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Paramètres par défaut d'EliteMobs

Commencez avec les valeurs fournies par défaut. Modifiez les réglages pour une raison précise et vérifiez le résultat en jeu avant de changer davantage l'équilibrage.

Pour commencer​

Les exemples présentent une sélection de valeurs générées par défaut. Modifiez les fichiers existants dans plugins/EliteMobs/ ; ces extraits ne remplacent pas les fichiers complets. Les noms des mondes et les coordonnées d'apparition dépendent de votre serveur. Les commentaires de cette page expliquent le comportement actuel lorsque les commentaires générés décrivent encore d'anciennes versions. Consultez les pages liées pour les procédures détaillées.

Fichiers non listés sur cette page

D'autres fichiers générés et configurations de menus ne sont pas reproduits ici. Ouvrez-les pour consulter leurs réglages et commentaires :

  • command_messages.yml -- toutes les chaînes de chat affichées par les commandes /em.
  • initialize.yml -- les titres, noms de boutons et descriptions du menu de configuration initiale.
  • Changelogs.yml -- le texte de l'avis de changelog, du dialogue et de la déconnexion (les notes de version elles-mêmes sont du texte distant).
  • EliteMobPowers.yml -- quels powers chaque type d'entité peut tirer ; documenté dans Créer des powers.

config.yml​

config.yml contient principalement des paramètres divers qui ne pouvaient pas être placés ailleurs au moment de leur création. C'est le fichier de configuration le plus susceptible de changer entre les 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
# Internal marker for the one-time switch of combat labels to following text. Do not edit.
combatLabelFollowingTextDefaultApplied: true
# Mounts player combat labels as packet-only passengers instead of following text.
# Minecraft then hides the player's own name from other players unless the player is on a scoreboard team.
# Following text moves with the same client smoothing as the player. Passenger mode still falls back to it while another entity rides the player.
usePassengerCombatLevelDisplay: false
# Sets whether EliteMobs will prevent converting named mobs to elites.
# Especially important for compatibility with other plugins.
preventEliteMobConversionOfNamedMobs: true
# Restricts ordinary elite conversion to NATURAL spawns when true.
# MythicMobs or LevelledMobs being enabled forces this restriction on.
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
# Includes containers in regeneration handling. When false, elite explosions handled by regeneration leave containers in place.
# This is not general protection against native explosions.
doRegenerateContainers: true
defaultTransitiveBlockLimiter: 500
# Minimum delay (in seconds) between repeated EliteMobs notifications of the same type to the same player.
# Used to throttle currency pickup, no-XP gain, and quest progression messages so spammy elite kills don't flood chat.
# Minimum effective value is 1.
notificationThrottleSeconds: 10
# 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
# Retained legacy field. The current NPC nameplate renderer does not read it.
bedrockNPCRoleYOffset: 2.2
# 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!'
# Shared MagmaCore update settings (written under the 'nightbreak' section).
nightbreak:
# When true, this plugin automatically downloads available plugin updates
# and content update files on startup. Downloaded plugin and content
# updates are used after the server restarts, unless
# nightbreak.applyPluginUpdatesWithoutRestart applies plugin updates sooner.
# Automatic plugin downloads require a valid account token and an active supporter
# Patreon membership. Leave this false if you prefer to use the in-game update button.
autoDownloadPluginUpdates: false
# Applies a downloaded plugin update without restarting the server.
# never: wait for the next restart (default).
# when-empty: apply it the next time no players are online.
# immediately: apply it as soon as it is downloaded. Bosses, arenas and
# dungeon instances in progress end when the plugin reloads.
# Plugins from other authors that depend on this plugin block the swap.
applyPluginUpdatesWithoutRestart: never

Toute autre valeur de applyPluginUpdatesWithoutRestart est traitée comme never. /em applypluginupdate applique à la demande une mise à jour téléchargée ; consultez appliquer les mises à jour sans redémarrage.


AdventurersGuild.yml​

AdventurersGuild.yml contient les paramètres de configuration relatifs au Hub de la Guilde des Aventuriers (le monde) et aux paramètres de restriction d'équipement.

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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)'

AdvancedCombatSystem.yml​

Ces cinq interrupteurs configurent le [Alpha] Advanced Combat System. Les définitions des classes et l'équilibrage restent fixes pendant l'alpha.

enabled: true
allowClassAbilitiesOutsideEliteMobsWorlds: true
enableCombatHud: true
showJoinMessage: true
showDeveloperMessage: true

allowClassAbilitiesOutsideEliteMobsWorlds permet d'activer les commandes pour la session hors du contenu de combat géré, en s'accroupissant et en appuyant deux fois sur F. enableCombatHud: false sélectionne les messages textuels ; ils sont aussi utilisés pour les joueurs Bedrock détectés ou lorsque ResourcePackManager est absent ou désactivé. showJoinMessage contrôle l'avis de connexion sur les commandes de classe pour les joueurs ayant au moins une classe débloquée. Fermer le message de connexion destiné aux administrateurs enregistre showDeveloperMessage: false pour tout le serveur. Aucun réglage de présentation ne change l'équilibrage des classes.

ClassLootSettings.yml​

Consultez Butin de classe automatique pour les 171 profils générés de difficulté/rang/famille, dropChance, les poids de sélection, les préférences par classe et le budget d'enchantements. Ces profils utilisent des objets personnalisés CLASS_LOOT ordinaires et des références uniqueLootList de boss ; ils ne créent pas de définitions d'objets pour les tables de butin vides.

L'extrait ci-dessous présente toutes les clés. profiles contient une entrée pour chacune des 3 difficultés, des 3 rangs et des 19 familles, et selection.classes une entrée par classe ; un exemple de chaque est montré. Les nombres non numériques ou hors limites sont signalés dans la console et remplacés par la valeur de repli indiquée dans les commentaires. EliteMobs conserve les enchantements compatibles et les ID de difficulté que vous ajoutez.

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# Turns automatic class loot on or off. Bosses also need classLoot enabled in their own file.
enabled: true
# Difficulty used for bosses outside dungeon instances, unmapped difficulty IDs and invalid
# classLootDifficulty values. Invalid values here use NORMAL.
defaultDifficulty: NORMAL
# Maps instanced-dungeon difficulty IDs to NORMAL, HARD or MYTHIC for bosses with classLootDifficulty: AUTO.
# An ID with no entry uses the entry for its resolved package difficulty, then defaultDifficulty.
difficultyIds:
'0': NORMAL
'1': HARD
'2': MYTHIC
# Native enchantment units drawn without replacement: ceil(total levels * fraction).
# 0.5 matches existing scalable DLC loot. Custom enchantment levels are not budgeted.
# Accepts 0.0 to 1.0; fallback 0.5.
enchantmentBudgetFraction: 0.5
# Reserve this many primary levels inside the budget, bounded by its configured ceiling.
# Disabled enchantments and zero budgets remain disabled. Accepts 0 to 100; fallback 1.
minimumPrimaryLevel: 1
# First-stage chance per eligible contributor, by boss rank. Accepts 0.0 to 1.0; fallback is the bundled value.
dropChance:
TRASH: 0.05
MINIBOSS: 0.25
BOSS: 1.0
# One profile per difficulty (NORMAL, HARD, MYTHIC), rank (TRASH, MINIBOSS, BOSS) and family.
profiles:
MYTHIC:
BOSS:
WANDS:
# Must be a native enchantment the family supports; otherwise the bundled primary is used.
primaryEnchantment: POWER
# Ceiling level (0 to 100, fallback 1) and independent chance (0.0 to 1.0, fallback 0) per enchantment.
# Enchantments the family does not support are skipped with a warning.
enchantments:
POWER:
level: 7
chance: 1.0
UNBREAKING:
level: 5
chance: 0.9
MENDING:
level: 1
chance: 0.15
MULTICAST:
level: 2
chance: 0.4
# Additional rolls that replace a successful ordinary rule only when their level is higher.
rareEnchantments:
MULTICAST:
level: 3
chance: 0.01
# Optional list of EFFECT,amplifier,SELF|TARGET,ONHIT|CONTINUOUS entries; invalid entries are skipped.
# Armor and shield profiles generate it as an empty list; weapon profiles omit it.
# potionEffects: []
selection:
# When false, or for players with no active class, families are picked by categoryWeights alone.
classBiasEnabled: true
# Chance of picking from the families relevant to the recipient's class. Accepts 0.0 to 1.0; fallback 0.8.
relevantChance: 0.8
# Relative category weights (0 to 10000) inside the relevant or off-class bucket. All zero disables automatic rolls.
categoryWeights:
WEAPONS: 50.0
ARMOR: 45.0
SHIELDS: 5.0
# One entry per class. armor is DPS, TANK or BOTH; shields is true or false.
# Invalid values use the class default listed under Class preferences on the Automatic Class Loot page.
classes:
paladin:
armor: TANK
shields: true

AntiExploit.yml​

AntiExploit.yml permet aux administrateurs de personnaliser différents aspects du système AntiExploit. Le système AntiExploit existe pour empêcher les joueurs d'utiliser des choses comme les broyeurs de mobs pour farmer facilement des pièces et du butin, et les pousse à faire de vrais combats et minidonjons au lieu de cliquer en afk jusqu'au sommet du plugin.

C'est un système critique à garder activé si vous ne voulez pas que les gens farment simplement tout le plugin en afk et que vous voulez réellement les faire interagir avec les minidonjons.

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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
# How many natural (non-dungeon) elite kills grant rewards within the farming protection window.
# Once a player goes past this amount within the window, further natural elite kills stop granting
# rewards until the window resets.
farmingProtectionKills: 20
# Duration, in minutes, of the farming protection window.
farmingProtectionMinutes: 30
# How many levels below a skill a mob can be and still award XP for that skill.
# Only applies to fixed-level mobs. Mobs using scaled combat are normalized to the player,
# so they are never 'too low' and are always eligible; excessive farming of those is handled
# by farmingProtectionKills instead.
# Set to a large value to effectively disable the check.
farmingProtectionLevelDifference: 15
# Sets the prefix shown to OPs in anti-exploit action bar messages.
antiExploitOpPrefix: ' OP-only:'

CombatTag.yml​

CombatTag.yml contient les paramètres de configuration du système de Combat Tag. Ce système est encore loin d'être complet, mais il tente de gérer le comportement des joueurs une fois qu'ils entrent en 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 contient les paramètres de configuration de DiscordSRV. Si vous voulez voir comment configurer cette fonctionnalité, cliquez ici !

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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 contient les paramètres de configuration de l'économie d'EliteMobs.

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# Shown when a shop purchase, sale or gambling payment could not be confirmed, for example when the economy
# rejects it, an error interrupts it, or the player's data has not loaded yet. Errors are logged to the console.
shopTransactionFailedMessage: '&cThe transaction could not be confirmed. Contact an
administrator before trying again.'
# Enables Elite Coins and paid shops/services. Skills and class trials have their own progression rules.
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.
# A value of 0.2 removes 20% from player-to-player transfers.
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:
# Retained legacy default. Current coin rendering uses lootShowerDataV2 model paths.
'1': 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
# Worth used for any material that has no entry of its own in this section.
defaultMaterialWorth: 1.0

events.yml​

events.yml contient les options de configuration des événements.

Note : ce ne sont que les paramètres globaux très basiques.

Vous pouvez modifier chaque événement dans le dossier customevents.

Développer le tableau
# 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 contient les paramètres globaux des objets Élites.

Développer le tableau
# Warning shown when an elite item's durability reaches zero.
noItemDurabilityMessage: '&8[EliteMobs] $item &4is broken! It won''t work until repaired!'
# Enables the elite-death loot listener, including coins and random item drops.
# This does not disable every direct item grant from commands, menus or quests.
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
# $itemMaterial - shows the server-side English material name
# $itemMaxDurability - shows maximum durability; omitted for non-durable or unbreakable items
# $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 the message that appears when the scrapper has no scrap item configured to produce.
scrapNotConfiguredMessage: '&cThe scrapper has no scrap item configured — contact an admin.'
# Sets if elite loot should be placed directly into players' inventories.
putLootDirectlyIntoPlayerInventory: false
# Maximum absolute difference between combat level and reward level for coin showers.
# Also used for arena rewards, comparing combat level with the highest arena mob level.
# This is not a universal gate on all item drops and does not use average equipped-item level.
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
# Added to the diamond tier baseline of 7 for the procedural material threshold.
# The default threshold is item tier 17. It also gates tridents, maces and high-tier spears.
# NETHERITE_SPEAR can be generated on supported versions when enabled in the material pool.
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 if EliteMobs will hide enchantment tooltips on EliteMobs items.
# When true the vanilla enchant tooltip is suppressed and only the EliteMobs lore section is shown.
hideEnchants: true
# Retained field; the current combat path does not read this subtitle.
# Broken-item boss bars use noItemDurabilityMessage instead.
brokenItemSubtitleWarning: '&cYour weapon is broken!'
# Sets the weapon-specific lore entry on an elite item.
# $itemLevel - shows the weapon's item level (recommended; reflects actual combat power)
# $EDPS - shows the elite DPS (legacy, kept for compatibility; misleading under scaled/normalized combat since the formula replaces vanilla damage)
weaponEntry: '&7Weapon Level: &2$itemLevel'
# Sets the armor-specific lore entry on an elite item.
# $itemLevel - shows the armor's item level (recommended; reflects actual combat power)
# $EDEF - shows the elite armor value (legacy, kept for compatibility; misleading under scaled/normalized combat)
armorEntry: '&7Armor Level: &2$itemLevel'
# 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 are used at the Scroll Applier NPC or /em scroll menu.
# 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 contient toutes les options de configuration relatives au système de combat personnalisé et la plupart des options de configuration généralement liées au fonctionnement des Elite Mobs.

Développer le tableau
# 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.
# Also required for Custom Boss death announcements (deathMessage / deathMessages).
doCustomEliteMobsDeathMessages: true
# Sets if EliteMobs will show damage indicators for damage done to elites.
doDisplayMobDamageOnHit: true
# Sets if naturally spawned elite mobs use fixed distance-based levels instead of EliteMobs' normal player-aware scaling.
# This is disabled by default because EliteMobs scales much better to players without this feature.
# When enabled, natural elite levels are based only on their block distance from the world's spawn and the blockDistanceBetweenLevelIncrements setting.
# This only affects naturally spawned elites. Event mobs, custom bosses, regional bosses, instanced bosses and spawner elites do not use this setting.
useDistanceBasedNaturalEliteLevels: false
# Sets which worlds use distance-based natural elite levels when useDistanceBasedNaturalEliteLevels is enabled.
# Leave this empty to apply distance-based natural elite levels to all valid worlds.
# Add exact world names here to limit the feature to only those worlds. Matching is case-insensitive.
distanceBasedNaturalEliteLevelWorlds: []
# Sets the block distance between level increments for fixed distance-based natural elite levels.
# If this is 100, natural elite level increases by 1 every 100 blocks from the world's spawn.
blockDistanceBetweenLevelIncrements: 100.0
# Sets if the powers of elites will be hidden until they enter combat. This is recommended for performance reasons.
hideEliteMobPowersUntilAggro: true
# Damage dealt to elites using neither scaled nor normalized combat. Higher values make them easier to kill.
# 2.0 = 200%, 0.5 = 50%
damageToEliteMobMultiplierV2: 1.0
# Damage dealt to players by elites using neither scaled nor normalized combat. Higher values make them 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
# Damage dealt to normalized custom bosses when scaled combat is not active. Higher values make them easier to kill.
# 2.0 = 200%, 0.5 = 50%
normalizedDamageToEliteMultiplier: 1.0
# Damage dealt to players by normalized custom bosses when scaled combat is not active. Higher values make them 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
# Enables normalized combat defaults for regional and instanced custom bosses.
# 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.
# Eligible bosses show their bar only to the current player aggro target while in combat.
bossBarHealthMultiplierThreshold: 1.0
# Sets how many seconds after the last combat action the health display will remain visible.
# After this time, the overhead visual health display disappears; boss-bar eligibility follows combat and aggro.
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/ '
# Text shown when a player tries to damage an elite while leash-return protection is active.
invulnerablePopupText: '&9&lINVULNERABLE'
# Fallback boss-bar name used when an elite has no configured display name.
fallbackBossBarName: Elite Boss
# 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
# Keeps recommended health and outgoing-to-elite damage scaling for natural elites.
# False selects lower legacy-style numbers for natural elites only.
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: '☠'
# Sets if EliteMobs will penalize players who hit elites faster than legitimate clicking allows (autoclickers).
# When a player lands more than autoclickerThrottleMaxHitsPerSecond melee hits on elites within one second,
# they are locked out of dealing damage to elites for autoclickerThrottlePenaltySeconds seconds and warned in chat.
autoclickerThrottleEnabled: true
# Sets the maximum number of melee hits per second before the autoclicker throttle triggers.
autoclickerThrottleMaxHitsPerSecond: 5
# Sets how many seconds a player is locked out of dealing damage to elites after tripping the autoclicker throttle.
autoclickerThrottlePenaltySeconds: 5
# Sets the message sent to players when the autoclicker throttle fires.
# Placeholder: $seconds for the remaining penalty duration.
autoclickerThrottleMessage: '&c[EliteMobs] &7You are attacking too fast. Damage to
elites disabled for &e$seconds&7s.'
# Caps the number of red 'damage indicator' particles the server is allowed to send the client per melee hit.
# Vanilla spawns one particle per 2 HP of damage dealt, packed into a single packet. With EliteMobs scaling player damage into the millions at high levels, that single packet asks the client to instantiate hundreds of thousands of particles locally, which freezes the client.
# Set to a small positive value (default 16) to collapse the burst into a normal-looking puff. The cap is purely cosmetic: damage, sounds, health bars, and every other game state are unaffected.
# Set to 0 (or any negative value) to disable the cap and let vanilla decide.
damageIndicatorParticleCap: 16
# Sets the highest critical strike chance a player can reach, from 0.0 to 1.0.
# Critical strike chance adds up across held and equipped items, so without a cap it is possible to crit on every single hit.
# Past 0.5 the critical hit becomes the typical hit, so it stops standing out as a critical strike at all while still adding damage.
# Values above 0.5 are not recommended for that reason.
maximumCriticalStrikeChance: 0.4

Dossier mobproperties​

plugins/EliteMobs/mobproperties/ contient un fichier pour chaque type de créature pouvant apparaître, nommé elite_<type>.yml, par exemple elite_zombie.yml. Deux fichiers portent un nom différent : les lapins utilisent elite_killer_bunny.yml et les endermites elitemob_endermite.yml. Chaque fichier définit le comportement de ce type en tant qu'élite non boss. EliteMobs crée au démarrage les fichiers et les clés manquants. Les types sans valeur par défaut préconçue démarrent avec isEnabled: false, un message de mort générique et baseDamageV2: 2.0. Le behavior par défaut est native pour les créatures hostiles et les Endermen, et basic_melee.lua pour les créatures passives ainsi que pour les abeilles, chèvres, golems de fer, lamas, pandas, piglins, ours polaires, lamas de marchand, loups et piglins zombifiés.

Développer le tableau
isEnabled: true
entityType: ZOMBIE
name: '&fLvl &2$level &fElite &2Zombie'
deathMessages:
- $player &cwas devoured by $entity&c!
- $entity &cgot to $player's &cbrains!
baseDamageV2: 5.0
behavior: native
CléEffet
isEnabledPermet aux apparitions naturelles de ce type de devenir des élites. Les boss personnalisés et /em spawn elite ne le vérifient pas.
entityTypeDoit rester le type pour lequel le fichier a été généré. Toute autre valeur est une erreur de configuration qui empêche EliteMobs de démarrer.
nameNom affiché sur les élites de ce type apparus naturellement ou par commande. $level devient le niveau de l'élite, ou le symbole de niveau du combat mis à l'échelle.
deathMessagesUne ligne est choisie au hasard lorsqu'un élite de ce type tue un joueur, tant que doCustomEliteMobsDeathMessages vaut true. $player est le nom affiché du joueur, $playerName le nom du compte et $entity le nom de l'élite. Une liste vide revient aux valeurs par défaut.
baseDamageV2Dégâts de base que ce type inflige aux autres élites, avant l'ajout de son niveau. Doit être une valeur finie et non négative ; une valeur invalide empêche EliteMobs de démarrer.
behaviornative conserve l'IA vanilla. Un nom de fichier de plugins/EliteMobs/behaviors/ exécute ce programme de comportement sur les élites de ce type apparus naturellement ou par commande, ainsi que sur les boss personnalisés de ce type qui ne définissent pas leur propre behavior.

Rechargez EliteMobs après avoir modifié ces fichiers.


Dossier potionEffects​

plugins/EliteMobs/potionEffects/ contient un fichier pour chaque effet de potion que les objets EliteMobs peuvent porter, nommé d'après la clé d'effet Minecraft, par exemple poison.yml ou fire_resistance.yml. Les définitions d'objets font référence à ces effets comme décrit dans Créer des objets.

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isEnabled: true
name: Poison
onHitDuration: 20
value: 50.0
CléEffet
isEnabledLorsque la valeur est false, les objets portant cet effet ne l'appliquent pas et ne l'affichent pas dans leur description.
nameNom de l'effet affiché dans la description de l'objet.
onHitDurationDurée en secondes d'une application de cet effet au toucher. Les effets continus ne l'utilisent pas ; EliteMobs vérifie l'équipement chaque seconde et les maintient actifs tant que l'objet est équipé.
valueValeur de l'objet ajoutée par niveau d'effet, qui alimente les prix en boutique et la valeur de revente. Doit être une valeur finie et non négative.

ProceduralItemGenerationSettings.yml​

ProceduralItemGenerationSettings.yml contient toutes les options de configuration pour configurer les objets générés procéduralement.

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dropProcedurallyGeneratedItems: true
customEnchantmentsChance: 0.5
validWeapons:
STAVES: true
WANDS: true
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

StaticItemNames.yml​

StaticItemNames.yml contient les listes de noms des objets élites générés procéduralement et quelques libellés d'aperçu du butin. Un nom est choisi dans la liste correspondant au matériau de l'objet ou à son type d'arme magique défini.

La plupart des listes comptent des centaines d'entrées ; les valeurs par défaut des bâtons et baguettes en ont huit chacune. spearNames est généré sous Minecraft 1.21.11 et versions ultérieures. Les listes ne sont pas reproduites ici. Chaque liste est une liste de chaînes, et les 17 listes autres que staffNames et wandNames comptent 500 noms chacune par défaut. Les clés de premier niveau sont :

CléContenu
swordNames, axeNames, bowNames, crossbowNames, maceNames, spearNames, tridentNames, staffNames, wandNamesPools de noms d'armes
pickaxeNames, shovelNames, hoeNames, shearsNames, fishingRodNamesPools de noms d'outils
helmetNames, chestplateNames, leggingsNames, bootsNames, shieldNamesPools de noms d'armures
lootPreviewCommandDisplayNameNom d'objet d'une récompense de commande dans les aperçus de butin. Par défaut Command.
lootPreviewCommandLabelPréfixe de description placé avant la commande d'une récompense de commande. Par défaut 'Command: '.
lootPreviewChanceLabelPréfixe de description placé avant la chance d'obtention des récompenses de commande et de monnaie. Par défaut 'Chance: '.
lootPreviewTimesLabelPréfixe de description placé avant la quantité d'une récompense de commande. Par défaut 'Times: '.
lootPreviewCurrencyDisplayNameNom d'objet d'une récompense de monnaie dans les aperçus de butin. Par défaut Currency reward.
lootPreviewAmountLabelPréfixe de description placé avant le montant d'une récompense de monnaie. Par défaut 'Amount: '.

ValidWorlds.yml​

ValidWorlds.yml contient la liste des mondes qu'EliteMobs a détectés, ainsi que des options pour personnaliser les fonctionnalités d'EliteMobs sur ceux-ci.

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validWorlds:
# Whether elites will spawn in this world.
world: true
world_nether: true
world_the_end: true

PeaceBanner.yml​

PeaceBanner.yml contient les paramètres de configuration du système de Bannière de Paix. Les Bannières de Paix sont des objets que les joueurs peuvent fabriquer et placer pour créer des zones où les elite mobs sont supprimés.

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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 contient les messages et paramètres par défaut des Arènes que vous pouvez modifier.

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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​

Les anciens fichiers data/playerCache.yml et data/playerMoneyData.yml sont validés ensemble avant l'importation. Un YAML, des UUID, noms ou soldes invalides interrompent toute l'importation et préservent les fichiers sources. Les données valides sont importées en une seule transaction sans écraser les joueurs existants ; les sources ne sont supprimées qu'après réussite. Consultez les avertissements de la console avant de relancer une migration échouée.

Database.yml inclut les paramètres pour la façon dont vous voulez qu'EM gère les bases de données.

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# 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​

L'ancienne régénération de nourriture fonctionne uniquement avec [Alpha] Advanced Combat System désactivé. Elle utilise enableDungeonFoodRegeneration (true par défaut), dungeonFoodRegenerationCombatTimeoutSeconds (20) et dungeonFoodRegenerationIntervalSeconds (5). Les deux délais ont un minimum d'une seconde. Les joueurs admissibles reçoivent une impulsion de Saturation I après la fin du combat ; elle restaure la nourriture au lieu de soigner directement. Consultez la régénération de nourriture pour les conditions de monde, de mode de jeu et de dégâts. Les réglages conservés dungeonFoodRegenerationCombatStartMessage et dungeonFoodRegenerationCombatEndMessage sont inutilisés.

dungeonLockoutSubtitle fournit le texte du HUD. dungeonLockoutTitle affiche un titre distinct à l'écran uniquement s'il n'est pas vide ; sa valeur par défaut est vide. Les verrouillages limitent les récompenses des boss, pas l'entrée dans le donjon.

skillLevelUpBroadcastEnabled vaut true par défaut et contrôle l'annonce à tout le serveur tous les cinq niveaux de compétence. Son texte est skillLevelUpBroadcast, avec la valeur par défaut &6$player &7reached &e$skill &7level &a$level&7!. Désactiver l'annonce conserve les effets personnels de montée de niveau.

dungeons.yml contrôle aussi les messages des donjons et les multiplicateurs de dégâts des effets appliqués. allowSpectatorsInInstancedContent: false désactive l'observation et donne une vie à chaque participant : un joueur mort quitte l'instance au lieu d'attendre une réanimation.

remarque

Le premier bloc liste les réglages de jeu ainsi que les textes du menu des donjons, des instances et des verrouillages. Le second bloc, Développer les chaînes de texte, liste les 112 chaînes de texte restantes : le navigateur de contenu et le menu de configuration (content*, bundledContent*), les messages de préparation, de chargement et d'installation des donjons, le défi d'enchantement (enchant*) et les messages à l'écran du système de compétences. Ensemble, ils couvrent toutes les clés de dungeons.yml.

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# 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
# Legacy hunger recovery; inactive while AdvancedCombatSystem.yml has enabled: true.
enableDungeonFoodRegeneration: true
# Seconds without qualifying enemy damage before legacy food regeneration can resume.
dungeonFoodRegenerationCombatTimeoutSeconds: 20
# Seconds between global legacy food-regeneration pulses.
dungeonFoodRegenerationIntervalSeconds: 5
# Broadcast every fifth skill level; personal level-up effects remain enabled when false.
skillLevelUpBroadcastEnabled: true
skillLevelUpBroadcast: '&6$player &7reached &e$skill &7level &a$level&7!'
# Sets the text shown above death banners instructing players to punch to resurrect.
instancePunchToRez: '&2Punch to rez!'
# Sets the text shown below death banners indicating remaining lives.
# $amount is the placeholder for the number of lives remaining.
instanceLivesLeft: $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!'
# Allows spectating and waiting for revives. False removes dead players from the instance.
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
# The selected level applies to the instance's EliteMobs bosses.
# $level is the placeholder for the level number
dynamicDungeonLevelSelectionMobsWillBeLevel: '&7All mobs will be level &e$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'
# Optional on-screen title during dungeon boss lockout. Empty disables this title.
dungeonLockoutTitle: ''
# Retained key used for the lockout HUD message.
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.'
Développer les chaînes de texte
# Retained; the current code does not show this message.
dungeonFoodRegenerationCombatStartMessage: '&cCombat start'
# Retained; the current code does not show this message.
dungeonFoodRegenerationCombatEndMessage: '&aCombat end'
# Sets the message sent when a player tries to open a browser for an invalid instanced dungeon
invalidInstancedDungeonMessage: '[EliteMobs] Not a valid instanced dungeon!'
# Sets the message sent when a player tries to open a browser for an invalid dynamic dungeon
invalidDynamicDungeonMessage: '[EliteMobs] Not a valid dynamic dungeon!'
# Sets the message sent when a player tries to join a match that has already ended
matchAlreadyEndedMessage: '[EliteMobs] This match already ended! Can''t join it!'
# Sets the players label shown in dungeon browser lore
dungeonBrowserPlayersLabel: '&2Players:'
# Sets the format for each player entry in dungeon browser lore
# $playerName is the placeholder for the player's display name
dungeonBrowserPlayerEntryFormat: '&f- $playerName'
# Sets the level label shown in dungeon browser lore
# $level is the placeholder for the dungeon level
dungeonBrowserLevelLabel: '&7Level: &e$level'
# Sets the message shown when a player's dungeon preparation is queued
# $position is the placeholder for the queue position
dungeonPreparingQueueMessage: '[EliteMobs] Preparing your dungeon... (Queue position: $position)'
# Sets the message shown when a player's dungeon is being prepared
dungeonPreparingMessage: '[EliteMobs] Preparing your dungeon...'
# Sets the message shown when dungeon preparation fails during the async phase
dungeonPrepareFailedMessage: '[EliteMobs] Failed to prepare dungeon. Please try again.'
# Sets the message shown when dungeon loading fails during the sync phase
dungeonLoadFailedMessage: '[EliteMobs] Failed to load dungeon. Please try again.'
# Sets the message shown when dungeon preparation is cancelled due to server shutdown
dungeonCancelledShutdownMessage: '[EliteMobs] Dungeon preparation cancelled due to server shutdown.'
# Sets the message shown when dungeon data cannot be found
# $dungeon is the placeholder for the dungeon config name
dungeonDataFailedMessage: '[EliteMobs] Failed to get data for dungeon $dungeon! The dungeon will not start.'
# Sets the message shown when a player doesn't have permission for a dungeon
dungeonNoPermissionMessage: '[EliteMobs] You don''t have the permission to go to this dungeon!'
# Sets the message shown when the instancing event is cancelled
dungeonCancelledEventMessage: '[EliteMobs] Something cancelled the instancing event! The dungeon will not start.'
# Sets the message shown when world copy fails
dungeonCopyFailedMessage: '[EliteMobs] Failed to copy the world! Report this to the dev. The dungeon will not start.'
# Sets the message shown when world loading fails
dungeonWorldLoadFailedMessage: '[EliteMobs] Failed to load the world! Report this to the dev. The dungeon will not start.'
# Sets the message shown when a player joins a dungeon with level sync
# $difficulty is the placeholder for the difficulty name
# $levelSync is the placeholder for the level sync cap
dungeonDifficultyMessage: '[EliteMobs] Dungeon difficulty is set to $difficulty! Level sync caps your item level to $levelSync.'
# Sets the message shown when dynamic dungeon data cannot be found
# $dungeon is the placeholder for the dungeon config name
dynamicDungeonDataFailedMessage: '[EliteMobs] Failed to get data for dynamic dungeon $dungeon! The dungeon will not start.'
# Sets the message shown when a player doesn't have permission for a dynamic dungeon
dynamicDungeonNoPermissionMessage: '[EliteMobs] You don''t have the permission to go to this dungeon!'
# Sets the message shown when world loading fails for a dynamic dungeon
dynamicDungeonWorldLoadFailedMessage: '[EliteMobs] Failed to load the world! Report this to the dev. The dungeon will not start.'
# Sets the message shown when a player joins a dynamic dungeon
# $level is the placeholder for the selected level
dynamicDungeonLevelSetMessage: '[EliteMobs] Dynamic dungeon level set to $level!'
# Sets the message shown when no challenge dungeons are installed
enchantNoChallengeMessage: '&8[EliteMobs] &cYou rolled challenge but your server has not installed any challenge dungeons! &2This will count as an automatic enchantment success.'
# Sets the message shown when an enchantment challenge is completed
enchantChallengeCompleteMessage: '&8[EliteMobs] &2Challenge complete! Instance will close in 10 seconds. &6You can leave earlier by doing &9/em quit&6!'
# Sets the message shown when an enchantment challenge succeeds
enchantChallengeSuccessMessage: '&8[EliteMobs] &2You succeeded your item enchantment challenge! Your item has been successfully enchanted.'
# Sets the message shown on critical enchantment failure
# $item is the placeholder for the item display name
enchantCriticalFailureMessage: '&8[EliteMobs] &4Critical enchantment failure! You have lost $item!'
# Sets the message shown when an enchantment challenge fails
# $item is the placeholder for the item display name
enchantChallengeFailedMessage: '&8[EliteMobs] &cYou have failed the enchantment challenge! Your item $item was not enchanted.'
# Sets the message shown when content is successfully installed
# $name is the placeholder for the content name
contentInstalledMessage: '[EliteMobs] Successfully installed $name! To uninstall, do /em setup again and click on this content again.'
# Sets the message shown when content uninstall fails
# $name is the placeholder for the content name
contentUninstallFailedMessage: '&c[EliteMobs] Failed to uninstall $name! There may still be players in the world.'
# Sets the message shown when content is successfully uninstalled
# $name is the placeholder for the content name
contentUninstalledMessage: '&a[EliteMobs] Successfully uninstalled $name!'
# Sets the first access message shown when a dynamic dungeon is installed
dynamicDungeonAccessMessage1: '&6Dynamic dungeons must be accessed either through the &a/em &6menu or an NPC! NPCs for premade EliteMobs content can be found at the Adventurer''s Guild Hub map.'
# Sets the second access message shown when a dynamic dungeon is installed
dynamicDungeonAccessMessage2: Dynamic dungeons allow you to select the level before entering based on your guild rank!
# Sets the third access message shown when a dynamic dungeon is installed
dynamicDungeonAccessMessage3: Remember that instanced dungeons create a world when you join them and remove that world when you are done playing in them!
# Sets the first line of the tooltip for installed content in the setup menu.
contentInstalledLine1: '&aContent is installed and up to date.'
# Sets the second line of the tooltip for installed content in the setup menu.
contentInstalledLine2: '&7Click to uninstall.'
# Sets the first line of the tooltip for content that is downloaded but not installed.
contentNotInstalledLine1: Content is not installed!
# Sets the second line of the tooltip for content that is downloaded but not installed.
contentNotInstalledLine2: Click to install!
# Sets the first line of the tooltip for partially installed content.
contentPartialLine1: Content partially installed!
# Sets the second line of the tooltip for partially installed content.
contentPartialLine2: This is either because you haven't downloaded all of it,
# Sets the third line of the tooltip for partially installed content.
contentPartialLine3: or because some elements have been manually disabled.
# Sets the fourth line of the tooltip for partially installed content.
contentPartialLine4: Click to download!
# Sets the first line of the tooltip for partially installed content that ships inside the plugin jar (default items, events).
bundledContentPartialLine1: Content partially installed!
# Sets the second line of the tooltip for partially installed content that ships inside the plugin jar.
bundledContentPartialLine2: Some of this plugin-bundled content is disabled.
# Sets the third line of the tooltip for partially installed content that ships inside the plugin jar.
bundledContentPartialLine3: Click to enable all of it!
# Message shown when a content install/uninstall is clicked while a previous one is still saving.
contentToggleInProgressMessage: '&cStill applying a previous content change! Wait for the reload to finish, then try again.'
# Sets the first line of the tooltip for content that has not been downloaded.
contentNotDownloadedLine1: Content is not downloaded!
# Sets the second line of the tooltip for content that has not been downloaded.
contentNotDownloadedLine2: Click to download!
# Sets the tooltip message shown when access is required to download content.
contentNeedAccessMessage: '&cYou need access to download this content!'
# Sets the tooltip message prompting the user to click for access info.
contentAccessClickMessage: '&eClick to see how to get access.'
# Sets the tooltip message indicating content is available via Patreon.
contentAvailablePatreon: '&7Available via: &6Patreon'
# Sets the tooltip message indicating content is available via itch.io.
contentAvailableItch: '&7Available via: &ditch.io'
# Sets the tooltip message indicating an update is available.
contentUpdateAvailable: '&eUpdate available!'
# Sets the tooltip message prompting the user to click to update.
contentUpdateClickMessage: '&aClick to update automatically!'
# Sets the tooltip message indicating access is required for the update.
contentUpdateNeedAccess: '&cYou need access to download this update.'
# Sets the tooltip message prompting the user to click for access info for updates.
contentUpdateAccessClick: '&7Click to see how to get access.'
# Sets the legacy download message shown when no Nightbreak slug is configured.
# $link is the placeholder for the download link.
contentDownloadLegacyMessage: '&4Download this at &9$link &4!'
# Sets the separator line used in download messages.
contentDownloadSeparator: <g:#8B0000:#CC4400:#DAA520>▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬</g>
# Sets the first line of the account token prompt.
contentNightbreakPromptLine1: '&eThis content can be downloaded automatically after connecting this server.'
# Sets the second line of the account token prompt.
# Followed by a clickable nightbreak.io/account link.
contentNightbreakPromptLine2: '<g:#B8860B:#DAA520>Step 1:</g> &7Get your token at: '
# Sets the third line of the account token prompt.
contentNightbreakPromptLine3: '<g:#B8860B:#DAA520>Step 2:</g> &7Run: &e/nightbreaklogin <your-token>'
# Sets the fourth line of the account token prompt.
# Followed by a clickable content link.
contentNightbreakPromptLine4: '&8Or download manually at: '
# Sets the message shown when checking access for content.
# $name is the placeholder for the content name.
contentCheckingAccessMessage: '&7[EliteMobs] Checking access for $name...'
# Sets the message shown when access checking fails.
contentAccessFailedMessage: '&c[EliteMobs] Failed to check access. Try again later or download manually:'
# Sets the link shown when access checking fails.
contentAccessFailedLink: '&9https://nightbreak.io/plugin/elitemobs'
# Sets the message shown when Nightbreak rejects the saved token.
contentInvalidTokenMessage: '&e[EliteMobs] The saved account token needs to be updated.'
# Sets the follow-up message shown after an invalid account token.
# Followed by a clickable nightbreak.io/account link.
contentInvalidTokenInstructions: '&7Get a new token here, then run &e/nightbreaklogin <token>&7: '
# Sets the message shown when content has been downloaded and a reload is triggered.
contentDownloadedReloadMessage: '&a[EliteMobs] Content downloaded! Reloading EliteMobs...'
# Sets the message shown when the player does not have access to content.
# $name is the placeholder for the content name.
contentNoAccessMessage: '&cYou don''t have access to: &f$name'
# Sets the message prompting the player on how to get access.
contentGetAccessMessage: '&eYou can get access through:'
# Sets the plugin page link prefix in access info.
# Followed by a clickable nightbreak.io/elitemobs link.
contentNightbreakLink: '&a• Plugin page: '
# Sets the Patreon link prefix in access info.
# Followed by a clickable Patreon link.
contentPatreonLink: '&6• Patreon: '
# Sets the itch.io link prefix in access info.
# Followed by a clickable itch.io link.
contentItchLink: '&d• itch.io: '
# Sets the message telling the player how to link their account after purchasing.
contentLinkAccountMessage: '&7After purchasing, use &e/nightbreaklogin <token> &7to link your account.'
# Sets the message shown when an instanced dungeon is installed.
# $name is the placeholder for the dungeon filename.
instancedDungeonInstalledMessage: '&2Dungeon $name installed!'
# Sets the access message shown when an instanced dungeon is installed.
instancedDungeonAccessMessage: '&6Instanced dungeons must be accessed either through the &a/em &6menu or an NPC! NPCs for premade EliteMobs content can be found at the Adventurer''s Guild Hub map.'
# Sets the note reminding players that instanced dungeons create and remove worlds.
instancedDungeonInstallNote: Remember that instanced dungeons create a world when you join them and remove that world when you are done playing in them!
# Sets the message shown when an enchantment instanced dungeon is installed.
enchantmentDungeonInstalledMessage: '&8[EliteMobs] &2Enchantment instanced dungeon installed! This dungeon can only be accessed when attempting to enchant items and getting a challenge as a result!'
# Sets the separator line used in the skill migration notification.
skillMigrationSeparator: <g:#8B0000:#CC4400:#DAA520>▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬</g>
# Sets the title of the skill migration notification.
skillMigrationTitle: <g:#7B2FBE:#A855F7>&lSKILL SYSTEM ACTIVATED</g>
# Sets the first line of the skill migration notification.
skillMigrationLine1: '&7EliteMobs now uses a new skill leveling system!'
# Sets the second line of the skill migration notification.
skillMigrationLine2: '&eYou now level individual skills by killing mobs:'
# Sets the third line of the skill migration notification.
skillMigrationLine3: '&7- Swords, Axes, Bows, Crossbows, Tridents, Hoes'
# Sets the fourth line of the skill migration notification.
skillMigrationLine4: '&7- Armor levels on every kill at 1/3 XP rate'
# Sets the fifth line of the skill migration notification.
skillMigrationLine5: '&cAll players start fresh with Level 1 in all skills.'
# Sets the sixth line of the skill migration notification.
# Followed by a clickable /em command, then the suffix.
skillMigrationLine6: '&7Type '
# Sets the text after the clickable /em command in the skill migration notification.
skillMigrationLine6Suffix: ' &7and click &5Skills &7to view your progress!'
# Sets the message shown when a dynamic dungeon is installed.
# $name is the placeholder for the dungeon filename.
dynamicDungeonInstalledMessage: '&2Dynamic dungeon $name installed!'
# Sets the message shown when Vorpal Strike comes off cooldown.
vorpalStrikeReadyMessage: §6Vorpal Strike §aready!
# Sets the action bar message shown when Soul Siphon stacks decay.
soulSiphonDecayMessage: §7Soul Siphon stacks decayed
# Sets the action bar message shown when Spectral Scythe is on cooldown.
# $time is the placeholder for the remaining cooldown in seconds.
spectralScytheCooldownMessage: '§cSpectral Scythe on cooldown: $times'
# Sets the title shown when a player levels up a skill.
skillLevelUpTitle: '&6&lLEVEL UP!'
# Sets the subtitle shown when a player levels up a skill.
# $skill is the placeholder for the skill display name.
# $level is the placeholder for the new level.
skillLevelUpSubtitle: '&e$skill &7→ &aLevel $level'
# Sets the message shown when a player gains no XP because the mob is too low level.
# $mobLevel is the placeholder for the mob's level.
# $skill is the placeholder for the skill name.
# $playerLevel is the placeholder for the player's level in that skill.
skillXpNoGainMessage: '&7[&eEliteMobs&7] &cNo XP gained &7- this mob (level &f$mobLevel&7) is too far below your &e$skill &7level (&f$playerLevel&7). Fight stronger mobs!'
# Sets the message shown when XP is capped because the mob's level is too far above the player's combat level.
# $mobLevel is the placeholder for the mob's level.
# $skill is always replaced with 'combat'.
# $playerLevel is the placeholder for the player's combat level.
# $xp is the placeholder for the capped level used for XP.
skillXpCappedMessage: '&7[&eEliteMobs&7] &6XP capped &7- this mob (level &f$mobLevel&7) is below your &e$skill &7level (&f$playerLevel&7). XP reduced to &f$xp&7.'
# Sets the action bar format shown when a skill activates.
# $skillName is the placeholder for the skill name.
skillActivationFormat: '&6&l$skillName!'
# Sets the action bar format shown when a stacking skill gains stacks.
# $skillName is the placeholder for the skill name.
# $current is the placeholder for the current stack count.
# $max is the placeholder for the maximum stack count.
skillStackFormat: '&6&l$skillName &7($current/$max stacks)'
# Retained; the Taze power shows its own title and does not read this key.
tazeShockedTitle: ''
# Retained; the Taze power shows its own title and does not read this key.
tazeShockedSubtitle: Shocked!
# Sets the action bar message shown when discipline stacks are broken.
legionsDisciplineBrokenMessage: '&7Combat rhythm lost...'
# Sets the action bar message shown when the Avatar of Judgment buff expires.
avatarFadesMessage: '&7Avatar fades...'
# Sets the message shown when a player tries to manually install models.
modelsAutoInstallMessage: Models are installed automatically, you can't do this manually!
# Sets the message shown when a player tries to uninstall models via the menu.
modelsCannotUninstallMessage: Models can't currently be uninstalled via this menu! Delete the Models folder in EliteMobs if you want to remove them.
# Sets the message shown when items are being installed.
# $count is the placeholder for the number of items.
itemsInstallingMessage: '&2Installing $count items...'
# Sets the message shown when items are being uninstalled.
# $count is the placeholder for the number of items.
itemsUninstallingMessage: '&2Uninstalling $count items...'
# Sets the message shown when item files are being saved.
# $count is the placeholder for the number of items.
itemsSavingMessage: '&2Saving $count item files...'
# Sets the message shown when EliteMobs is reloading to apply item changes.
itemsReloadingMessage: Reloading EliteMobs to apply item changes!
# Sets the message shown when events are being installed.
# $count is the placeholder for the number of events.
eventsInstallingMessage: '&2Installing $count events...'
# Sets the message shown when events are being uninstalled.
# $count is the placeholder for the number of events.
eventsUninstallingMessage: '&2Uninstalling $count events...'
# Sets the message shown when event files are being saved.
# $count is the placeholder for the number of events.
eventsSavingMessage: '&2Saving $count event files...'
# Sets the message shown when EliteMobs is reloading to apply event changes.
eventsReloadingMessage: Reloading EliteMobs to apply event changes!
# Sets the message shown when a content package configuration could not be saved.
contentConfigurationSaveFailedMessage: '&cCould not save all content configuration files. Check the console; EliteMobs was not reloaded.'

Party.yml​

Party.yml contrôle le système de groupe, valable uniquement le temps de la session : portée du crédit partagé, délais des invitations et des vérifications de disponibilité pour les donjons, durée de vie maximale des votes de butin de groupe, indications d'invitation au clic droit, barre latérale combinée groupe/quête, menus d'inventaire du groupe et tous les messages de groupe.

La barre latérale affiche la santé actuelle/maximale en chiffres avec un dégradé intégré. Les réglages conservés sidebarHealthGlyph et sidebarHealth*Color ne contrôlent pas cet affichage. Les formats des lignes des membres et les indicateurs de joueur à terre/vies restent configurables. La vérification de portée ne détecte pas l'inactivité : un joueur inactif à proximité peut encore recevoir une progression partagée.

Les minimums sont de 1 bloc pour sharedProgressRange, 5 secondes pour les délais d'invitation et de vérification de disponibilité, 60 secondes pour lootVoteMaximumLifetimeSeconds, 3 secondes pour sidebarRotationSeconds et 1 seconde pour playerInteractionHintCooldownSeconds. Les valeurs inférieures sont relevées à ces limites.

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# Enables session-scoped player parties.
# Party membership is never saved and ends when players log out or leave.
enabled: true
# Maximum same-world distance in blocks for party loot voting and shared quest objective credit.
# This excludes distant members; it does not detect inactivity.
sharedProgressRange: 128.0
# How long a party invitation remains valid.
inviteTimeoutSeconds: 60
# How long party members have to accept an instanced dungeon ready check.
dungeonReadyCheckTimeoutSeconds: 30
# Hard maximum lifetime for one party need/greed vote session.
# New party drops still refresh the normal 60-second voting window, but can never extend a session past this limit.
lootVoteMaximumLifetimeSeconds: 120
# Shows the combined party status and tracked quest sidebar while players are in a party.
# Disabling this keeps parties active and falls back to the normal EliteMobs quest scoreboard.
sidebarEnabled: true
# How often the party sidebar alternates between its invite and leave command hints.
sidebarRotationSeconds: 10
# Shows a short party invitation hint when a player right-clicks another player.
# This has no effect when the party system itself is disabled.
playerInteractionHintsEnabled: true
# Minimum time before a player can receive another right-click party hint.
playerInteractionHintCooldownSeconds: 300
prefix: '&8[<g:#A04468:#E07A9A>Party</g>&8] &7'
unknownPlayerName: Unknown
disabledMessage: $prefixThe party system is disabled on this server.
alreadyInPartyMessage: $prefixYou are already in a party.
notInPartyMessage: $prefixYou are not in a party.
partyCreatedMessage: '$prefix&aParty created! &7Invite players with &f/em party invite <player>&7.'
partyFullMessage: $prefixThat party already has five players.
playerUnavailableMessage: $prefixThat player is not online.
playerAlreadyInPartyMessage: $prefixThat player is already in a party.
selfInviteMessage: $prefixYou cannot invite yourself.
inviteSentMessage: '$prefixInvitation sent to &f$player&7.'
inviteAlreadyPendingMessage: '$prefix&f$player &7already has a pending party invitation.'
playerCannotUsePartiesMessage: '$prefix&f$player &7does not have permission to use parties.'
inviteReceivedMessage: '$prefix&f$player &7invited you to join their party. '
inviteAcceptButton: '<g:#2E7D4F:#69C56F>[ACCEPT]</g>'
inviteAcceptHover: '&7Click to join the party'
noPendingInviteMessage: $prefixYou do not have a pending party invitation.
inviteExpiredMessage: $prefixThat party invitation expired.
joinedPartyMessage: '$prefix&aYou joined the party!'
memberJoinedMessage: '$prefix&f$player &ajoined the party.'
leftPartyMessage: $prefixYou left the party.
memberLeftMessage: '$prefix&f$player &cleft the party.'
leaderChangedMessage: '$prefix&f$player &7is now the party leader.'
dungeonPartyTooLargeMessage: '$prefixParty entry needs &f$count &7open spots, but this dungeon only has &f$max &7available.'
dungeonPartyUnavailableMessage: '$prefixParty entry stopped because &f$player &7is no longer available.'
dungeonPartyInInstanceMessage: '$prefixParty entry stopped because &f$player &7is already in another instance.'
dungeonPartyNoPermissionMessage: '$prefixParty entry stopped because &f$player &7does not have permission for this dungeon.'
dungeonPartyChangedMessage: $prefixThe party changed while the dungeon was being prepared. Please try again.
dungeonPartyJoinFailedMessage: $prefixThe party could not enter together, so nobody was moved.
dungeonReadyCheckPendingMessage: $prefixYour party already has a dungeon ready check in progress.
dungeonReadyCheckStartedMessage: '$prefix&f$player &7wants to enter &f$dungeon&7. Waiting for the party (&f$ready&7/&f$total&7).'
dungeonReadyCheckPromptMessage: '$prefixReady to enter &f$dungeon&7? '
dungeonReadyCheckReadyButton: '<g:#2E7D4F:#69C56F>[READY]</g>'
dungeonReadyCheckReadyHover: '&7Click to confirm dungeon entry'
dungeonReadyCheckDeclineButton: ' <g:#7A1F2B:#C2414A>[DECLINE]</g>'
dungeonReadyCheckDeclineHover: '&7Click to cancel this party entry'
dungeonReadyCheckCancelPromptMessage: '$prefixStarted the wrong dungeon? '
dungeonReadyCheckCancelButton: '<g:#7A1F2B:#C2414A>[CANCEL]</g>'
dungeonReadyCheckNoPendingMessage: $prefixThat dungeon ready check is no longer active.
dungeonReadyCheckAlreadyReadyMessage: $prefixYou are already ready for this dungeon.
dungeonReadyCheckPlayerReadyMessage: '$prefix&f$player &ais ready &7(&f$ready&7/&f$total&7).'
dungeonReadyCheckCompleteMessage: '$prefix&aEveryone is ready! &7Preparing &f$dungeon&7...'
dungeonReadyCheckDeclinedMessage: '$prefix&f$player &cdeclined &7the ready check for &f$dungeon&7.'
dungeonReadyCheckExpiredMessage: '$prefixThe ready check for &f$dungeon &7expired.'
dungeonReadyCheckUnknownDungeonName: this dungeon
dungeonReadyCheckLevelFormat: $dungeon - level $level
sidebarTitle: '<g:#A04468:#E07A9A>♥ Elite Party</g>'
sidebarLeaderLine: '&6★ &f$player$health$lives'
sidebarMemberLine: '&a● &f$player$health$lives'
sidebarQuestLine: '&bQuest: &f$quest'
sidebarHealthGlyph: ❤
sidebarHealthHealthyColor: '&a'
sidebarHealthWoundedColor: '&e'
sidebarHealthCriticalColor: '&c'
sidebarHealthMissingColor: '&8'
sidebarDownedDisplay: ' &c☠'
sidebarLivesDisplay: ' &b◆&f$lives'
sidebarInviteAction: '&b✉ &f/em party invite <player>'
sidebarLeaveAction: '&c✘ &f/em party leave'
playerInteractionHintMessage: '$prefixWant to team up with &f$player&7? '
playerInteractionHintInviteButton: '<g:#2E7D4F:#69C56F>[INVITE]</g>'
playerInteractionHintInviteHover: '&7Invite &f$player &7to your party'
playerInteractionHintDisableButton: '&8[Don''t show again]'
playerInteractionHintDisableHover: '&7Permanently hide right-click party hints'
playerInteractionHintDisabledMessage: $prefixRight-click party hints have been disabled for you.
inventoryControlsTitle: '<g:#A04468:#E07A9A>♥ Elite Party</g>'
inventoryInvitePlayersTitle: '<g:#A04468:#E07A9A>✉ Invite a Player</g>'
inventoryInteractionTitle: '<g:#A04468:#E07A9A>♥ Party with</g> &f$player'
inventoryInvitationTitle: '<g:#A04468:#E07A9A>✉ Party Invitation</g>'
inventoryReadyCheckTitle: '<g:#6D3AA8:#A855F7>★ Dungeon Ready Check</g>'
inventoryInviteName: '<g:#267A78:#58B8A9>✉ Invite a Player</g>'
inventoryInviteLore: '&7Choose an online player to invite.'
inventoryLeaveName: '<g:#7A1F2B:#C2414A>✘ Leave Party</g>'
inventoryLeaveLore: '&7Leave your current party.'
inventoryCreateName: '<g:#2E7D4F:#69C56F>+ Create a Party</g>'
inventoryCreateLore: '&7Create a party for up to five players.'
inventoryBackName: '&eBack to /em'
inventoryBackToPartyName: '&eBack to Party Controls'
inventoryPreviousName: '&ePrevious Page'
inventoryNextName: '&eNext Page'
inventoryInvitePlayerName: '<g:#267A78:#58B8A9>✉ Invite</g> &f$player'
inventorySelectInviteLore: '&7Click to invite.'
inventoryNoInvitePlayersName: '&7No Players Available'
inventoryNoInvitePlayersLore: '&8Nobody online can currently be invited.'
inventoryInteractionInviteName: '<g:#267A78:#58B8A9>✉ Invite</g> &f$player'
inventoryInteractionInviteLore: '&7Invite this player to your party.'
inventoryNeverShowName: '&8Never Show This Again'
inventoryNeverShowLore: '&7Permanently hide right-click party hints.'
inventoryAcceptInviteName: '<g:#2E7D4F:#69C56F>Accept Invite</g> &f— $player'
inventoryAcceptInviteLore: '&7Join their EliteMobs party.'
inventoryDeclineName: '<g:#7A1F2B:#C2414A>Decline</g>'
inventoryDeclineLore: '&7Ignore this invitation.'
inventoryReadyDungeonName: '<g:#6D3AA8:#A855F7>★ Dungeon</g> &f$dungeon'
inventoryReadyWaitingLore: '&7Waiting for your party.'
inventoryReadyConfirmLore: '&7Confirm that you are ready to enter.'
inventoryReadyName: '<g:#2E7D4F:#69C56F>Ready</g>'
inventoryReadyLore: '&7Enter when everyone is ready.'
inventoryCancelReadyName: '<g:#7A1F2B:#C2414A>Cancel Ready Check</g>'
inventoryCancelReadyLore: '&7Cancel this party dungeon entry.'
inventoryNoPermissionMessage: '&cYou do not have permission to use EliteMobs parties.'
commandCreateDescription: Creates a session-scoped EliteMobs party.
commandInviteDescription: Invites an online player to your EliteMobs party.
commandMenuDescription: Opens compatible EliteMobs party controls.
commandAcceptDescription: Accepts your pending EliteMobs party invitation.
commandLeaveDescription: Leaves your current EliteMobs party.
commandReadyDescription: Accepts an active party dungeon ready check.
commandDeclineDescription: Declines an active party dungeon ready check.
commandHideInteractionHintDescription: Permanently hides right-click party invitation hints.
readyCheckTokenHint: ready check token

Les placeholders des messages dépendent du contexte. Le fichier actuel utilise $prefix, $player, $dungeon, $level, $ready, $total, $count, $max, $health, $lives et $quest. Conservez les placeholders générés en place lorsque vous remaniez les messages. Le texte en dégradé utilise la syntaxe MagmaCore <g:#hex:#hex>texte</g>.

Les entrées commandCreateDescription, commandInviteDescription, commandMenuDescription, commandAcceptDescription, commandLeaveDescription, commandReadyDescription, commandDeclineDescription et commandHideInteractionHintDescription correspondent à ce que /em help affiche pour les commandes de groupe : les serveurs traduits y voient donc leur propre formulation.


Quests.yml​

Quests.yml inclut les paramètres pour les quêtes et les messages qui sont affichés.

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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 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: $questName
# Sets if messages are sent on chat reporting quest objective progression.
doQuestChatProgression: true
# Sets the color codes for ongoing objectives.
ongoingQuestColorCode: '&c'
# Sets the color codes for completed objectives.
completedQuestColorCode: '&a'
# Sets the formatting for progression messages of kill quests.
killQuestChatProgressionMessage: '&8[EliteMobs] &7➤ Kill &f$name&7: $color$current&7/$color$target'
# Sets the formatting for progression messages of fetch quests.
fetchQuestChatProgressionMessage: '&8[EliteMobs] &7➤ Get &f$name&7: $color$current&7/$color$target'
# Sets the formatting for progression messages of dialog quests.
dialogQuestChatProgressionMessage: '&8[EliteMobs] &7➤ Talk to &f$name&7: $color$current&7/$color$target'
classUnlockQuestChatProgressionMessage: '&8[EliteMobs] &7Unlock &f$name&7: $color$current&7/$color$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: '&7➤ Kill &f$name&7: $color$current&7/$color$target'
# Sets the formatting for scoreboard progression message of fetch quests.
fetchQuestScoreboardProgressionMessage: '&7➤ Get &f$name&7: $color$current&7/$color$target'
# Sets the formatting for scoreboard progression messages of dialog quests.
dialogQuestScoreboardProgressionMessage: '&7➤ Talk to &f$name&7: $color$current&7/$color$target'
classUnlockQuestScoreboardProgressionMessage: '&7Unlock &f$name&7: $color$current&7/$color$target'
# Sets the formatting for scoreboard progression messages of arena quests.
# Placeholder: $arenaName (resolves from CustomArenasConfig, filename fallback)
arenaQuestScoreboardProgressionMessage: '&7➤ Complete &f$arenaName'
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 $questID
# Sets if quests are automatically tracked when accepted.
autoTrackQuestsOnAccept: true
# Completing the tracked quest switches to another active quest.
autoTrackNextQuestOnCompletion: true
questAutoTrackNextMessage: '&8[EliteMobs]&9 Now tracking: &f$questName'
# This is the shipped string. Current quest abandonment does not start a cooldown; only reward completion does.
questAbandonConfirmationText: '&cAbandoning &f$questName &cstarts its full cooldown! &4&l[Click here to confirm abandoning]'
questAbandonConfirmationHover: '&cThis cannot be undone!'
# 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: '&aTalk 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
# Previous page button in inventory quest menus
previousInventoryPage: Previous page
# Next page button in inventory quest menus
nextInventoryPage: Next page
# Shown when a quest reward preview cannot be generated
rewardPreviewUnavailable: Reward preview unavailable.
# 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]'
# Sets if single-step scoreboard objectives (target of 1, e.g. 'talk to') show a status symbol
binaryObjectiveStatusEnabled: true
# Symbol shown before an incomplete single-step objective when binaryObjectiveStatusEnabled is true.
binaryObjectiveIncompleteSymbol: '&7➤'
# Symbol shown before a completed single-step objective when binaryObjectiveStatusEnabled is true.
binaryObjectiveCompleteSymbol: '&a✔'
# Experimental: shows quest NPC text through top-anchored boss bars before opening the quest menu.
useQuestDialogueBossBars: true
# Experimental: hides the quest tracking scoreboard while quest dialogue is active.
# Boss bars are always hidden because dialogue requires exclusive use of that area.
hideQuestScoreboardDuringQuestDialogue: true
# Experimental: maximum visible characters per boss-bar dialogue line before wrapping.
questDialogueCharactersPerLineV2: 52
# Experimental: visible characters added per tick while quest dialogue types in.
questDialogueCharactersPerTick: 2
# Experimental: prefix placed before the NPC name boss-bar title. Use this for custom font offset glyphs.
questDialogueNamePrefix: ''
# Experimental: suffix placed after the NPC name boss-bar title. Use this for custom font offset glyphs.
questDialogueNameSuffix: ''
# Experimental: prefix placed before each dialogue line boss-bar title. Use this for custom font offset glyphs.
questDialogueLinePrefix: ''
# Experimental: suffix placed after each dialogue line boss-bar title. Use this for custom font offset glyphs.
questDialogueLineSuffix: ''
# Experimental: horizontal pixel shift of the dialogue box image (positive = right).
questDialogueBoxOffetXV2: 0
# Experimental: horizontal pixel shift of the NPC name line (negative = left).
questDialogueNameOffsetXV2: -90
# Experimental: horizontal pixel shift of each dialogue body line (negative = left).
questDialogueLineOffsetX: 0
# Experimental: horizontal pixel shift of the 'sneak to continue' prompt line (positive = right).
questDialoguePromptOffsetXV2: 74
# Experimental: text shown on the prompt line of the dialogue box telling players how to advance.
questDialoguePromptText: '&7&oSneak to continue'

Sounds.yml​

Sounds.yml inclut les paramètres qui définissent quels sons doivent être joués lorsque certaines interactions d'EliteMobs sont effectuées. Les fichiers sonores sont stockés dans le resource pack.

Développer le tableau
# 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 inclut les paramètres pour les téléportations par trou de ver d'EliteMobs.

Développer le tableau
# 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 contient les réglages du système de progression des compétences. Lorsqu'il est activé, les joueurs gagnent de l'XP pour différents types d'armes et l'armure lors de combats élites admissibles, faisant progresser chaque compétence de combat.

Développer le tableau
# Enables or disables the skill leveling system.
# When enabled, players will earn XP for different weapon types and armor.
skillSystemEnabled: true
# Overrides fixed combat XP perks for players with customboost permission.
# Applies to elitemobs.perks.xp.customboost.<skill> and .all.
# Must be finite and non-negative; invalid values use 1.0.
customXpPerkMultiplier: 1.0
# Whether Armor skill grants bonus max health (+1 heart per level above 1).
# Set to false to disable this mechanic.
armorSkillHealthBonusEnabled: true
# Whether EliteMobs should scale the player's client-side health display back to the vanilla 10 hearts while keeping the real Armor skill max health.
# This is purely visual: players keep their full EliteMobs HP and combat calculations are unchanged.
scalePlayerHealthDisplayToVanilla: false
# 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
# Sets worlds where the EliteMobs skill system is inactive for players.
# Players in these worlds do not receive EliteMobs skill bonuses, armor skill bonus health,
# skill XP, skill XP bars or combat level displays.
# Use this for event worlds where every player should have the same attributes.
# World names are exact and case-insensitive. Leave this empty to allow skills in every world.
skillWorldExclusions: []
# Hides only the class label above players in these worlds.
# Player names, combat health displays, skills and XP are unchanged.
# Players without a selected class keep their normal combat level display.
# World names are exact and case-insensitive; surrounding spaces are ignored.
# Leave empty to show class labels in every world. showCombatLevelDisplay still controls all these displays.
classLabelWorldExclusions: []
# Title of the skills menu.
skillsMenuTitle: '&5&lYour Skills'
# Whether to show the class or combat level display above players.
# Combat level is the average of the two highest weapon skills and armor.
# The display follows player visibility and scoreboard team name-tag visibility exposed by Spigot.
# Packet-only name-tag changes cannot be detected; disable this setting if another plugin hides names that way.
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 contient tous les paramètres de configuration du système de jeux d'argent, y compris les minijeux (Blackjack, Pile ou Face, Machine à Sous, Plus ou Moins), les mécaniques de dette, le boss Collecteur de Dettes, les multiplicateurs de gains et tous les messages d'interface.

remarque

Les clés sont écrites ci-dessous sous forme de chemin pointé (payouts.coinFlip.edgePayout) pour la lisibilité. Dans le fichier généré par EliteMobs, ce sont des sections YAML imbriquées (payouts: → coinFlip: → edgePayout:). Modifiez le fichier généré plutôt que de coller ces lignes telles quelles.

Le multiplicateur normal du pile ou face est payouts.coinFlip.normal, à côté de edgeChance et edgePayout. Si votre fichier utilise directement un nombre à payouts.coinFlip, déplacez ce nombre sous normal. EliteMobs désactive les jeux d'argent, signale la correction à effectuer et laisse le fichier existant intact jusqu'à ce que vous le mettiez à jour.

La dette de jeu maximale est codée en dur à 500 et ne possède aucune clé de configuration. La machine à sous n'a pas non plus de clés de gains — ses multiplicateurs sont dérivés de poids de symboles codés en dur. Voir la page Système de Jeux de Hasard.

minBet, debtCollector.checkIntervalMinutes et debtCollector.timeoutSeconds doivent être des entiers positifs. Les probabilités doivent être finies et comprises entre 0 et 1 ; les multiplicateurs de gains et la réduction de dette doivent être finis et non négatifs. Les valeurs invalides sont remplacées par les valeurs par défaut ci-dessous.

Développer le tableau
# 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.normal: 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 wins a gambling game.
# Use %amount% for the win amount.
messages.win: '&a[%game%] 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[%game%] 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'
# 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'
# 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.edgePayoutLoreV2: '&b✦ Edge Payout: &a5x &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.edgePayoutMultiplierV2: '&6&l5x PAYOUT!'
# Chat message sent when the coin lands on edge.
# Use %amount% for the win amount.
coinFlip.edgeChatMessageV2: '&b&l✦ EDGE! ✦ &7The coin landed on its edge! &a5x 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.'
# Sets the message shown when currency is automatically collected toward gambling debt.
# $amount is the placeholder for the collected amount.
# $remaining is the placeholder for the remaining debt.
debtCollector.debtAutoCollectedMessage: '&c[Debt Collector] &7Nice earnings. I''ll be
taking &6$amount coins &7off the top. You still owe &6$remaining coins&7. Don''t
forget it.'
# Sets the message shown when currency collection fully clears the gambling debt.
debtCollector.debtAutoClearedMessage: '&c[Debt Collector] &7That settles your debt.
You''re square with us... for now. Try not to push your luck again.'
# 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 contient les réglages des objets à modèles personnalisés utilisés dans l'interface et les menus d'EliteMobs. useAttributeScaling contrôle les bonus d'attributs natifs des objets compatibles de niveau positif qui utilisent les apparences automatiques par niveau, y compris les objets procéduraux et les objets personnalisés sans modèle explicite. Il nécessite Minecraft 1.21.2 ou ultérieur et fonctionne indépendamment de useModels et de la distribution du pack de ressources. Les modèles explicites d'objet/d'équipement et la présentation des objets gérée par FMM contournent ce chemin de mise à l'échelle automatique.

Développer le tableau
# 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
# Enables native attribute bonuses in the automatic level-based skin path on MC 1.21.2+.
# The scaling factor uses item level capped at 100; bonuses vary by supported item type.
# It does not require visible custom skins or a resource pack.
useAttributeScaling: true
anvilHammer: elitemobs:ui/anvilhammer
cancel: nightbreak:ui/redcross
goldenQuestionMark: elitemobs:ui/goldenquestionmark
bagOfCoins: elitemobs:ui/bagofcoins
boxInput: elitemobs:ui/boxinput
boxOutput: elitemobs:ui/boxoutput
handWithCoins: elitemobs:ui/handwithcoins
whiteAnvil: elitemobs:ui/whiteanvil

Models.yml​

Models.yml contient les paramètres des modèles personnalisés utilisés pour des fonctionnalités spécifiques d'EliteMobs, comme le modèle du coffre au trésor.

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

SpecialItemSystems.yml​

SpecialItemSystems.yml contient les paramètres de configuration des systèmes spéciaux de drop d'objets, y compris les drops de livres enchantés, les drops de tickets chanceux, les chances d'échec critique pour les défis d'enchantement et les chances d'arène de défi.

Le butin spécial nécessite une récompense admissible d'un boss personnalisé. Les boss dont healthMultiplier dépasse 1 tirent d'abord bossChanceToDrop ; en cas d'échec, ils tirent aussi normalChanceToDrop. Les autres boss personnalisés n'ont que ce dernier tirage. Les élites naturels n'entrent pas dans cette branche de butin spécial.

L'implémentation actuelle enregistre successAnnouncement comme booléen et comme chaîne de message. Il n'existe aucune clé YAML distincte announceImportantEnchantments. Ce conflit de types empêche d'utiliser ce réglage comme un interrupteur indépendant fiable pour les annonces ; l'extrait montre le message par défaut enregistré. Consultez l'amélioration des objets pour les probabilités d'enchantement.

Développer le tableau
# Sets if special loot will drop.
dropSpecialLoot: true
# First special-loot roll for an eligible custom boss with healthMultiplier > 1.0.
bossChanceToDrop: 0.1
# Roll for other eligible custom bosses, also attempted when the first boss roll fails.
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.
# Each key is a custom item filename without .yml. Only these keys are read; a weight of 0 never drops.
enchantedBookWeightedDropChance:
enchanted_book_arrow_damage: 200.0
enchanted_book_arrow_fire: 10.0
enchanted_book_arrow_infinite: 10.0
enchanted_book_arrow_knockback: 10.0
enchanted_book_channeling: 10.0
enchanted_book_critical_strikes: 1.0
enchanted_book_damage_all: 200.0
enchanted_book_damage_arthropods: 100.0
enchanted_book_damage_undead: 100.0
enchanted_book_depth_strider: 10.0
enchanted_book_dig_speed: 10.0
enchanted_book_drilling: 1.0
enchanted_book_durability: 100.0
enchanted_book_earthquake: 10.0
enchanted_book_flamethrower: 0.0
enchanted_book_frost_walker: 10.0
enchanted_book_hunter: 10.0
enchanted_book_ice_breaker: 10.0
enchanted_book_impaling: 10.0
enchanted_book_knockback: 10.0
enchanted_book_lightning: 0.0
enchanted_book_loot_bonus_blocks: 10.0
enchanted_book_loot_bonus_mobs: 10.0
enchanted_book_loud_strikes: 10.0
enchanted_book_loyalty: 10.0
enchanted_book_luck: 10.0
enchanted_book_lure: 10.0
enchanted_book_mending: 10.0
enchanted_book_meteor_shower: 0.0
enchanted_book_multishot: 10.0
enchanted_book_oxygen: 10.0
enchanted_book_piercing: 10.0
enchanted_book_plasma_boots: 10.0
enchanted_book_protection_environmental: 600.0
enchanted_book_protection_explosions: 100.0
enchanted_book_protection_fall: 100.0
enchanted_book_protection_fire: 100.0
enchanted_book_protection_projectile: 100.0
enchanted_book_quick_charge: 10.0
enchanted_book_riptide: 10.0
enchanted_book_silk_touch: 10.0
enchanted_book_soul_speed: 10.0
enchanted_book_sweeping_edge: 10.0
enchanted_book_thorns: 10.0
enchanted_book_water_worker: 10.0
elite_lucky_ticket: 100.0
elite_scrap_huge: 100.0
# Multiplier for the lucky ticket success chance in enchantments. 2.0 = 2x
luckyTicketMultiplier: 2.0
# Share of the non-success probability assigned to item loss; halved by a Lucky Ticket.
criticalFailureChanceV2: 0.01
# Share of the remaining probability after success and critical failure assigned to a challenge.
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.'
# Message announced to all players when successfully enchanting an item with more than 10 enchantments
# The same key is also read as a boolean internally; see the type-collision note above.
successAnnouncement: '&8[EliteMobs] $player &2has successfully enchanted $itemName&2!'
# Message announced when a player gets a boss fight while trying to enchant an item with more than 10 enchantments
challengeAnnouncement: '&8[EliteMobs] $player &6is challenging a boss to enchant $itemName&6!'
# Message announced when losing an item while trying to enchant it if the item has more than 10 enchantments
criticalFailureAnnouncement: '&8[EliteMobs] $player &clost $itemName &cwhile trying to
enchant it!'