier: 100
# Sets the vanilla Minecraft experience dropped multiplier for the boss, based on the level of the boss.
defaultExperienceMultiplier: 1.0
# Sets the level of the maximum loot that will be dropped by EliteMobs. Strongly recommended to leave it at 100.
maximumItemLevel: 100
# Sets if elite enchantments will be used.
# Elite enchantments replace vanilla enchantments when elite items get enchantment levels that go beyond vanilla limits.
# Example: if an elite sword is supposed to have sharpness 10, since the Minecraft limit is level 5, it will have sharpness 5 and elite sharpness 5.
# Elite sharpness only affects mobs spawned by EliteMobs. This is done so PVP and vanilla combat don't become unbalanced.
useEliteEnchantments: true
# Sets the display name that will be used for the elite enchantments on item lore.
eliteEnchantmentLoreStrings: Elite
# Sets if EliteMobs will see hoes as valid weapons for the damage calculations.
useHoesAsWeapons: false
# Sets if EliteMobs will spawn special particles over dropped items of high quality.
enableRareItemParticleEffects: true
# Sets the symbols that will be used in item lore to show that a potion effect applies on hit to the entity that gets hit.
potionEffectOnHitTargetLore: '&4⚔☠'
# Sets the symbols that will be used in item lore to show that a potion effect applies on hit to the player doing the hitting.
potionEffectOnHitSelfLore: '&9⚔🛡'
# Sets the symbols that will be used in item lore to show that a potion effect will keep reapplying for as long as the player wields it.
potionEffectContinuousLore: '&6⟲'
# Sets the characters prefixed to elite enchantments in item lore.
eliteEnchantmentLoreColor: '&9◇'
# Sets the characters prefixed to vanilla enchantments in item lore.
vanillaEnchantmentLoreColor: '&7◇'
# Sets the characters prefixed to custom enchantments in item lore.
customEnchantmentColor: '&3◇'
# Sets the characters prefixed to potion effects in item lore.
potionEffectLoreColor: '&5◇'
# Sets the text that will appear on the item if the item is not soulbound.
noSoulbindLore: '&7Not Soulbound!'
# Sets if elite item can be enchanted by vanilla means. This is not recommended as EliteMobs has its own custom enchantments system with its own balance!
preventEliteItemEnchantment: true
# Sets if elite items can be disenchanted by vanilla means.
preventEliteItemDisenchantment: true
# Sets the message that appears for players when they attempt to disenchant an item and that is not allowed.
preventEliteItemDisenchantmentMessage: '&c[EliteMobs] Can''t disenchant Elite Items!'
# Sets whether elite items can be upgraded from diamond to netherite by vanilla means. Not recommended!
preventEliteItemDiamondToNetheriteUpgrade: true
# Sets whether elite items will only lose durability on death.
# This is an important system for EliteMobs, and it is strongly recommended as high level fights are nearly impossible without it!
eliteItemsDurabilityLossOnlyOnDeath: true
# Sets the durability loss multiplier for elite items if it is set to lose durability on death.
# Values between 0.0 and 1.0 lower the durability loss and values above 1.0 increase it.
# Example: 0.5 deals 50% of the durability loss, 2.0 deals 200% of the durability loss.
eliteItemsDurabilityLossMultiplier: 1.0
# Sets the message that appears when item scrapping is successful.
scrapSucceededMessageV2: '&8[EliteMobs] &2Scrapping succeeded $amount times!'
# Sets message that appears when item scrapping fails.
scrapFailedMessageV2: '&8[EliteMobs] &cScrapping failed $amount times!'
# Sets if elite loot should be placed directly into players' inventories.
putLootDirectlyIntoPlayerInventory: false
# Sets maximum level difference players can have before they can no longer loot items that are too low level.
# This is calculated based on the average level of the loot the player is wearing.
# As an example, if it is set to 10 and a player has level 50 gear, they will not be able to farm level 39 bosses.
lootLevelDifferenceLockout: 10
# Sets if EliteMobs will prevent Elite Items from breaking when using the durability loss on death system.
# Players will not be able to use items with no durability left anyway, this is simply to prevent the accidental loss of high level but low durability items.
preventEliteItemsFromBreaking: true
# Sets the minimum level, +7, of bosses that can procedurally generated drop diamond gear in EliteMobs.
# There is no procedurally generated netherite gear in EliteMobs, only custom loot.
minimumProcedurallyGeneratedDiamondLootLevelPlusSeven: 10
# Sets the message show in chat when successfully rolling for loot through the /em simloot <level> <times> command.
simlootMessageSuccess: '&8[EliteMobs] &2Rolled for loot and got $itemName &2!'
# Sets the message show in chat when failing to roll for loot through the /em simloot <level> <times> command.
simlootMessageFailure: '&8[EliteMobs] &cRolled for loot and got nothing!'
# Sets the message that players get when elite loot is deposited directly into their inventories.
directDropCustomLootMessage: '&8[EliteMobs] &2Obtained $itemName &2!'
# Sets the message that players get when vanilla loot is deposited directly into their inventories.
directDropMinecraftLootMessage: '&8[EliteMobs] &aObtained $itemName &a!'
# Sets the message that players get when elite coins are deposited directly into their inventories.
directDropCoinMessage: '&8[EliteMobs] &aObtained &2$amount $currencyName &a!'
# Sets if EliteMobs will hide vanilla Minecraft attributes.
hideItemAttributes: true
# Sets the weapon-specific lore entry on an elite item. The $EDPS placeholder gets replaced with the elite DPS (damage per second) of the weapon.
weaponEntry: '&7Elite DPS: &2$EDPS'
# Sets the armor-specific lore entry on an elite item. The $EDEF placeholder gets replaced with the elite DEF (defense) of the weapon.
armorEntry: '&7Elite Armor: &2$EDEF'
# Sets the message sent when a played kills a boss but the gear level is too different from the boss level to get coins
levelRangeTooDifferent: '&8EM] &4Your gear is level $playerLevel and the boss is level
$bossLevel, level difference is too high to get coins!'
# Sets if the plugin will use Elite Item Scrolls
# Elite Item Scroll are recommended for servers that want to use other item plugins like ItemAdder
# Elite item scrolls can be used at anvils to give non-elite items elite levels
# Elite item scrolls drop from elites of the same level to guarantee that the loot is balanced
# Note for item balance that elite damage does not affect damage outside of EliteMobs, so in most scenarios this should not result in broken (overpowered) items
useEliteItemScrolls: false
# Sets the chance of an Elite Item Scroll dropping from a boss, where 0 is 0% and 1 is 100%, and 0.5 is 50%.
eliteItemScrollChance: 0.1
# Sets the name of the elite item scroll item
eliteItemScrollName: '&6Elite Item Scroll'
# Sets the lore for the elite item scroll item
eliteItemScrollLore:
- '&fUse at the Scroll Applier NPC to enchant'
- '&fa non-elite item into a level $level'
- '&felite item!'
# Sets the model for the elite item scroll
eliteItemModel: elitemobs:elitescroll/elitescroll

MobCombatSettings.yml

MobCombatSettings.yml contains all config options related to the custom combat system and most config options generally related to how Elite Mobs work.

Expand Table
# Sets if naturally spawned elites will spawn. Note: event mobs like the zombie king are not naturally spawned elites! You will have to disable events if you want to disable event bosses.
doNaturalEliteMobSpawning: true
# Sets if spawns spawned from mob spawners can be converted to elites. Not recommended!
doSpawnersSpawnEliteMobs: false
# Sets the percentage of naturally spawned mobs that get converted to elite mobs.
eliteMobsSpawnPercentage: 0.05
# Sets the maximum level elites can spawn at.
# Note: elite mob level is based on player skill levels and gear. The skill system scales up to level 100.
naturalEliteMobsLevelCap: 120
# Sets if elites will wear armor based on their level. This is for visual purposes only and does not affect combat.
doElitesWearArmor: true
# Sets if elites will wear helmets based on their level. This will prevent them from easily burning away during the daytime.
doElitesWearHelmets: true
# Sets if elites will have visual trails around them warning players about what players they have.
doNaturalEliteMobVisualEffects: true
# Sets if elites spawned from spawners will do visual effects.
doSpawnerEliteMobVisualEffects: false
# Sets if some powers will do the warning phase of the power. This is very important as warning phases usually mean the power can be dodged, and the visual lets players know where to dodge to.
doPowerBuildupVisualEffects: true
# Sets if custom death messages will be used when players die from elites.
doCustomEliteMobsDeathMessages: true
# Sets if EliteMobs will show damage indicators for damage done to elites.
doDisplayMobDamageOnHit: true
# Sets if the level of elites will increased based on the distance from spawn.
# This is a value added on top of their normal level, meaning that if a player is wearing level 100 gear near spawn and the boss has +1 level due from the distanced from spawn, the boss will spawn at level 101.
# This option is generally not recommended, especially if you have a random tp system on your server.
doIncreaseEliteMobLevelBasedOnSpawnDistance: false
# Sets the distance between level increments for distance-based level increases.
distanceBetweenIncrements: 100.0
# Sets how many levels increase at each distance increment for distance-based level increases.
levelIncreaseAtIncrements: 1.0
# Sets if the powers of elites will be hidden until they enter combat. This is recommended for performance reasons.
hideEliteMobPowersUntilAggro: true
# Sets the multiplier for the damage dealt to all bosses spawned by EliteMobs, except those using the normalized damage system (regional dungeon bosses). Higher values increase the damage dealt, making bosses easier to kill.
# 2.0 = 200%, 0.5 = 50%
damageToEliteMobMultiplierV2: 1.0
# Sets the multiplier for the damage dealt to players by elites. Higher values increase the amount of damage dealt by bosses, except those using the normalized damage system (regional dungeon bosses), making bosses hit harder.
# 2.0 = 200%, 0.5 = 50%
damageToPlayerMultiplierV2: 1.0
# Sets if special bosses can be tracked.
showCustomBossLocation: true
# Sets the message sent to players to track a boss location.
bossLocationMessage: '&7[EM] &2[Click to track!]'
# Sets the commands that run when an elite dies. Valid placeholders are:
# $level for the level of the boss
# $name for the name of the boss
# $players will make the command run for each player that participated in the kill. As an example, if Bob and Steve killed a boss, 'broadcast $players killed the boss!' will run 'bob killed the boss' and 'steve killed the boss!'
commandsOnEliteMobDeath: []
# Sets teh message sent to players that participate in big boss kills.
bossKillParticipationMessage: '&eYour damage: &2$playerDamage'
# Sets if bosses regenerate health when they go out of combat. Strongly recommended.
regenerateCustomBossHealthOnCombatEnd: true
# Sets the message sent to players that are trying to track bosses currently in a different world.
defaultOtherWorldBossLocationMessage: '$name: In different world!'
# Sets the prefix added to damage indicators when players hit a boss with something that boss is weak against.
weakTextColor: '&9'
# Sets the prefix added to damage indicators when players hit a boss with something that boss is strong against.
resistTextColor: '&c'
# Sets the message that appears when players hit the boss with something that boss is weak against.
weakText: '&9&lWeak!'
# Sets the message that appears when players hit the boss with something that boss is strong against.
resistText: '&c&lResist!'
# Sets if visuals will be used to show that a boss is weak against an attack.
doWeakEffect: true
# Sets if visuals will be used to show that a boss is strong against an attack.
doResistEffect: true
# Sets the multiplier for the damage dealt to bosses using the normalized damage system (regional dungeon bosses). Higher values increase the damage dealt, making bosses easier to kill.
# 2.0 = 200%, 0.5 = 50%
normalizedDamageToEliteMultiplier: 1.0
# Sets the multiplier for the damage dealt to players by bosses using the normalized damage system (regional dungeon bosses). Higher values increase the amount of damage dealt by bosses, making bosses hit harder.
# 2.0 = 200%, 0.5 = 50%
normalizedDamageToPlayerMultiplier: 1.0
# Sets the baseline damage for custom bosses using the normalized damage (usually regional bosses).
normalizedBaselineDamageV3: 3.0
# Sets the baseline health for custom bosses using the normalized health (usually regional bosses).
normalizedRegionalBossBaselineHealthV3: 4.0
# Sets if regional bosses will used the normalized combat system.
# This is very strongly recommended, and premade content will not be balanced properly if modified.
normalizeRegionalBosses: true
# Sets the message that appears when a boss heals from going out of combat.
fullHealMessage: '&2FULL HEAL!'
# Sets the multiplier applied to the strength potion effect damage bonus for players.
strengthDamageMultiplierV2: 0.2
# Sets the multiplier applied to the weakness potion effect damage reduction for players.
weaknessDamageMultiplierV2: 0.2
# Sets the multiplier applied to damage reduction from the resistance potion effect for players.
resistanceDamageMultiplierV2: 0.2
# Sets the multiplier applied to damage reduction when a player is holding up a shield for melee attacks (powers excluded).
blockingDamageReduction: 0.8
# Sets if visual health bars will be displayed for elite mobs
displayVisualHealthBars: true
# Sets if numeric health will be displayed for elite mobs
displayNumericHealth: true
# Sets if boss bars will be displayed for elites with high health multipliers
displayBossBarForHighMultiplier: true
# Sets the health multiplier threshold above which boss bars will be displayed when entering combat.
# Bosses with a health multiplier greater than this value will show boss bars to players in combat.
bossBarHealthMultiplierThreshold: 1.0
# Sets the health multiplier threshold above which boss bars will be displayed to nearby players (within 30 blocks).
# Bosses with a health multiplier of this value or greater will show boss bars even without combat engagement.
proximityBossBarHealthMultiplierThreshold: 9.0
# Sets how many seconds after the last combat action the health display will remain visible.
# After this time, the visual health bars and boss bars will disappear.
combatDisplayTimeoutSeconds: 30
# Sets if a fixed health bar size will be used
useFixedHealthBarSize: false
# Format for the heal popup text when a boss partially heals.
# Use $amount for the heal amount. Color is applied automatically.
healPopupFormat: '+$amount HP'
# Format for the XP gain popup text.
# Use $amount for the XP amount.
xpPopupFormat: '+$amount ✦XP'
# Separator between current and max health in the numeric health display.
healthDisplaySeparator: ' &7/ '
# Sets if the scaled combat system is used for naturally spawned elites.
useScaledCombatForNaturalElites: true
# Sets the damage multiplier applied to elite mobs in the scaled combat system.
scaledDamageToEliteMultiplier: 1.0
# Sets the damage multiplier applied to players in the scaled combat system.
scaledDamageToPlayerMultiplier: 1.0
# Sets if the recommended health scaling formula is used for elite mobs.
useRecommendedHealthScaling: true
# Sets the level symbol used for standard scaled elite mobs.
scaledStandardLevelSymbol: '「⚔」'
# Sets the level symbol used for high threat scaled elite mobs.
scaledHighThreatLevelSymbol: '☠'

ProceduralItemGenerationSettings.yml

ProceduralItemGenerationSettings.yml contains all the configuration options for configuring procedurally generated items.

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dropProcedurallyGeneratedItems: true
customEnchantmentsChance: 0.5
materialNames:
swordName: Sword
bowName: Bow
pickaxe: Pickaxe
spade: Spade
hoe: Hoe
axe: Axe
helmet: Helmet
chestplate: Chestplate
leggings: Leggings
boots: Boots
shears: Shears
fishingRod: Fishing Rod
shield: Shield
trident: Trident
crossbow: Crossbow
mace: Mace
spear: Spear
nameFormats:
- $verb $itemType of the $adjective $noun
- $itemType of the $adjective $noun
- $noun's $adjective $verb $itemType
- $verb $itemType
- $adjective $verb $itemType
- The $verb-er
- The $adjective $verb-er
nouns:
- MagmaGuy
- Dawn
...
adjectives:
- Adorable
- Beautiful
...
verbs:
- Slashing
- Cutting
...
verb-ers (noun):
- World Breaker
- World Shatterer
...
validMaterials:
DIAMOND_HELMET: true
DIAMOND_CHESTPLATE: true
DIAMOND_LEGGINGS: true
DIAMOND_BOOTS: true
DIAMOND_SWORD: true
DIAMOND_AXE: true
DIAMOND_HOE: true
IRON_HELMET: true
IRON_CHESTPLATE: true
IRON_LEGGINGS: true
IRON_BOOTS: true
IRON_SWORD: true
IRON_AXE: true
IRON_HOE: true
GOLDEN_HELMET: true
GOLDEN_CHESTPLATE: true
GOLDEN_LEGGINGS: true
GOLDEN_BOOTS: true
GOLDEN_SWORD: true
GOLDEN_AXE: true
GOLDEN_HOE: true
CHAINMAIL_HELMET: true
CHAINMAIL_CHESTPLATE: true
CHAINMAIL_LEGGINGS: true
CHAINMAIL_BOOTS: true
LEATHER_HELMET: true
LEATHER_CHESTPLATE: true
LEATHER_LEGGINGS: true
LEATHER_BOOTS: true
STONE_SWORD: true
STONE_AXE: true
STONE_HOE: true
WOODEN_SWORD: true
WOODEN_AXE: true
WOODEN_HOE: true
SHIELD: true
TURTLE_HELMET: true
TRIDENT: true
BOW: true
CROSSBOW: true
# MACE (1.21+)
MACE: true
# SPEARS (1.21.11+)
DIAMOND_SPEAR: true
IRON_SPEAR: true
GOLDEN_SPEAR: true
STONE_SPEAR: true
WOODEN_SPEAR: true
COPPER_SPEAR: true
NETHERITE_SPEAR: true

ValidWorlds.yml

ValidWorlds.yml contains the list of worlds that EliteMobs has detected, as well as options to customize EliteMobs features on them.

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Valid worlds:
world: true
world_nether: true
world_the_end: true

PeaceBanner.yml

PeaceBanner.yml contains the configuration settings for the Peace Banner system. Peace Banners are items that players can craft and place to create zones where elite mobs are suppressed.

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# Whether the Peace Banner feature is enabled.
enabled: true
# Whether the Peace Banner can be crafted by players.
craftable: true
# The radius (in chunks) around a placed Peace Banner where elite mobs are suppressed.
chunkRadius: 4
# Whether placed Peace Banners also suppress EliteMobs events (action events, timed events).
suppressEvents: true
# The crafting recipe shape. Each string is one row of the crafting grid.
recipeShape:
- BBB
- BWB
- BBB
# Maps recipe characters to materials. Use ANY_BANNER to accept all 16 banner colors.
recipeIngredients:
B: BONE
W: ANY_BANNER
# The display name of the Peace Banner item.
itemName: '&aPeace Banner'
# The lore lines shown on the Peace Banner item.
itemLore:
- '&7Place to create a peaceful zone'
- '&7Prevents elite mob spawning'
- '&7within a &f4 chunk &7radius'
# Message sent to the player when they place a Peace Banner.
placedMessage: '&aPeace Banner placed! Elite mobs will not spawn within a &f$radius
chunk &aradius.'
# Message sent to the player when they break a Peace Banner.
removedMessage: '&cPeace Banner removed. Elite mobs can now spawn in this area again.'

Arenas.yml

Arenas.yml contains the default messages and settings for Arenas that you can modify.

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# Message that appears when not enough players are present to start an arena.
notEnoughPlayersMessage: '&8[EliteMobs] &cYou need at least $amount to start the match!'
# Title that appears when an arena is starting.
startingMessage: '&2Starting!'
# Subtitle that appears when an arena is starting.
startingSubtitle: '&2in $count...'
# Message that appears when an arena is full.
arenaFullMessage: '&4[EliteMobs] &cArena is full! You can spectate instead while you
wait for it to finish!'
# Message that appears when a player attempts to join an active arena.
arenasOngoingMessage: '&4[EliteMobs] &cCan''t join the arena now - a match is currently
happening! You can spectate instead while you wait for it to finish!'
# Message that appears to remind players how to start an arena after joining as a player.
instanceStartHintMessage: '&2[EliteMobs] &aYou can start the instance by doing &2/em
start'
# Message that appears to remind players how to leave an arena.
instanceQuitHintMessage: '&4[EliteMobs] &cYou can leave the instance by doing &4/em
quit'
# Message that appears when players join an arena.
arenaJoinPlayerMessage: "&2[EliteMobs] &aYou can start the arena by doing &2/em start &aif there are at least &2$count &aplayers in it! \nYou can leave the arena by doing &c/em quit"
# Message that appears to remind players how to leave an arena after joining as a spectator.
arenaJoinSpectatorMessage: '&2[EliteMobs] &aYou can leave the arena at any time using
&2/em quit'
# Title message that appears when a wave is starting.
waveTitle: '&aWave &2$wave'
# Subtitle message that appears when a wave is starting.
waveSubtitle: ''
# Title that appears when an arena is completed.
victoryTitle: '&2Victory!'
# Subtitle that appears when an arena is completed.
victorySubtitle: '&aCompleted &2$wave &awaves!'
# Title that appears when players fail an arena.
defeatTitle: '&4Defeat!'
# Subitle that appears when players fail an arena.
defeatSubtitle: '&cReached wave &4$wave&c!'
# Message broadcasted when players beat an arena.
victoryBroadcast: Arena $arenaName was conquered by $players!
# Title that appears when a player joins an arena.
joinPlayerTitle: '&aStart with &2/em start &a!'
# Subtitle that appears when a player joins an arena.
joinPlayerSubtitle: '&cLeave with &4/em quit &c!'
# Title that appears when a spectator joins an arena.
joinSpectatorTitle: '&aNow spectating!'
# Subtitle that appears when a spectator joins an arena.
joinSpectatorSubtitle: '&cLeave with &4/em quit &c!'
# Sets the message sent to players if they do not have permission to enter an arena.
noArenaPermissionMessage: '[EliteMobs] You don''t have the permission to enter this
arena!'

Database.yml

Database.yml Includes settings for how you want EM to handle databases.

Expand Table
# Sets whether MySQL will be used. By default EliteMobs uses SQLite. If you wish to use MySQL you will need a valid MySQL configuration.
useMySQL: false
# The host of your MySQL database
mysqlHost: localhost
# The port of your MySQL database
mysqlPort: '3306'
# The name of the database
mysqlDatabaseName: elitemobs
# The username for MySQl
mysqlUsername: your_username_mysql_here
# The password for your MysSQL database
mysqlPassword: your_mysql_password_here
# Whether to use SSL
useSSL: true

dungeons.yml

dungeons.yml Includes settings that let you adjust messages that appear in dungeons and other settings like damage multipliers for applied effects.

Expand Table
# Sets the damage multiplier for poison damage in dungeons
# This is important for balance as by default the damage is a bit too high for the dungeons as we design them
poisonDamageMultiplier: 0.5
# Sets the damage multiplier for fire damage in dungeons
# This is important for balance as by default the damage is a bit too high for the dungeons as we design them
fireDamageMultiplier: 0.5
# Sets the damage multiplier for wither damage in dungeons
# This is important for balance as by default the damage is a bit too high for the dungeons as we design them
witherDamageMultiplier: 0.5
# Sets if PvP will be allowed in dungeons
friendlyFireInDungeons: false
# Sets the text that appears over resurrection banners in dungeons
dungeonRezInstructions: '&aPunch to rez!'
# Sets the text that shows how many lives players have left in a dungeon! Placeholders:
# $amount - the amount of lives left
dungeonLivesLeftText: '&c$amount lives left!'
# Sets the text for joining a dungeon as a player! Placeholders:
# $dungeonName - the name of the dungeon
joinDungeonAsPlayerText: '&fJoin $dungeonName as a player!'
# Sets the text for joining a dungeon as a spectator! Placeholders:
# $dungeonName - the name of the dungeon
joinDungeonAsSpectatorText: '&fJoin $dungeonName as a spectator!'
# Sets the title that will show up in the item description of instanced dungeon menus
# $difficulty is the placeholder for the difficulty name in the configuration file of the dungeon
instancedDungeonTitle: Start $difficulty difficulty dungeon!
# Sets the description that will show up in the item description of instanced dungeon menus
# $dungeonName is the placeholder for the dungeon name in the configuration file of the dungeon
instancedDungeonDescription:
- '&fCreate a new instance of the dungeon'
- $dungeonName &ffor yourself and maybe
- '&fsome friends!'
# Sets is spectating instanced content will be available.
allowSpectatorsInInstancedContent: true
# Sets the message that appears when an instanced dungeon is completed
instancedDungeonCompleteMessage: '[EliteMobs] Dungeon completed! It will self-destruct
in 2 minutes!'
# Sets the message that appears when an instanced dungeon closing
instancedDungeonClosingInstanceMessage: '[EliteMobs] Closing instance!'
# Sets the title for the dynamic dungeon level selection menu
dynamicDungeonLevelSelectionMenuTitle: '&8Select Dungeon Level'
# Sets the title for level selection items in the dynamic dungeon menu
# $level is the placeholder for the level number
dynamicDungeonLevelSelectionItemTitle: '&fLevel $level'
# Sets the 'click to select' text in the dynamic dungeon level selection menu
# $level is the placeholder for the level number
dynamicDungeonLevelSelectionClickToSelect: '&7Click to select level &e$level'
# Sets the 'mobs will be level' text in the dynamic dungeon level selection menu
# $level is the placeholder for the level number
dynamicDungeonLevelSelectionMobsWillBeLevel: '&7All mobs will be level &e$level'
# Sets the 'recommended level' text in the dynamic dungeon level selection menu
dynamicDungeonLevelSelectionRecommended: '&a&lRecommended level!'
# Sets the 'easier than recommended' text in the dynamic dungeon level selection menu
dynamicDungeonLevelSelectionEasier: '&eEasier than recommended'
# Sets the 'harder than recommended' text in the dynamic dungeon level selection menu
dynamicDungeonLevelSelectionHarder: '&6Harder than recommended'
# Sets the title for the dynamic dungeon difficulty selection menu
dynamicDungeonDifficultySelectionMenuTitle: '&8Select Difficulty'
# Sets the 'selected level' text in the dynamic dungeon difficulty selection menu
# $level is the placeholder for the selected level number
dynamicDungeonDifficultySelectionSelectedLevel: '&7Selected Level: &e$level'
# Sets the subtitle shown when a player kills a boss they are locked out from
dungeonLockoutSubtitle: '&cLockout!'
# Sets the chat message shown when a player kills a boss they are locked out from
# $bossName is the placeholder for the boss name
# $remainingTime is the placeholder for the remaining lockout time
dungeonLockoutChatMessage: '&c[EliteMobs] &7You killed &c$bossName &7in the last lockout
period and must wait another &e$remainingTime &7before it will drop loot for you
again.'

Quests.yml

Quests.yml Includes settings for quests and what messages are displayed.

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# Sets if quests have to be returned to quest givers to complete the quest.
requireQuestTurnIn: true
# Sets the message sent when a quest is accepted.
questJoinMessage: '&aYou have accepted the quest $questName &a!'
# Sets the message sent when a quest is abandoned.
questLeaveMessage: '&cYou have abandoned the quest $questName &c!'
# Sets message sent when a quest is completed.
questCompleteMessage: '&2You completed the quest $questName &2!'
# Sets the message sent when a player tried to abandon a quest when none are active.
leaveWhenNoActiveQuestsExist: '&cYou don''t currently have an active quest!'
# Sets the confirmation message sent when players try to leave a quest.
questLeaveConfirmationMessage: '&cAre you sure you want to abandon your current quest?
Do &a/em confirm &c to confirm your choice!'
# Sets if some of the messages related to quests will use titles instead of chat messages.
useQuestAcceptTitles: true
# Sets the title sent when a players starts a quest.
questStartTitle: '&aQuest Accepted!'
# Sets the subtitle sent when a players starts a quest.
questStartSubtitle: $questName
# Sets if titles will be sent when players complete a quest.
useQuestCompleteTitles: true
# Sets the title sent when a player completes a quest.
questCompleteTitle: '&2Quest Completed!'
# Sets the subtitle sent when a player completes a quest.
questCompleteSubtitle: $questName
# Sets if titles are sent when players leave quests..
useQuestLeaveTitles: true
# Sets the title sent when a player leaves a quest.
questLeaveTitle: '&cQuest Abandoned!'
# Sets the subtitle sent when a player leaves a quest.
questLeaveSubtitle: $questName
# Sets if messages are sent on chat reporting quest objective progression.
doQuestChatProgression: true
# Sets the color codes for ongoing objectives.
ongoingQuestColorCode: '&c'
# Sets the color codes for completed objectives.
completedColorCode: '&2'
# Sets the formatting for progression messages of kill quests.
killQuestChatProgressionMessage: '&8[EliteMobs]&c➤Kill $name:$color$current&0/$color$target'
# Sets the formatting for progression messages of fetch quests.
fetchQuestChatProgressionMessage: '&8[EliteMobs]&c➤Get $name:$color$current&0/$color$target'
# Sets the formatting for progression messages of dialog quests.
dialogQuestChatProgressionMessage: '&8[EliteMobs]&c➤Talk to $name:$color$current&0/$color$target'
# Sets the maximum amount of accepted quests a player can have.
maximumActiveQuests: 10
# Sets the message sent to players when trying to accept an amount of quests that exceed the active quest cap.
questCapMessage: '&8[EliteMobs] &cYou have reached the maximum amount of active quests
(10)! &4Abandon or complete at least one active quest if you want to get more quests!'
# Sets if scoreboards messages will be used for quests.
useQuestScoreboards: true
# Sets the formatting for scoreboard progression messages of kill quests.
killQuestScoreboardProgressionMessage: '&c➤Kill $name:$color$current&0/$color$target'
# Sets the formatting for scoreboard progression message of fetch quests.
fetchQuestScoreboardProgressionMessage: '&c➤Get $name:$color$current&0/$color$target'
# Sets the formatting for scoreboard progression messages of dialog quests.
dialogQuestScoreboardProgressionMessage: '&c➤Talk to $name:$color$current&0/$color$target'
questEntityTypes:
- BLAZE
- CAVE_SPIDER
- DROWNED
- ELDER_GUARDIAN
- ENDERMAN
- ENDERMITE
- EVOKER
- GHAST
- GUARDIAN
- HUSK
- ILLUSIONER
- IRON_GOLEM
- PILLAGER
- RAVAGER
- SILVERFISH
- SKELETON
- SPIDER
- STRAY
- VINDICATOR
- WITCH
- WITHER_SKELETON
- WOLF
- ZOMBIE
- HOGLIN
- ZOGLIN
- PIGLIN_BRUTE
- PIGLIN
- ZOMBIFIED_PIGLIN
# Sets the message sent to players to activate quest tracking.
chatTrackMessage: '&8[EliteMobs]&2 Click here to track your quest!'
# Sets the hover message of the quest tracking message.
chatTrackHover: '&2Click to track!'
# Sets the command sent when clicking on the tracking message. You really should not modify this.
chatTrackCommand: /elitemobs quest track $questID
# Sets the message sent to players when activating quest tracking.
chatTrackingMessage: '&8[EliteMobs]&9 You are now tracking a quest!'
# Sets the hover message of the quest tracking enabled message.
chatTrackingHover: '&2Click to untrack/track! /em -> Quests to track a different quest!'
# Sets the command sent when click on the quest tracking activation message. You really should not modify this.
chatTrackingCommand: /elitemobs quest track $questID
# Sets if quests are automatically tracked when accepted.
autoTrackQuestsOnAccept: true
# Sets the message that appears when the destination of the quest could not be found.
noQuestDestinationFound: '[EM] No quest destination found!'
# Sets the message that appears when the quest target is in a different world.
questDestinationInOtherWorld: '[EM] Go to world $world!'
# Sets the message sent to players when trying to accept a quest they have already completed.
questAlreadyCompletedMessage: '&8[EliteMobs] &cYou already completed this quest!'
# Sets the message sent to players when trying to accept a quest they do not have the permission for.
questPrerequisitesMissingMessage: '&8[EliteMobs] &cThis NPC has some quest(s) you
can''t accept yet!'
# Sets the message sent to players trying to get a quest for which they do not have the correct guild rank activated.
lowRankDynamicQuestWarning: '&8[EliteMobs] &cYou can''t take these quests with your
current guild rank! Increase your guild rank to accept these quests.'
# Sets the formatting for the quest turn-in message.
questTurnInObjective: '&a2Talk to $npcName'
# Sets the maximum amount of characters inventory-based menus for quests will have before breaking the line.
horizontalCharacterLimitBedrockMenu: 30
# Sets the maximum amount of characters per item entry in inventory-based menus for quests before creating another item to continue the entry.
itemEntryCharacterLimitBedrockMenu: 300
# Sets the subtitle shown when a player tries to accept a quest they are locked out from
questLockoutSubtitle: '&cQuest Lockout!'
# Sets the chat message shown when a player tries to accept a quest they are locked out from
# $questName is the placeholder for the quest name
# $remainingTime is the placeholder for the remaining lockout time
questLockoutChatMessage: '&c[EliteMobs] &7You completed &c$questName &7recently and must
wait another &e$remainingTime &7before you can accept it again.'
# Sets the message sent when a player tries to start a quest with an invalid ID.
# $questId is the placeholder for the quest ID
invalidQuestIdMessage: '&8[EliteMobs] &cInvalid quest ID for ID $questId'
# Sets the message sent when an NPC has an invalid quest configuration.
invalidQuestNpcMessage: '[EliteMobs] This NPC''s quest is not valid! This might be a configuration
error on the NPC or on the quest.'
# Sets the message sent to admins when a specific quest filename is invalid.
# $quest is the placeholder for the quest filename
invalidQuestMessage: 'Invalid quest: $quest'
# Sets the message sent when quest tracking fails due to an invalid quest ID.
questTrackingInvalidMessage: '[EliteMobs] Failed to get a valid quest with that quest ID!'
# Sets the status suffix shown when a quest is ready to turn in.
questTurnInStatus: ' §f| §2Turn in!'
# Sets the status suffix shown when a quest is accepted.
questAcceptedStatus: ' §f| §aAccepted'
# Sets the text for the back button to return to the status menu.
questBackToStatusMenu: '← Back to Status Menu'
# Sets the text shown on the abandon quest button.
questAbandonText: '§l§c[Abandon]'

Sounds.yml

Sounds.yml Includes settings that define which sounds should be played when certain EliteMobs interactions are performed. The sound files are stored in the resource pack.

Expand Table
# Sets the sound that will play when a treasure chest opens
treasureChestOpenSound: elitemobs:treasure_chest.open
# Sets the sound that will play when a player progresses a quest
questProgressionSound: elitemobs:quest.progression
# Sets the sound that will play when a player completes a quest
questCompleteSound: elitemobs:quest.completion
# Sets the sound that will play when a player abandons a quest
questAbandonSound: elitemobs:quest.abandon
# Sets the sound that will play when a player accepts a quest
questAcceptSound: elitemobs:quest.accept

Wormholes.yml

Wormholes.yml Includes settings for the EliteMobs wormhole teleports.

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# Sets the message that appears when a teleport is used for a dungeon that is not installed.
dungeonNotInstalledMessage: '&8[EliteMobs] &cDungeon $dungeonID &cis not installed!
This teleport will not work.'
# Sets the message that appears when a wormhole is used for a dungeon that is not installed.
defaultPortalMissingMessage: '&8[EliteMobs] &cThis portal doesn''t seem to lead anywhere!'
# Sets if the reduced particles mode for wormholes is used. This is especially recommended if you are allowing bedrock clients in.
reducedParticlesMode: true
# Sets if wormholes don't use particles at all. Not recommended, but might be necessary for really bad bedrock clients.
noParticlesMode: false
# Sets the message that is sent when a player tries to use a wormhole but does not have enough currency to use it.
insufficientCurrencyForWormholeMessage: '&8[EliteMobs] &cInsufficient currency! You
need $amount to use this wormhole!'

skills.yml

skills.yml contains the configuration settings for the skill leveling system. When enabled, players earn XP for different weapon types and armor by fighting mobs, leveling individual combat skills.

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# Enables or disables the skill leveling system.
# When enabled, players will earn XP for different weapon types and armor.
skillSystemEnabled: true
# Whether Armor skill grants bonus max health (+1 heart per level above 1).
# Set to false to disable this mechanic.
armorSkillHealthBonusEnabled: true
# Only applies when armorSkillHealthBonusEnabled is false.
# If true, players are forced to vanilla 20 max health on join/updates.
# If false, existing max health values are left untouched.
forceDefaultHealthWhenArmorSkillHealthBonusDisabled: false
# Title of the skills menu.
skillsMenuTitle: '&5&lYour Skills'
# Whether to show a combat level display above players.
# Combat level is the average of the two highest weapon skills and armor.
showCombatLevelDisplay: true
# Whether to show an animated XP progress bar when gaining skill XP.
# The bar shows level progress and plays effects on level up.
showXPBar: true
# Format for the skill XP bar title.
# Use $skillName for the skill name, $level for the level, $xpText for the XP gained text.
skillBarTitleFormat: '&6$skillName &7Lv.$level$xpText'
# Format for the skill level up boss bar title.
# Use $skillName for the skill name, $level for the new level.
skillLevelUpTitleFormat: '&e&l✦ $skillName LEVEL UP! &7→ &eLv.$level &e&l✦'
# Format for displaying the combat level.
# Use $level for the combat level number.
combatLevelFormat: '&6&lCombat Lv. $level'

GamblingSettings.yml

GamblingSettings.yml contains all configuration settings for the gambling system, including minigames (Blackjack, Coin Flip, Slot Machine, Higher or Lower), debt mechanics, the Debt Collector boss, payout multipliers, and all UI messages.

Expand Table
# Enables or disables the gambling system entirely.
# When disabled, gambling NPCs will not work and the Debt Collector will not spawn.
gamblingEnabled: true
# Minimum bet amount for all gambling games.
minBet: 10
# Chance (0.0 to 1.0) that the Debt Collector will spawn during each check.
# 0.5 = 50% chance each check.
debtCollector.spawnChance: 0.5
# How often (in minutes) to check if the Debt Collector should spawn for players in debt.
debtCollector.checkIntervalMinutes: 60
# How long (in seconds) before the Debt Collector despawns if not killed.
debtCollector.timeoutSeconds: 600
# Amount of debt reduced when the Debt Collector kills a player.
# The player 'paid' with their life.
debtCollector.debtReductionOnPlayerDeath: 50.0
# Payout multiplier for a normal blackjack win (not a blackjack).
payouts.blackjack.normal: 2.0
# Payout multiplier for getting a blackjack (21 with first two cards).
payouts.blackjack.blackjack: 2.5
# Payout multiplier for winning a coin flip.
# Set below 2.0 for house edge (1.9 = 5% house edge).
payouts.coinFlip: 1.9
# Chance (0.0 to 1.0) for the coin to land on its edge (bonus win).
# Default 0.01 = 1% chance. Set to 0.0 to disable the edge mechanic.
payouts.coinFlip.edgeChance: 0.01
# Payout multiplier when the coin lands on its edge.
payouts.coinFlip.edgePayout: 5.0
# Multiplier applied to the bet for each correct guess in Higher/Lower.
# This stacks: 1st correct = 1.3x, 2nd = 1.69x, 3rd = 2.197x, etc.
payouts.higherLower.multiplierV2: 1.3
# Message shown when a player tries to bet more than they can afford.
messages.insufficientFunds: '&c[Casino] You can''t afford that bet!'
# Message shown when a player has reached maximum debt.
messages.maxDebtReached: '&c[Casino] You''ve reached your credit limit! Pay off some
debt first.'
# Message shown when a player wins a gambling game.
# Use %amount% for the win amount.
messages.win: '&a[Casino] Congratulations! You won &6%amount% coins&a!'
# Message shown when a player loses a gambling game.
# Use %amount% for the lost amount.
messages.lose: '&c[Casino] Better luck next time. You lost &6%amount% coins&c.'
# Message shown when a player goes into debt.
# Use %debt% for the current debt amount.
messages.debtWarning: '&c[Casino] Warning: You are now &6%debt% coins &cin debt! The
Debt Collector is watching...'
# Message shown when a bet is placed.
# Use %amount% for the bet amount.
messages.betPlaced: '&7[Casino] Bet placed: &6%amount% coins'
# Message format for displaying balance and debt.
# Use %balance% and %debt%.
messages.balanceDisplay: '&7Balance: &a%balance% &7| Debt: &c%debt%'
# Title for the betting amount selection menu.
# Use %game% for the game name.
menus.bettingTitle: '&6&lCasino - %game%'
# Text for the play button in the betting menu.
menus.playButton: '&a&lPLAY!'
# Text for the cancel button in the betting menu.
menus.cancelButton: '&c&lCancel'
# Text for the max bet button in the betting menu.
menus.maxBetButton: '&e&lMax Bet'
# Title for the blackjack game menu.
menus.blackjackTitle: '&6&lBlackjack'
# Title for the coin flip game menu.
menus.coinFlipTitle: '&e&lCoin Flip'
# Title for the slot machine game menu.
menus.slotsTitle: '&d&lSlot Machine'
# Title for the higher/lower game menu.
menus.higherLowerTitle: '&b&lHigher or Lower'
# Text for the Hit button in Blackjack.
blackjack.hitButton: '&a&lHIT'
# Lore for the Hit button in Blackjack.
blackjack.hitButtonLore: '&7Draw another card'
# Text for the Stand button in Blackjack.
blackjack.standButton: '&e&lSTAND'
# Lore for the Stand button in Blackjack.
blackjack.standButtonLore: '&7Keep your current hand'
# Text for the Double Down button in Blackjack when the player can afford it.
blackjack.doubleDownButton: '&6&lDOUBLE DOWN'
# Lore for the Double Down button in Blackjack.
blackjack.doubleDownButtonLore: '&7Double your bet, take one card, then stand'
# Text for the Double Down button when the player cannot afford it.
blackjack.doubleDownDisabled: '&7Double Down'
# Lore shown when the player can't afford to double down.
blackjack.doubleDownCantAffordLore: '&cYou can''t afford to double!'
# Label for the dealer's total display. The value is appended after this.
blackjack.dealerLabel: '&cDealer: '
# Label for the player's total display. The value is appended after this.
blackjack.playerLabel: '&aYou: '
# Label for the bet info display. The bet amount is appended after this.
blackjack.betLabel: '&aBet: '
# Label for the normal win payout in the bet info display.
blackjack.winPayoutLabel: '&7Win: '
# Label for the blackjack payout in the bet info display.
blackjack.blackjackPayoutLabel: '&7Blackjack: '
# Label for the card value in the card display lore.
blackjack.cardValueLabel: '&7Value: '
# Text for the hidden dealer card.
blackjack.hiddenCardText: '&8???'
# Lore for the hidden dealer card.
blackjack.hiddenCardLore: '&7Hidden'
# Result text when the player gets a blackjack.
blackjack.resultBlackjack: '&a&lBLACKJACK!'
# Result text when the player wins normally.
blackjack.resultYouWin: '&a&lYOU WIN!'
# Result text when the dealer busts.
blackjack.resultDealerBusts: '&a&lDEALER BUSTS!'
# Result text when the game is a push (tie).
blackjack.resultPush: '&e&lPUSH - TIE'
# Result text when the player busts.
blackjack.resultBust: '&c&lBUST!'
# Result text when the dealer wins.
blackjack.resultDealerWins: '&c&lDEALER WINS'
# Default game over text.
blackjack.resultGameOver: '&7Game Over'
# Label for the player's hand value in the result lore.
blackjack.resultPlayerLabel: '&7Player: '
# Label for the dealer's hand value in the result lore.
blackjack.resultDealerLabel: '&7Dealer: '
# Prefix shown before the win amount in the result lore.
blackjack.resultWonPrefix: '&aYou won '
# Suffix shown after the win amount in the result lore.
blackjack.resultWonSuffix: ' coins!'
# Text shown in the result lore when the bet is returned (push).
blackjack.resultBetReturned: '&7Your bet was returned.'
# Prefix shown before the lost amount in the result lore.
blackjack.resultLostPrefix: '&cYou lost '
# Text telling the player to close the menu to continue.
blackjack.resultCloseToContinue: '&eClose to continue'
# Display name for the Spades suit.
blackjack.cardSuitSpades: Spades
# Display name for the Hearts suit.
blackjack.cardSuitHearts: Hearts
# Display name for the Diamonds suit.
blackjack.cardSuitDiamonds: Diamonds
# Display name for the Clubs suit.
blackjack.cardSuitClubs: Clubs
# The word 'of' between the rank and suit of a card (e.g. 'Ace of Spades').
blackjack.cardOfText: ' &7of '
# Title for the coin display before the flip.
coinFlip.coinTitle: '&6&lThe Coin'
# Lore prompting the player to choose Heads or Tails.
coinFlip.chooseLore: '&7Choose Heads or Tails!'
# Lore telling the player the coin will flip.
coinFlip.willFlipLore: '&7The coin will flip...'
# Text for the Heads button.
coinFlip.headsButton: '&e&lHEADS'
# Lore prompting the player to bet on Heads.
coinFlip.headsBetLore: '&7Click to bet on Heads!'
# Text for the Tails button.
coinFlip.tailsButton: '&6&lTAILS'
# Lore prompting the player to bet on Tails.
coinFlip.tailsBetLore: '&7Click to bet on Tails!'
# Text shown in the result slot before a choice is made.
coinFlip.makeYourChoice: '&7Make your choice!'
# Label for the bet info display. Bet amount and 'coins' are appended.
coinFlip.betLabel: '&aBet: '
# Label for the normal win amount in the bet info.
coinFlip.normalWinLabel: '&7Normal Win: &a'
# Label for the payout multiplier in the bet info.
coinFlip.payoutLabel: '&7Payout: &e'
# Lore describing the edge chance.
coinFlip.edgeChanceLore: '&b✦ 1% chance to land on EDGE!'
# Lore describing the edge payout. Amount is inserted dynamically.
coinFlip.edgePayoutLore: '&b✦ Edge Payout: &a10x &7(&a'
# Text shown while the coin is flipping.
coinFlip.flipping: '&7Flipping...'
# Text shown for Heads during the animation.
coinFlip.headsText: '&e&lHEADS'
# Text shown for Tails during the animation.
coinFlip.tailsText: '&6&lTAILS'
# Title for the coin when it lands on edge.
coinFlip.edgeCoinTitle: '&b&l✦ EDGE! ✦'
# Lore for the coin when it lands on edge.
coinFlip.edgeCoinLore: '&7The coin landed on its &bEDGE&7!'
# Title for the edge result display.
coinFlip.edgeResultTitle: '&b&l✦ INCREDIBLE! ✦'
# Lore explaining the coin landed on its edge.
coinFlip.edgeLandedLore: '&7The coin landed on its &bEDGE&7!'
# Lore explaining the rarity of landing on edge.
coinFlip.edgeRareLore: '&7This is incredibly rare! (1% chance)'
# Prefix before the won amount in the edge result. Amount and 'coins' are appended.
coinFlip.edgeWonPrefix: '&7You won &a'
# Text showing the payout multiplier in the edge result.
coinFlip.edgePayoutMultiplier: '&6&l10x PAYOUT!'
# Chat message sent when the coin lands on edge.
# Use %amount% for the win amount.
coinFlip.edgeChatMessage: '&b&l✦ EDGE!&7The coin landed on its edge! &a10x PAYOUT!
&7You won &a%amount% coins&7!'
# Lore prefix for the final coin result. The side name is appended.
coinFlip.landedOnLore: '&7The coin landed on '
# The word 'Heads' used in the landed-on lore.
coinFlip.headsWord: Heads
# The word 'Tails' used in the landed-on lore.
coinFlip.tailsWord: Tails
# Title shown when the player wins the coin flip.
coinFlip.youWin: '&a&lYOU WIN!'
# Prefix before the won amount in the win result. Amount and 'coins' are appended.
coinFlip.wonPrefix: '&7You won &a'
# Text telling the player to close the menu to continue.
coinFlip.closeToContinue: '&eClose to continue'
# Title shown when the player loses the coin flip.
coinFlip.youLose: '&c&lYOU LOSE'
# Prefix before the lost amount in the lose result. Amount and 'coins' are appended.
coinFlip.lostPrefix: '&7You lost &c'
# Label for the win amount shown on Heads/Tails buttons. Amount is appended.
coinFlip.winLore: '&7Win: &a'
# Label for the payline indicators.
slots.paylineLabel: '&e>>> PAYLINE >>>'
# Text for the Spin button.
slots.spinButton: '&a&lSPIN!'
# Lore for the Spin button prompting the player to click.
slots.spinClickLore: '&7Click to spin the reels!'
# Lore showing the bet amount on the Spin button. Amount is appended.
slots.spinBetLore: '&7Bet: &6'
# Label for the bet info display. Amount and 'coins' are appended.
slots.betLabel: '&aBet: '
# Lore explaining 3-symbol match wins.
slots.match3Lore: '&7Match 3 symbols to win!'
# Lore explaining 2-symbol match returns.
slots.match2Lore: '&7Match 2 symbols for a small return'
# Title header in the payout table lore.
slots.payoutsTitle: '&6&lPAYOUTS &7(Rarer = Higher!)'
# Title for the payout table item.
slots.payoutTableTitle: '&6Payout Table'
# Note at the bottom of the payout table.
slots.chanceRarityNote: '&8Chance shown as rarity colors'
# Text shown while the reels are spinning.
slots.spinning: '&7Spinning...'
# Title shown when the player hits the jackpot (3 sevens).
slots.jackpotTitle: '&6&l✦ JACKPOT! ✦'
# Title shown when the player matches 3 symbols (non-jackpot).
slots.bigWinTitle: '&a&lBIG WIN!'
# Title shown when the player matches 2 symbols.
slots.smallWinTitle: '&e&lSmall Win!'
# Prefix before the won amount. Amount and 'coins' are appended.
slots.wonPrefix: '&7You won &a'
# Text telling the player to close the menu to continue.
slots.closeToContinue: '&eClose to continue'
# Title shown when no symbols match.
slots.noMatchTitle: '&c&lNo Match'
# Prefix before the lost amount. Amount and 'coins' are appended.
slots.lostPrefix: '&7You lost &c'
# Format for each line in the slot machine payout table.
# Use $symbol for the symbol name, $multiplier for 3-match payout, $twoMatch for 2-match payout.
slots.payoutSymbolFormat: '$symbol&7: &a$multiplierx &8(2x: $twoMatchx)'
# Label for displaying a card's numeric value.
higherLower.cardValueLabel: '&7Value: &f'
# Lore prompting the player about the next card.
higherLower.nextCardPrompt: '&7Is the next card higher or lower?'
# Text for the hidden next card.
higherLower.hiddenCardText: '&8&l???'
# Lore prompting the player to make a guess.
higherLower.makeGuessLore: '&7Make your guess!'
# Text for the Higher button.
higherLower.higherButton: '&a&lHIGHER'
# First line of lore for the Higher button.
higherLower.higherLore1: '&7Click if you think the next'
# Second line of lore for the Higher button. The card name is appended.
higherLower.higherLore2: '&7card is &ahigher &7than '
# Text for the Cash Out button when the player has a streak.
higherLower.cashOutButton: '&e&lCASH OUT'
# Label for current winnings in the Cash Out button lore.
higherLower.currentWinningsLabel: '&7Current Winnings: &a'
# Lore prompting the player to click to take winnings.
higherLower.cashOutClickLore: '&7Click to take your winnings!'
# Text for the Cash Out button when disabled (no streak).
higherLower.cashOutDisabled: '&7Cash Out'
# Lore shown when the player needs to win once before cashing out.
higherLower.cashOutWinOnceLore: '&7Win at least once to cash out!'
# Text for the Lower button.
higherLower.lowerButton: '&c&lLOWER'
# First line of lore for the Lower button.
higherLower.lowerLore1: '&7Click if you think the next'
# Second line of lore for the Lower button. The card name is appended.
higherLower.lowerLore2: '&7card is &clower &7than '
# Label for the streak display. Streak count and max are appended.
higherLower.streakLabel: '&6Streak: '
# Label for the multiplier in the streak display.
higherLower.multiplierLabel: '&7Multiplier: &e'
# Label for the potential win in the streak display.
higherLower.potentialWinLabel: '&7Potential Win: &a'
# Label for the max streak in the streak display.
higherLower.maxStreakLabel: '&7Max streak: &e'
# Label for the bet amount display.
higherLower.betLabel: '&aBet: '
# Lore explaining the multiplier per correct guess. The multiplier value is appended.
higherLower.eachGuessLore: '&7Each correct guess multiplies by &e'
# Text shown when buttons are disabled during processing.
higherLower.wait: '&7Wait...'
# Text shown during the card reveal animation.
higherLower.revealing: '&7Revealing...'
# Chat message sent when the player hits max streak and is auto-cashed out.
# Use %streak% for the streak count and %amount% for the win amount.
higherLower.maxStreakChat: '&a[Casino] &6MAX STREAK! &aYou hit %streak% correct guesses!
Auto-cashing out: &6%amount% coins!'
# Chat message sent when the player guesses correctly.
# Use %streak% for the streak count and %multiplier% for the multiplier.
higherLower.correctChat: '&a[Casino] Correct! Streak: %streak% | Multiplier: %multiplier%x'
# Title shown when the player loses in Higher/Lower.
higherLower.gameOverTitle: '&c&lGAME OVER'
# Lore prefix showing what the card was. The card name is appended.
higherLower.lostCardLore: '&7You lost! The card was '
# Lore prefix showing how many coins were lost. Amount and 'coins' are appended.
higherLower.lostCoinsLore: '&7You lost &c'
# Text telling the player to close the menu to continue.
higherLower.closeToContinue: '&eClose to continue'
# Title shown when the player cashes out.
higherLower.cashedOutTitle: '&a&lCASHED OUT!'
# Lore prefix showing cash out amount. Amount and 'coins!' are appended.
higherLower.cashedOutLore: '&7You cashed out with &a'
# Lore prefix showing the streak at cash out. Streak count is appended.
higherLower.cashedOutStreakLore: '&7Streak: &e'
# Chat message sent when auto-cashing out on menu close.
# Use %amount% for the awarded amount and %streak% for the streak.
higherLower.autoCashOutChat: '&a[Casino] Auto-cashed out: &6%amount% coins &a(Streak:
%streak%)'
# Suffix shown after the max streak value in Higher/Lower.
higherLower.autoCashoutSuffix: ' &7(auto-cashout)'
# The currency word displayed in gambling UIs (e.g. 'coins').
gambling.currencyWord: coins
# Label displayed above the Gambling Den Owner NPC showing house earnings.
gambling.houseEarningsLabel: '&6House Earnings: '
# Sets the message shown when the Debt Collector spawns for a player.
# $player is the placeholder for the player name.
# $amount is the placeholder for the debt amount.
debtCollector.spawnMessage: '&c[Debt Collector] &7Well well well... &e$player&7. You
owe us &6$amount coins&7. Time to pay up!'
# Sets the message shown when the Debt Collector times out.
# $player is the placeholder for the player name.
debtCollector.timeoutMessage: '&c[Debt Collector] &7Running won''t save you, &e$player&7.
I''ll be back for what you owe!'
# Sets the message shown when the Debt Collector is killed.
# $player is the placeholder for the player name.
debtCollector.deathMessage: '&c[Debt Collector] &7Ugh... I''ll be back, &e$player&7.
And I''ll bring friends!'
# Sets the message shown when the Debt Collector kills a player.
# $player is the placeholder for the player name.
debtCollector.killMessage: '&c[Debt Collector] &7Pleasure doing business, &e$player&7.
Let that be a lesson about debts!'
# Sets the message shown when debt is partially paid.
# $amount is the placeholder for the paid amount.
# $remaining is the placeholder for the remaining debt.
debtCollector.debtPaidMessage: '&7[Casino] &e$amount coins &7of debt paid. Remaining
debt: &c$remaining coins'
# Sets the message shown when a player's debt is fully cleared.
debtCollector.debtClearedMessage: '&a[Casino] &7Your debt has been cleared! You''re
free... for now.'
# Message shown when the casino is disabled.
betting.casinoClosedMessage: '&c[Casino] The casino is currently closed!'
# Lore prompting the player to select their bet.
betting.selectBetLore: '&eSelect your bet amount below!'
# Title for the finances display item.
betting.yourFinancesTitle: '&6Your Finances'
# Label for the balance in the finances display.
betting.balanceLabel: '&7Balance: &a'
# Label for the debt in the finances display.
betting.debtLabel: '&7Debt: &c'
# Label for the available credit in the finances display.
betting.availableCreditLabel: '&7Available Credit: &e'
# Prefix for the current bet display. Amount is appended.
betting.currentBetPrefix: 'Current Bet: '
# Lore shown when the player can afford the bet.
betting.clickPlayLore: '&7Click Play to start!'
# Lore shown when the player can't afford the bet.
betting.cantAffordLore: '&cYou can''t afford this bet!'
# Lore prefix for the bet adjustment buttons. The increment value is appended.
betting.adjustBetLore: '&7Click to adjust bet by '
# Text for the All In button.
betting.allInButton: '&b&lALL IN'
# Lore for the All In button.
betting.allInLore: '&7Bet everything you have!'
# Label showing the max available bet. Amount is appended.
betting.maxAvailableLabel: '&7Max available: &6'
# Text for the Reset button.
betting.resetButton: '&8&lRESET'
# Lore for the Reset button. The min bet amount is appended.
betting.resetLore: '&7Reset to minimum bet: &6'
# Lore for the Cancel button.
betting.cancelLore: '&7Click to leave the casino'
# Text for the Play button when the player can't afford the bet.
betting.cantAffordButton: '&c&lCan''t Afford'
# Lore for the Play button when the player can afford the bet.
betting.startGameLore: '&7Start the game with your current bet!'
# Lore for the Play button when the player can't afford the bet.
betting.reduceBetLore: '&7Reduce your bet or pay off debt'
# Display name for the Blackjack game type.
betting.blackjackName: Blackjack
# Description for the Blackjack game type.
betting.blackjackDescription: Get as close to 21 as possible without going over!
# Display name for the Coin Flip game type.
betting.coinFlipName: Coin Flip
# Description for the Coin Flip game type.
betting.coinFlipDescription: Heads or Tails? Simple 50/50 chance!
# Display name for the Slot Machine game type.
betting.slotsName: Slot Machine
# Description for the Slot Machine game type.
betting.slotsDescription: Match three symbols to win big!
# Display name for the Higher or Lower game type.
betting.higherLowerName: Higher or Lower
# Description for the Higher or Lower game type.
betting.higherLowerDescription: Guess if the next card is higher or lower!
# Color code applied to the current bet display when the player can afford it.
betting.affordableColor: '&a'
# Color code applied to the current bet display when the player cannot afford it.
betting.unaffordableColor: '&c'

CustomModels.yml

CustomModels.yml contains settings for the custom model items used in EliteMobs UI elements and menus. It also controls whether attribute scaling is applied to procedurally generated elite items.

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# Sets whether the models in this configuration file will be used.
# Will not apply to custom models of things that aren't here, such as bosses.
useModels: true
# Sets whether elite items receive attribute bonuses based on their level.
# When enabled, higher level items will have increased damage, armor, toughness, etc.
# At level 100, items will be roughly 100% better than vanilla netherite.
# This applies to procedurally generated items that receive custom skins.
useAttributeScaling: true
anvilHammer: elitemobs:ui/anvilhammer
cancel: elitemobs:ui/redcross
goldenQuestionMark: elitemobs:ui/goldenquestionmark
bagOfCoins: elitemobs:ui/bagofcoins
boxInput: elitemobs:ui/boxinput
boxOutput: elitemobs:ui/boxoutput
darkGrayLock: elitemobs:ui/darkgraylock
grayLock: elitemobs:ui/graylock
greenLock: elitemobs:ui/greenlock
handWithCoins: elitemobs:ui/handwithcoins
redCrown: elitemobs:ui/redcrown
redLock: elitemobs:ui/redlock
whiteAnvil: elitemobs:ui/whiteanvil
yellowCrown: elitemobs:ui/yellowcrown
yellowLock: elitemobs:ui/yellowlock

Models.yml

Models.yml contains settings for custom models used for specific EliteMobs features, such as the treasure chest model.

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# Name of the custom model for the treasure chest
treasureChest: elitemobs_treasure_chest

SpecialItemSystems.yml

SpecialItemSystems.yml contains configuration settings for special item drop systems, including enchanted book drops, lucky ticket drops, critical failure chances for enchantment challenges, and challenge arena chances.

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# Sets if special loot will drop.
dropSpecialLoot: true
# Sets the chance of special loot dropping from any custom boss with a health multiplier over 1.0.
bossChanceToDrop: 0.1
# Sets the chance of special loot dropping from non-elite custom bosses.
normalChanceToDrop: 0.01
# Weighted drop chances for enchanted books.
# The higher the value, the higher the chance of that item getting picked over other items.
enchantedBookWeightedDropChance:
enchanted_book_damage_all: 200
enchanted_book_protection_environmental: 600
# ... (many more entries with their weights)
elite_lucky_ticket: 100
elite_scrap_huge: 100
# Multiplier for the lucky ticket success chance in enchantments. 2.0 = 2x
luckyTicketMultiplier: 2.0
# Chance of an item being lost if an item enchantment fails.
criticalFailureChanceV2: 0.01
# Chance of a player being teleported to a challenge arena if an item enchantment fails.
challengeChance: 0.3
# Chance of an item being lost if a player loses the enchantment challenge.
criticalFailureChanceDuringChallengeChance: 0.1
# Message sent when players do not have enough elite coins to enchant an item
insufficientFundsMessage: '&8[EliteMobs] &c$price $currencyName is required to enchant
$itemName, but you only have $currentAmount!'
# Message sent after deducting the funds
newFundsMessage: '&8[EliteMobs] &fYou just spent $price $currencyName! You now have
$currentAmount $currencyName.'
# Sets if enchantments of items with more than 10 enchantments in them will be announced
successAnnouncement: true