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Default Skills Configuration

Each skill lists the default settings for each skill specific variable, which can be amended as desires to product vastly different effects.

Archer

Description
Uber archery skill – able to produce many varied effects.
Type
Active
Defaults
manaCost: 10
duration: 5000 (for effects)
cooldown: 10000
Skill specific variables
damage (double, default 5.0)
Amount of extra damage to inflict. currently with bukkit his appears to scale based on the pullback. So a critical charged bow does approx 3.5x.
velocity (double, default 1.2)
the speed multiplier for the arrow. Note that increasing speed increases accuracy and damage.
knockback (integer, default 1)
level of knockback to apply (equiv to enchantment on bow)
fire (integer, default 1)
simple 0/1 – 1 if you want a flaming arrow
qty (integer, default 1)
How many arrows to fire.
bowshot (integer, default 0)
should this skill trigger when a regular bow is fired? (0 = only via /skill or linked item, 1 = also when bow is fired.
explode (integer, default 0)
power of explosion to fire – 0= none – 4= tnt
teleport (integer, default 0)
set to 1 to teleport firer to the impact block.
effects (string, default “POISON,BLEED”)
effects to apply to target hit. Comma separated list allowing multiple effects.
material (string, default “COBWEB”)
places this material to the air block next to where it hit – use for webs, torches, lava, fire, saplings etc etc

Advanced arrow skill. Allows flaming arrows, multiple arrows, exploding arrows, web arrows and teleporting arrows.

Examples:

    Firestorm:
        skillname: archer
        manaCost: 20
        cost: 0
        level: 10
        cooldown: 1
        vars:
            damage: 1.0
            velocity: 3.0
            knockback: 2
            fire: 1            
    Sniper:
        skillname: archer
        manaCost: 10
        cost: 0
        level: 20
        cooldown: 10000
        vars:
            damage: 1.0
            velocity: 3.0
            knockback: 2
            fire: 0
    Bazooka:
        skillname: archer
        manaCost: 10
        cost: 0
        level: 20
        cooldown: 10000
        vars:
            damage: 1.1
            velocity: 1.5
            knockback: 1
            fire: 1
            explode: 6
            material: LAVA
            effects: STUNNED

Aura

Description
Applies an effect to self.
Type
Active
defaults
manaCost: 5
duration: 5000
cooldown: 10000
Skill specific variables
effect (string, default “REGENERATE”)
Effect to apply to the player.
message (string, default “Impersonating a TimeLord…”)
Text to display when activated

The specified effect is applied to the skill user for the duration specified. You can use this skill to add regeneration, speed, resistance, night vision etc.

Examples:

    Regenerate
        skillname: aura
        cost: 0
        level: 5
        manaCost: 10
        vars:
            effect: REGENERATION
            message: "Healing..."
    InfraRed:
        skillname: aura
        cost: 0
        level: 5
        manaCost: 10
        vars:
            effect: NIGHT_VISION
            message: "Goggles on..."

Boost

Description
Speed boost
Type
Active
defaults
manaCost: 5
duration: 5000
cooldown: 10000
Skill specific variables
speed (double, default 0.4)
Set the players speed

The specified speed is applied to the skill user for the duration specified. Note that default Steve? walking speed is 0.2

Example:

    Sprint:
        skillname: boost
        cost: 0
        level: 5
        manaCost: 10
        vars:
            speed: 0.5

BraceFall

Description
Prevent fall damage when active
Type
Active
defaults
duration: 10000
cooldown: 5000
Skill specific variables
chance (double, default 50.00)
Change to prevent damage each hit
percentage (double, default 99.00)
Amount of damage to prevent (in addition to soak).
soak (integer, default 1)
Amout to reduct damage buy, applied after “percentage”.

When triggered bracefall prevents or reduces fall damage for the active duration.

The skill have a “change” percent chance of working each fall (set to 100 for always).

If triggered it then reduces the fall damage by the soak value, then then reduced it by the percent about. A percent of 100 would prevent all damage.

Example:

    brace
        skillname: bracefall
        level: 10
        cost: 0
        manaCost: 10
        duration: 30000
        vars:
            chance: 100.00
            percent: 90.00
            soak: 0

Brawler

Description
Attacks while barehanded have a [chance]% chance to deal +[damage] damage.
Type
Triggered
Skill specific variables
chance (double, default 75.5)
Chance to trigger when hitting (100.00 for all hits)
damage (integer, default 5)
Amount of extra damange to inflict

As a triggered skill, brawler triggles automatically with every barehanded blow. It has a “chance” percent to inflict +damage extra damage.

Example:

    punch
        skillname: brawler
        level: 1
        cost: 0
        vars:
            damage: 5
            chance: 75.5

Diagnose

Description
Diagnose effect and health of target.
Type
Active
defaults
manaCost: 10
cooldown: 10000
Skill specific variables
distance (integer, default 10)
Maximum distance to use

Diagnose will give you detailed info on the status of the entity you are looking at upto “distance”.

Examples:

    examine:
        skillname: diagnose
        level: 1
        cost: 0
        manaCost: 10
        vars:
            distance: 5
    spy:
        diagnose:
        level: 50
        cost: 0
        manaCost: 50
        vars:
            distance: 50

Dodge

Description
Increased dodge and damage prevention
Type
Triggered
Skill specific variables
soakchance (double, default 50.0)
Chance for damage to be dodgeed
soak (integer, default 5)
Amount of damage to soak
dodgemod (integer, default 5)
Amout to adjust dodge change in combat mechanics

Dodge works in two ways and you can use either or both. Dodgemod is added as a modifier during the combat hit, making it harder for you to be hit.
You can slo set “soakchance” to give a percentage chance of reducing damage by “soak” – so by default you have a 50% chance of reducing damage by 5.

Example:

    shielding:
        skillname: dodge
        level: 10
        cost: 0
        vars:
            soakchance: 100.00
            soak: 5
            dodgemod: 0
    nimble:
        skillname: dodge
        level: 10
        cost: 0
        vars:
            soakchance: 0.00
            soak: 0
            dodgemod: 6

Escape

Description
:Escape from immobilise effects

Type
Active
Defaults
cooldown: 60000
manaCost: 5

List precious materials in the currently ocupied chunk

Example

    escapeartist:
        skillname: escape
        level: 50
        cost: 0
        manaCost: 10
        cooldown: 60000
        buildup: 15000

Enchant

Description
Apply [effect] to area…
Type
Active
defaults
duration: 10000
cooldown: 5000
Skill specific variables
effect (string, default “CONFUSION”)
Effrect to apply
radius (integer, default 3)
Radius of the area to effect
message (string, “Nauseous…”)
Message to display when applying

This skill creates an area imbued with the chosen effect for the duration of the skill. Mobs within or entering the area get the effect.

Examples:

    sancturay:
        skillname: enchant
        level: 10
        cost: 0
        manaCost: 10
        vars:
            radius: 5
            message: "Healing..."
            effect: "REGENERATION"
    ninja:
        skillname: enchant
        level: 10
        cost: 0
        manaCost: 10
        vars:
            radius: 5
            message: "Poof..."
            effect: "SMOKE"
    phase:
        skillname: enchant
        level: 10
        cost: 0
        manaCost: 10
        vars:
            radius: 3
            message: "Vanish..."
            effect: "INVISABILITY"

FeatherFall

Description
Prevent Fall Damage
Type
Passive
Skill specific variables
chance (double, default 50.00)
Change to prevent damage each hit
percentage (double, default 99.00)
Amount of damage to prevent (in addition to soak).
soak (integer, default 1)
Amout to reduct damage buy, applied after “percentage”.

This skill works exactly the same of BraceFall, except that is is passive and therefore always active.

Example:

    softfall:
        skillname: featherfall
        level: 10
        cost: 0
        vars:
            chance: 100.00
            percent: 90.00
            soak: 0

Fence

Description
“Clean” stolen goods
Type
Active
Defaults
manaCost: 10
cooldown: 60000
Skill specific variables
chance (double, default 75.00)
Change to remove stolen tag

This skill allows the user to clean the item in their hand of the stolen markers sometimes added by other skills.

Example:

    launder:
        skillname: fence
        level: 10
        cost: 0
        manaCost: 100
        vars:
            chance: 50.00
   masterfencer:
        skillname: fence
        level: 50
        cost: 0
        manaCost: 150
        vars:
            chance: 100.00

consumes = “”, manaCost = 10, levelRequired = 0, skillPoints = 0,
buildup = 3000, delay = 0, duration = 10000, cooldown = 60000,
dblvarnames = { “explodepower”, “chance” }, dblvarvalues = { 4.0, 50.0 },
intvarnames = { “damage”, “explode”, “bypassmagicarmour”, “explodeblocks”, “explodefire”, “effectsduration” }, intvarvalues = { 10, 1, 0, 1, 1, 600000 },
strvarnames = { “message”, “effects”, “weapons” }, strvarvalues = { “Hadouken Ready!”, “STUNNED,BLEED”, “hands” }

Hadouken

Description
Inflict [damage] enhanced melee Damage on target when activated…
Type
Active
defaults
manaCost: 10
buildup: 3000
cooldown: 60000
Skill specific variables
explode (integer, default 1)
Set to 1 to trigger explosion at the target, 0 for none.
explodepower (double, default 4.0)
Size of explosion if any. 4.0=TNT
damage (integer, default 10)
Amount of damage to inflict on target
bypassmagicarmour (integer, default 0)
FUTURE USE. 1 will let damage ingore any magic armour, 0 will work as normal. Will apply once MagicItems system is completed.
explodeblocks (integer, default 1)
Should explosion (if any) effect blocks? 0=no, y=yes.
explodefire (integer, default 1)
Should explosion (if any) light fires? 0=no, y=yes.
effects (string, default “STUNNED,BLEED”)
effects to apply to target
effectsduration (integer, default 600000)
Duration for any applied effects
weapons (string, default “hands”)
Valid weapons to be holding for Hadouken to take effect.
message (string, default “Hadouken Ready!”)
Message to player on activation

Similar to “hurt”, this allows you to create special damage effects in melee combat.
Unlike “mighty blow” this skill is not passive, and requires activation, only applying to blows during the duration.
Aditionaly during the active period the user is imune to explosive dammage.

Example:

    GouHadouken:
        skillname: Hadouken
        level: 100
        cost: 0
        manaCost: 50
        buildup: 5000
        duration: 15000
        vars:
            explodepower: 5.0
            damage: 10.0
            explode: 1
            bypassmagicarmour:  1
            explodeblocks: 0
            explodefire: 1
            effects: "STUNNED"
            weapon: "HANDS"
            effectsduration: 10000

Heal

Description
Heal target
Type
Active
Defaults
manaCost: 10
cooldown: 10000
Skill specific variables
heal (double, default 10.00)
Amount to heal
distance (integer, default 10)
Maximum distance to target
removeeffects (string, default “SLOWBLEED,BLEED,POISON”)
Effects to “cure”

This skill allows the user to heal the target they are looking at.

Example:

    bandage:
        skillname: heal
        level: 10
        cost: 0
        manaCost: 10
        cooldown: 1000
        consumes: "PAPER"
        vars:
            heal: 10.0
            removeeffects: "SLOWBLEED,BLEED,POISON"
            distance: 15

HealingTouch

Description
Heal target on touch
Type
Active
Defaults
manaCost: 10
cooldown: 10000
Skill specific variables
heal (double, default 10.00)
Amount to heal
chance (double, default 75.00)
Change to remove stolen tag
effects (string, default “REGENERATE”)
Effects to apply
effectsduration (integer, default 10000)
Duration for applied effects
removeeffects (string, default “SLOWBLEED,BLEED,POISON”)
Effects to “cure”
holding (string, default “MAGMA_CREAM”)
Item that must be held to use skill. Usefull to link/bind this item to the skill for easier use.

This skill allows the user to heal the target they touch.

Example:

    layhands:
        skillname: healingtouch
        level: 10
        cost: 0
        manaCost: 10
        cooldown: 1000
        vars:
            heal: 10.0
            removeeffects: "SLOWBLEED,BLEED,POISON"
            chance: 100.00
            effects: "HEALTH_BOOST"
            effectsduration: 60000
            holding: MAGMA_CREAM

Hex

Description
Attacks have [chance] percent of applying [effect] to target.
Type
Triggered
defaults
duration = 10000
Skill specific variables
chance (double, default 50.0)
Chance for effect to apply
effect (string, default “WITHER”)
Name of effect to apply
weapons (string, default “”)
If not black require one of the list to be held.
message (string, default “Target Withered…”)
Measage to display to user if sucessful.

When hitting a mob/player in combat you have “chance” percent of applying the chosen effect for the duration.

Weapons can be specified to apply the effect only if holding that weapon/item. Leave blank for all, otherwise a list of materials with optional HAND for bare hand.

Examples:

    PoisonBlade:
        skillname: hex
        level: 10
        cost: 0
        vars:
            chance: 50.0
            effect: "POISON"
            weapons: "WOOD_SWORD,STONE_SWORD,IRON_SWORD,GOLD_SWORD,DIAMOND_SWORD"
            message: "Poisoned"
    Bleeder:
        skillname: hex
        level: 10
        cost: 0
        vars:
            chance: 100.0
            effect: "BLEED"
            weapons: "WOOD_AXE,STONE_AXE,IRON_AXE,GOLD_AXE,DIAMOND_AXE"
            message: "Wounded..."

Hurt

Description
Attacks have [chance] percent of applying [effect] to target.
Type
Triggered
defaults
duration: 10000
manaCost: 10
Skill specific variables
explode (integer, default 1)
Set to 1 to trigger explosion at the target, 0 for none.
explodepower (double, default 4.0)
Size of explosion if any. 4.0=TNT
damage (double, default 5.0)
Amount of damage to inflict on target
distance (integer, default 10)
Maximum distance to target
bypassmagicarmour (integer, default 0)
FUTURE USE. 1 will let damage ingore any magic armour, 0 will work as normal. Will apply once MagicItems system is completed.
explodeblocks (integer, default 1)
Should explosion (if any) effect blocks? 0=no, y=yes.
explodefire (integer, default 1)
Should explosion (if any) light fires? 0=no, y=yes.
teleport (integer, default 1)
Teleport skill user to target? 0=no, y=yes. (not recomended for use with “explode”)
lightning (integer, default 0)
Strike Lightning (effect only, no extra damage) on target? 0=no, y=yes
heal (integer, default 0)
Amount of health to heal for each entity damaged.
effects (string, default “SLOWBLEED”)
effects to apply to target
effectsduration (integer, default 600000)
Duration for any applied effects
material (string, default “WEB”)
Material to apply to targets location.

Causes damage to the mob/player being looked at. Optional adition of explosion, materials (e.g. web), and teleporting to location.

Example:

    harm:
        skillname: hurt
        level: 5
        cost: 0
        manaCost: 5
        cooldown: 1000
        duration: 0
        vars:
            explodepower: 5.0
            damage: 10.0
            distance: 20
            explode: 1
            bypassmagicarmour:  1
            explodeblocks: 1
            explodefire: 1
            teleport: 0
            effects: "SLOWBLEED"
            material: "WEB"
            effectsduration: 10000
    vampirestrike:
        skillname: hurt
        level: 5
        cost: 0
        manaCost: 5
        cooldown: 1000
        duration: 0
        vars:
            explodepower: 0
            damage: 10.0
            distance: 20
            explode: 0
            bypassmagicarmour:  1
            explodeblocks: 0
            explodefire: 0
            teleport: 0
            effects: "BLEED"
            material: "AIR"
            effectsduration: 10000
            lightning: 1
            heal: 5

HydroPhobe

Description
Bonus stats at night, damage/penalty in light
Type
Passive
Skill specific variables
damageinterval (integer, default 5)
Seconds between each taking damage in water.
damage (double, default 1.0)
Damage recieved every damageinterval when in water.
raindamageinterval (integer, default 5)
Seconds between each damage tick in rain.
raindamage (double, default 1.0)
Damage recieved every raindamageinterval when raining.
waterstatmod (integer, default 1)
Penalty to stats when in water
rainstatmod (integer, default 1)
Penalty to stats when in rain

HydroPhobe is usally used a race or class ‘flaw’. HydroPhobic players can take damage in rain or water, and/or have a stat penalty.

Example:

    HydroPhobic:
        skillname: HydroPhobe
        level: 10
        cost: 0
        vars:
            raindamage: 0.5
            raindamageinterval: 1
            damage: 0.5
            damageinterval: 1
            waterstatmod: 1
            rainstatmod: 1

Immobilise

Description
Slow or stop opposing player.
Type
Active
defaults
duration: 5000
cooldown: 10000
manaCost: 5
Skill specific variables
speed (double, default 0.0)
Speed to change taget to. 0.0 is imobile, 0.2 is “normal” speed.
distance (integer, default 10)
Maximum range to target.

Immobilise opponent by setting walkspeed to 0 or very small number

Example:

    root:
        skillname: immobilise
        level: 5
        cost: 0
        manaCost: 5
        cooldown: 1000
        duration: 10000
        vars:
            distance: 15
            speed: 0.05
            radius: 0
    tether:
        skillname: immobilise
        level: 50
        cost: 0
        manaCost: 20
        cooldown: 30000
        duration: 10000
        vars:
            distance: 15
            speed: 0.00
            radius: 4

Leap

Description
Leap forwards
Type
Active
Defaults
manaCose: 5
cost: 5
cooldown: 60000
Skill specific variables
scale (double, default 1.0)
Adjust length of jump

Leaps the player in the air.

Example

    megajump:
        skillname: leap
        level: 50
        cost: 20
        cooldown: 30000
        vars:
            scale: 1.5

LightAffinity

Description
Bonus stats at daytime, damage/penalty in dark
Type
Passive
Skill specific variables
minlight (integer, default 5)
Light level to trigger darkness
maxlight (integer, default 10)
Light level to trigger brightness
regeninterval (integer, default 5)
Seconds between each regeneration in light.
regenerate (double, default 1.0)
Health recieved every regeninterval when in light.
damageinterval (integer, default 5)
Seconds between each damage tick in darkness.
damage (double, default 1.0)
Damage recieved every damageinterval when in darkness.
daybonus (integer, default 1)
Bonus to stats when daytime
lightbonus (integer, default 1)
bonus to stats when in light
nightpenalty (integer, default 1)
Penalty to stats when nighttime
darkpenalty (integer, default 1)
Penalty to stats when in darkness
sunonly (integer, default 0)
Set to 0 to only include sinlight in light calulation. Set to 1 to include torchlight.

LightAffinity grants bonuses when in light and/or penalties in darkness.

Example:

    SunChild:
        skillname: LightAffinity
        level: 10
        cost: 0
        vars:
            minlight: 5
            maxlight: 10
            regenerate: 0.5
            regeninterval: 1
            damage: 0.5
            damageinterval: 1
            daybonus: 1
            nightpenalty: 1
            darkpenalty: 1
            lightbonus: 1
            sunonly: 0

MightyBlow

Description
Inflict [damage] enhanced melee Damage on target…
Type
Triggered
defaults
manaCost: 10
Skill specific variables
explode (integer, default 1)
Set to 1 to trigger explosion at the target, 0 for none.
explodepower (double, default 4.0)
Size of explosion if any. 4.0=TNT
damage (integer, default 10)
Amount of damage to inflict on target
bypassmagicarmour (integer, default 0)
FUTURE USE. 1 will let damage ingore any magic armour, 0 will work as normal. Will apply once MagicItems system is completed.
explodeblocks (integer, default 1)
Should explosion (if any) effect blocks? 0=no, y=yes.
explodefire (integer, default 1)
Should explosion (if any) light fires? 0=no, y=yes.
effects (string, default “SLOWBLEED”)
effects to apply to target
effectsduration (integer, default 600000)
Duration for any applied effects
weapons (string, default “”)
Valid weapons to be holding for mighty blow to take effect.

Similar to “hurt”, this allows you to create special damage effects in melee combat.

Example:

    megapunch:
        skillname: mightyblow
        level: 5
        cost: 0
        manaCost: 5
        vars:
            explodepower: 5.0
            damage: 20.0
            explode: 1
            bypassmagicarmour:  1
            explodeblocks: 1
            explodefire: 1
            effects: "STUNNED"
            weapon: "HANDS"
            effectsduration: 10000

NightAffinity

Description
Bonus stats at night, damage/penalty in light
Type
Passive
Skill specific variables
minlight (integer, default 5)
Light level to trigger darkness
maxlight (integer, default 10)
Light level to trigger brightness
regeninterval (integer, default 5)
Seconds between each regeneration in darkness.
regenerate (double, default 1.0)
Health recieved every regeninterval when in darkness.
damageinterval (integer, default 5)
Seconds between each damage tick in light.
damage (double, default 1.0)
Damage recieved every damageinterval when in light.
nightbonus (integer, default 1)
Bonus to stats when nighttime
darkbonus (integer, default 1)
bonus to stats when in darkness
daypenalty (integer, default 1)
Penalty to stats when daytime
lightpenalty (integer, default 1)
Penalty to stats when in light
sunonly (integer, default 0)
Set to 0 to only include sinlight in light calulation. Set to 1 to include torchlight.

NightAffinity grants bonuses when in darkness and/or penalties in light.

Example:

    Nocturnal:
        skillname: NightAffinity
        level: 10
        cost: 0
        vars:
            minlight: 5
            maxlight: 10
            regenerate: 0.5
            regeninterval: 1
            damage: 0.5
            damageinterval: 1
            nightbonus: 1
            darkbonus: 1
            daypenalty: 1
            lightpenalty: 1
            sunonly: 0

PassiveAura

Description
Applies an constant [effect] to self.
Type
Passive
defaults
duration: 5000
Skill specific variables
effect (string, default “REGENERATION”)
Effect to apply to the player.

The specified effect is applied to the skill user constantly. You can use this skill to add regeneration, speed, resistance, night vision etc.

Examples:

    Regenerate
        skillname: passiveaura
        cost: 0
        level: 5
        manaCost: 10
        vars:
            effect: REGENERATION
    InfraRed:
        skillname: passiveaura
        cost: 0
        level: 5
        manaCost: 10
        vars:
            effect: NIGHT_VISION

PickPocket

Description
Steal an item from another player
Type
Active
defaults
cooldown: 10000
manaCost: 10
Skill specific variables
chance (double, default 50.0)
Chance for sucessfull skill use
qty (integer, default 10)
Maximum amount to steal from a stack
distance (integer, default 10)
Maximum range to target.
marked (integer, default 1)
If set to 1 them items stolen are flagged with a “STOLEN!” marker, requiring the Fence skill to remove.
holding (string, default “ANY”)
If not blank or “ANY”, then this is the item that must be in hand to steal. Gives a visable clue a player might be a pickpocket.
blacklist (string, default “EMERALD”)
List of material types imune from theft.

PickPocket attempts to steal an item from the player being looked at. If in distance and chance % of the time. PickPocket only steals from the backpack NOT the hotbar. After selecting a stack QTY of that stack is dropped at the theif’s feet. An opposed test of DEX vs targets WIS is made. If failed then the target notices the theft.

Immobilise opponent by setting walkspeed to 0 or very small number

Example:

    fleace:
        skillname: pickpocket
        level: 100
        cost: 0
        manaCost: 50
        cooldown: 60000
        vars:
            distance: 5
            qty: 64
            holding: iron_ingot
            blacklist: "EMERALD,DIAMOND"
            chance: 100.00
            marked: 1

Shield

Description
+[soak] damage prevention. [soakchance]% chance.
Type
Active
Defaults
duration: 10000
cooldown: 10000
Skill specific variables
soakchance (double, default 100.0)
Chance to prevent each dammage
soakpercent (double, default 100.0)
Amount of damage to soak as a percentage. eg. 100.0 = all, 50.0 = half
soak (integer, default 5)
Amount of damage to prevent.
holding (string, default “”)
If not blank, list of aceptable items to hold for shield use.
message (double, default “Sheilds Up!”)
Message to display when activated

Shiels allows tou to create a skill to prevent various amounts of damage for a given period.

Examples

    DoorShield:
        skillname: Shield
        level: 25
        cost: 0
        manacost: 25
        duration: 30000
        cooldown: 30000
        vars:
            soak: 5
            soakchance: 100.00
            soakpercent: 10.0
            holding: wooden_door,trapdoor,iron_door
    OverSheild:
        skillname: Shield
        level: 50
        cost: 0
        manacost: 25
        duration: 30000
        cooldown: 30000
        vars:
            soak: 1
            soakchance: 100.00
            soakpercent: 100.0
            holding: any

Shoot

Description
Fire a [projectile]
Type
Active
Defaults
duration: 10000
manaCost: 10
Skill specific variables
damage (double, default 5.0)
Extra damage to inflict on contact
power (integer, default 1)
Power of shot. Effects yeild for explosives and knockback for arrows.
fire (integer, default 1)
Sets incendary to explosives, and flaming for other types.
projectile (string, default “FIREBALL”)
Type of projectile to fire – one of: Arrow, Egg, EnderPearl, Fireball, LargeFireball, SmallFireball, Snowball, WitherSkull

Launches a projectile of type “projectile” from the player. On impact it inflicts extra “damage” to the target.

If projectile is type FIREBALL or other explosive type then power is the explosion yield and fire is whether it lights fires in the crater. For projectiles of type ARROW the power is the amount of knockback. Power has no effect on EGG or SNOWBALL. Fire causes the projectile to be flaming.

Examples

    fireball:
        skillname: shoot
        level: 5
        cost: 0
        cooldown: 5000
        vars:
            damage: 5.0
            power: 1
            fire: 1
            projectile: FIREBALL
    SnowballOfDOOM:
        skillname: shoot
        level: 150
        cost: 0
        cooldown: 60000
        vars:
            damage: 25.0
            fire: 1
            projectile: SNOWBALL

StatBoost

Description
Boost stats
Type
Active/Passive
Defaults
duration: 10000
cooldown: 10000
manaCost: 10
Skill specific variables
message (string, default “StatBoost Activated”)
Message to show on skill activation
str (integer, default 0)
Strength modifier
dex (integer, default 0)
Dexteriry modifier
con (integer, default 0)
Constitution modifier
int (integer, default 0)
Inteligence modifier
wis (integer, default 0)
Wisdom modifier
chr (integer, default 0)
Charisma modifier

Boosts selected stats (allows negative “boosts”. Usable as passive or active skill.

Example

    Wisdom:
        skillname: statboost
        level: 60
        manaCost: 0
        cost: 0
        duration: 10000
        cooldown: 20000
        consumes: REDSTONE
        vars:
            wis: 5
            message: "Thinking..."

Stealth

Description
Increased dodge when sneeking, sneek at full speed.
Type
Active/Passive
Defaults
duration: 30000
cooldown: 60000
Skill specific variables
dodgemod (integer, default 5)
Aditional modifier to dodge check in combat
message (string, default “Be vewy vewy qwiet”)
Message to show on skill activation

Allows player to sneek at full speed with optional increaded dodge when sneeking.
Stealth can be used as an active skill (by default) or by setting type: passive as a n always on skill.

Example

    shadow:
        skillname: stealth
        type: PASSIVE
        level: 0
        cost: 0
        vars:
            dodgemod: 2
    sneek:
        skillname: stealth
        type: ACTIVE
        cooldown: 15000
        duration: 60000
        level: 10
        cost: 0
        vars:
            dodgemod: 5
            message: "Sneek enabled"

Stun

Description
Attacks have [chance] percent of stunning target.
Type
Triggered
Skill specific variables
chance (double, default 50.0)
Chance for sucessfull skill use

Has a 50/50 chance (configurable) to apply the STUN effect to target for the duration. Stunned targets have reduced speed and cannot use skills.

Example

    boxer:
        skillname: stun
        level: 50
        cost: 0
        vars:
            chance: 75.0

Summon

Description
Summon [qty]x[entity]
Type
Active
Defaults
manaCost: 5
cooldown: 100000
Skill specific variables
maxhealth (double, default 0.0)
Sets the health of the entities. if 0.0 then default mob health is used.
qty (integer, default 1)
Amount od entities to spwan
entity (string, default “PIG”)
Type of entity to summon

Spawns “qty” of the entity specified around the block you are looking at. MaxHealth is the starting health of these critters and can exceed their regular health. Maxhealth of 0.0D (default) spawns at regular health.

Examples

    Blaze:
        level: 100
        skillname: summon
        cost: 0
        manaCost: 30
        cooldown: 300000
        vars:
            maxhealth: 35.00
            qty: 3
            entity: BLAZE
    Pigzilla:
        level: 150
        skillname: summon
        cost: 0
        manaCost: 60
        cooldown: 300000
        vars:
            maxhealth: 500.00
            qty: 1
            entity: PIG

SummonItems

Description
Summon [qty]x[material] items
Type
Active
Defaults
manaCost: 5
cooldown: 100000
Skill specific variables
qty (integer, default 1)
Amount of items to spwan
material (string, default “PORK”)
Type of item to summon
data (integer, default -1)
Data value for the entity of not -1

Spawns “qty” of the item specified. Set data if needed for item otherwise -1.

Examples

    fletch:
        skillname: SummonItems
        level: 1
        cost: 0
        cooldown: 120000
        manaCost: 25
        vars:
            material: ARROW
            qty: 5
    healingpotion:
        skillname: SummonItems
        level: 115
        cost: 0
        buildup: 3000
        cooldown: 60000
        manaCost: 10
        vars:
            material: POTION
            qty: 1
            data: 8197

Taunt

Description
Taunt nearby monsters (Range [distance])
Type
Active
Defaults
cooldown: 60000
cost: 5
manaCost: 5
Skill specific variables
distance (integer, default 5)
Radius of area of effect.

All Monsters within “range” target the player.

Example

    megataunt:
        skillname: taunt
        level: 100
        cost: 0
        manacost: 20
        vars:
            distance: 64

Vulnerability

Description
Damage inflicted by [weapon] inflicts an extra [damage], [chance] percent of the time to this player
Type
Triggered
Skill specific variables
:chance (double, default 50.0)
Chance for sucessfull skill use
damage (integer, default 5)
Extra damage to recieve
weapons (string, default “WOOD_SWORD,WOOD_PICKAXE,WOOD_HOE,WOOD_AXE”)
List of items that inflict extra damage

Usually used as a “flaw” for a race or class, vulnerability makes a player take more damage from certain items.

Example

    stake:
        skillname: vulnerability
        level: 0
        cost: 0
        vars:
            chance: 100.00
            damage: 10
            weapons: "STICK,WOOD_SWORD,WOOD_PICKAXE,WOOD_HOE,WOOD_AXE"
    ColdIron:
        skillname: vulnerability
        level: 0
        cost: 0
        vars:
            chance: 100.00
            damage: 5
            weapons: "IRON_INGOT,IRON_SWORD,IRON_PICKAXE,IRON_HOE,IRON_AXE"

WaterBreathing

Description
Gain [rate] air every skill tick.
Type
Passive/Active
Skill specific variables
rate (integer, default 5)
Air to gain every Tick

Players air loss is slowed or prevented in water Usable as a pssive (default) or active skill with “type: ACTIVE”

Example

    gills:
        skillname: WaterBreathing
        level: 0
        cost: 0
        vars:
            rate: 10
    holdbreath:
        skillname: WaterBreathing
        level: 0
        cost: 0
        vars:
            rate: 5
    dive:
        skillname: WaterBreathing
        type: ACTIVE
        level: 0
        cost: 0
        duration: 15000
        cooldown: 60000
        vars:
            rate: 10

WeaponMaster

Description
Attacks while wielding weapon [weapon] inflict extra [damage], [chance] percent of the time
Type
Triggered
Skill specific variables
chance (double, default 90.5)
Chance for sucessfull skill use
damage (integer, default 5)
extra damage to inplict when holding “weapon”
weapons (string, default “WOOD_SWORD,STONE_SWORD,IRON_SWORD,GOLD_SWORD,DIAMOND_SWORD”)
List of weapons that recieve bonus damage

Whilst wielding a weapon in the “weapons” list (you can use “HAND” to add barehand to the list) you inflict extra damage “chance” percent of the time.

Examples

    AxeMaster:
        level: 0
        cost: 0
        skillname: weaponmaster
        vars:
            chance: 75.0
            damage: 3
            weapons: "WOOD_AXE,STONE_AXE,IRON_AXE,GOLD_AXE,DIAMOND_AXE"
    SwordMaster:
        level: 0
        cost: 0
        skillname: weaponmaster
        vars:
            chance: 75.0
            damage: 4
            weapons: "WOOD_SWORD,STONE_SWORD,IRON_SWORD,GOLD_SWORD,DIAMOND_SWORD"

Extra Skills Configuration

These extra skills are shipped separately so they can easily be removed if not used.

AversionAffinity

Description
Damage when walking on [harmfullmaterials], heal on [healingmaterials]
Type
Passive
Skill specific variables
regeninterval (integer, default 5)
Seconds between each regeneration.
regenerate (double, default 1.0)
Health recieved every regeninterval when standing on/in healingmaterials.
damageinterval (integer, default 5)
Seconds between each damage tick.
damage (double, default 1.0)
Damage recieved every damageinterval when standing on/in harmfullmaerials.
healbonus (integer, default 1)
Bonus to stats when standing on/in healingmaterials.
hurttpenalty (integer, default 1)
Penalty to stats when standing on/in harmfullmaerials.
harmfullmaterials (string, default “SOUL_SAND”)
List of painfull materials
healingmaterials (string, default “GRASS”)
List of healing materials

AversionAffinity grants bonuses and penalties and optionally damage or healing depending on type of ground stood on/in.

Example:

    NatureLover:
        skillname: AversionAffinity
        level: 0
        cost: 0
        vars:
            regenerate: 0.5
            regeninterval: 1
            damage: 0.5
            damageinterval: 1
            healbonus: 1
            hurttpenalty: 1
            harmfullmaterials: "SOUL_SAND,NETHERACK"
            healingmaterials: "GRASS,MYCELUM"

Backstab

Description
You have a [chance]% chance to deal [bonus] damage when attacking from behind!
Type
Passive
Skill specific variables
chance (double, default 100.0)
Chance to backstab
bonus (double, default 1.5)
Bonus damage to inflict
sneakbonus (double, default 2.0)
Bonus damage is sneaking
angle (angle, default 90)
Angle of the cone to allow backstab.
weapons (string, default “WOOD_SWORD,STONE_SWORD,IRON_SWORD,GOLD_SWORD,DIAMOND_SWORD”)
Weapons allowed to inflict a backstab

If holding the correct weapon and lined up correctly within the cone of attack then “bonus” damage is inflicted.

Examples

    theifsblow:
        skillname: Backstab
        level: 100
        cost: 0
        vars:
            bonus: 2.0
            sneakbonus: 4.0
            angle: 75
            weapons: IRON_SWORD

BowShield

Description
Reduce Ranged Damage by [reduction]% and/or [soak]
Type
Active
Skill specific variables
soakchance (double, default 100.0)
Chance to prevent each dammage
reduction (double, default 100.0)
Amount of damage to block as a percentage. eg. 100.0 = all, 50.0 = half
soak (integer, default 5)
Amount of damage to prevent.
override (integer, default 0)
Allows the reduction to be adjusted is special ways if set to 1. e.g. reduction: 110.00 will regenerate when damaged, -10.0 will increase damage.
message (string, default “Sheilds Activated”)
Message to display when activated

Reduces incomming projectile damage when active.

Example

    Holtzman:
        skillname: BowShield
        level: 50
        cost: 0
        manacost: 30
        duration: 30000
        cooldown: 30000
        vars:
            soak: 1
            soakchance: 100.00
            soakpercent: 100.0
            holding: ""

FlameOn

Description
Flaming instigator! Flamethrower – range: [range], Damage: [damage]
Type
Active
Skill specific variables
damage (double, default 10.0)
Damage to inflict to targets along the line
damageadvanced (double, default 15.0)
Damage to inflict if using advanced ammo
range (integer, default 10)
Distence to flame
ammoqtybasic (integer, default 5)
Basic ammo to use per shot
ammoqtyadvanced (integer, default 1)
Advanced ammo to use per shot
fire (integer, default 1)
If set to 1 – target block will be set alight
unlimited (integer, default 10)
Set to 1 to bypass ammo requirements
holding (string, default “BLAZE_ROD”)
Item required in hand to use
ammobasic (string, default “COAL”)
Advanced ammo to use per shot
ammoadvanced (string, default “FIREBALL”)
Advanced ammo to use per shot
usemessage (string, default “Flame on!”)
Message to display when ‘fired’

Produces

Example

    flamethrower:
        skillname: flameon
        level: 5
        cost: 0
        manaCost: 5
        cooldown: 0
        vars:
            damage: 10.0
            damageadvanced: 15.0
            range:  15
            ammoqtybasic: 5
            ammoqtyadvanced: 1
            fire: 1
            holding: BLAZE_ROD
            ammobasic: COAL
            ammoadvanced: FIREBALL
            usemessage: "Flame on!!!"

Grapple

Description
Grapple up buildings upto [range] blocks distance
Type
Active
Skill specific variables
range (integer, default 10)
Distence to flame
ammoqtybasic (integer, default 5)
Basic ammo to use per shot
ammoqtyadvanced (integer, default 1)
Advanced ammo to use per shot
unlimited (integer, default 0)
Set to 1 to bypass ammo requirements
teleport (integer, default 1)
If set to 1 – player will teleport to target block
holding (string, default “VINE”)
Item required in hand to use
ammobasic (string, default “STRING”)
Advanced ammo to use per shot
ammoadvanced (string, default “WEB”)
Advanced ammo to use per shot
usemessage (string, default “Phwtp”)
Message to display when ‘fired’

Fires a vine block at the target block and telports to it to product a grapple effect.

Example

    grapple:
        level: 5
        cost: 0
        manaCost: 5
        cooldown: 0
        vars:
            range:  15
            ammoqtybasic: 5
            ammoqtyadvanced: 1
            teleport: 1
            holding: VINE
            ammobasic: STRING
            ammoadvanced: WEB
            usemessage: "Phwpt!"

Hound

Description
Detailed info on player
Type
Active
Defaults
manaCost: 10
cooldown: 10000
Skill specific variables
margin (integer, default 50)
Acuracy of location returned

Requires a player argument – /skill hound <playername> returns info and location of player. Also sets compass target to players location

Example

    BloodHound:
        skillname: hound
        level: 150
        cost: 0
        manaCost: 25
        cooldown: 30000
        vars:
            margin: 50

Hunt

Description
Teleport within [margin] distance of target player
Type
Active
Defaults
manaCost: 10
cooldown: 10000
Skill specific variables
margin (integer, default 50)
Acuracy of location returned
worldblacklist (string, default “creative”)
Acuracy of location teleported to

Requires a player argument – /skill hunt <playername> teleports to proximity of player. Also sets compass target to players location

Example

    hunter:
        skillname: hunt
        level: 150
        cost: 0
        manaCost: 25
        cooldown: 30000
        vars:
            margin: 50
            worldblacklist: creative

Invulnerability

Description
Reduce Damage of type: [types], by [reduction]%
Type
Passive
Skill specific variables
reduction (double, default 100.0)
Amount of damage to block as a percentage. eg. 100.0 = all, 50.0 = half
override (integer, default 0)
Allows the reduction to be adjusted is special ways if set to 1. e.g. reduction: 110.00 will regenerate when damaged, -10.0 will increase damage.
type (string, default “FIRE,FIRE_TICK,LAVA”)
Type(s) of damage to prevent/reduce

Prevents damage from specific damage types.

Example

    FlameProof:
        skillname: Invulnerability
        level: 30
        cost: 0
        vars:
            reduction: 100.00
            types: "FIRE,FIRE_TICK"
    BearGrylls:
        skillname: Invulnerability
        level: 30
        cost: 0
        vars:
            reduction: 100.00
            types: "STARVATION"
    MagmaPhile:
        skillname: Invulnerability
        level: 30
        cost: 0
        vars:
            reduction: 125.00
            override: 1
            types: "FIRE,FIRE_TICK,LAVA"

Materialsheild

Description
Sheild of [material]
Type
Active
Defaults
duration: 15000
cooldown: 30000
Skill specific variables
radius (integer, default 5)
radius of generated shpere
hollow (integer, default 1)
set to 1 to product a hollow sphere, 0 for a filled sphere. Filled shperes still allow space for user.
type (string, default “FIRE,FIRE_TICK,LAVA”)
Type(s) of damage to prevent/reduce

Generates a indistructable sphere of material around the player.

Example

    Glassshield:
        skillname: MaterialShield
        level: 125
        cost: 0
        manacost: 30
        duration: 15000
        cooldown: 30000
        vars:
            radius: 6
            hollow: 1
            material: GLASS
            replace: AIR,LONG_GRASS,DEAD_BUSH,GRASS
    Firewall:
        skillname: MaterialShield
        level: 75
        cost: 0
        manacost: 20
        duration: 15000
        cooldown: 30000
        vars:
            radius: 5
            material: FIRE
            replace: AIR,LONG_GRASS,DEAD_BUSH
            hollow: 0

NetherJump

Description
:Teleport to nether (or back)

Type
Active
Defaults
cooldown: 10000
Skill specific variables
scalenether (integer, default 1)
set to 1 to scale heights too and from nether and prevent teleporting abover the nether bedrack roof. Set to 0 if you have a custom nether withour roof or otherwise use full 256 world height.
worldpairs (string, default “world,world_nether”)
Group worlds together in pairs to allow jumping between.

Allows teleporting between worlds. Teleporting jumps to the exact same x and z co-ords in the partner world. Y is halved or doubled as appropriate if scalenether is 1, or left alone otherwise.
Please note – no attempt is made to find a safe teleport location. Jump at your own peril! this works best on worldgenerators where overworld and nether have dame base landofrm.
Also note that neither world in a pair has to be nether. Jumping between and two worlds is allowed. Y scalling on triggets if moving too/from a nether environment.

Example

    warp:
        skillname: netherjump
        level: 0
        cost: 0
        manaCost: 30
        vars:
            scalenether: 1
            worldpairs: world|world_nether

Scry

Description
:Use Eye of Ender to find player

Type
Passive

Whilst this skill is installed ender eye stronghold finding is disabled. Instead players with this skill can use EoE to find closest player.

Example

    Scrying:
        skillname: scry
        level: 50
        cost: 0

Strata

Description
:Analyse chunk topology

Type
Active
Defaults
cooldown: 10000
manaCost: 10

List precious materials in the currently ocupied chunk

Example

    survey:
        skillname: strata
        level: 50
        cost: 0
        manaCost: 10
        cooldown: 60000
        buildup: 15000

Thor

Description
Earthshaking Blow
Type
Active
Skill specific variables
damage (double, default 5.0)
Damage inflicted on everything within radius
radius (integer, default 4)
Area of effect
weapons (string, default “WOOD_SWORD,STONE_SWORD,IRON_SWORD,GOLD_SWORD,DIAMOND_SWORD”)
Weapons that must be held when triggering

Mighty blow to ground that throws mobs and blocks into the air

Example

    EarthShaker:
        Skillname: Thor
        level: 100
        cost: 0
        manaCost: 10
        vars:
            damage: 5.0
            radius: 4
            weapons: "WOOD_AXE,STONE_AXE,IRON_AXE,GOLD_AXE,DIAMOND_AXE"

Tracker

Description
Track nearby entities
Type
Active
Defaults
manaCost: 10
cooldown: 10000
Skill specific variables
radius (integer, default 5)
Area of effect

Gives info on all entities withing “radius” rage.
Example

    Inspect:
        Skillname: Tracker
        level: 100
        cost: 0
        manaCost: 10
        vars:
            radius: 4