# Skills

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

* 100+ effects&#x20;
* 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

{% code overflow="wrap" lineNumbers="true" %}

```yaml
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%'
```

{% endcode %}


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