💪Skills

Skills in AdvancedSkills are powered by our robust Abilities engine, offering unparalleled customization:

  • 100+ effects

  • 50+ triggers to activate skills

  • 50+ conditions for selective activation conditions

This system allows for the creation of highly complex and engaging skills that can respond to a wide range of in-game situations.

Abilities Engine Guide

https://wiki.advancedplugins.net/abilities/introduction

Example Configuration

The Example Acrobatics skill showcases the extensive configurability of AdvancedSkills:

  1. Basic Settings:

    • Custom name and description

    • Customizable icon (using Minecraft item types)

  2. Leveling System:

    • Configurable point-to-level curve using mathematical formulas

    • Adjustable or unlimited max level

  3. Talent System:

    • Unlockable talents at specific skill levels

    • Examples: "roll" at level 10, "graceful_landing" at level 1

  4. Mana Integration:

    • Mana drop frequency (per point or level up)

    • Scalable mana drop chance based on skill level

    • Configurable mana amount

  5. Point Triggers:

    • Multiple trigger scenarios with priority system

    • Customizable point rewards

    • Conditional triggers (e.g., based on fall damage amount)

    • Ability to create bonus point scenarios

name: Acrobatics
description: "Master of agility and graceful movement"
# Icon shown in menu
icon:
  type: FEATHER
# Point leveling curve
point-levels: "40 * (%level% * 1.35)"
# Max level, set to 0 for unlimited
max-level: 0
# Talents that are for this skill
# Format: talent:level
# Level means from which skill level this talent is unlocked
talents:
   - roll:10 #Chance to negate fall damage
   - graceful_landing:1 #Reduce fall damage
# Mana configuration
mana:
  # Should mana drop at each point gain or level up?
  # POINT or LEVEL_UP
  drop: POINT
  # Chance of mana. Set to 0 to disable
  chance: 10 + (%level% * 0.05)
  # Amount of mana
  amount: 1
# Points are gained from triggers. Priority is from top to bottom.
point-triggers:
  1:
    # Points given for this trigger
    points: "%damage%"
    FALL_DAMAGE:
      conditions:
        - '%damage% < 7 : %allow%'
  2:
    # Bonus points for high falls
    points: "%damage% * 1.5"
    FALL_DAMAGE:
      conditions:
        - '%damage% >= 7 : %allow%'

Last updated