Closed yhdev7935 closed 3 years ago
Are you using Parties? Also append a copy of your config please
Yes, I'm using Parties.
Config.yml
# ---------------------------------------------- #
# General Configuration #
# ---------------------------------------------- #
# If you are unsure of how to use this file, #
# but would like to change how the plugin shows #
# text, visit the BukkitDev page at: #
# http://dev.bukkit.org/bukkit-plugins/skillapi/ #
# and look at the default configuration section #
# ---------------------------------------------- #
Accounts:
# The main class group used for GUI displays
main-class-group: 'class'
# Allows one "account" per class, providing the "/class switch"
# command to change between them. This is an alternative to
# using "/class acc <id>" which professes as a class at the same
# time and makes it easier to correlate an account to a class.
# This will not work well if you have one common class
# that turns into the rest.
one-per-class: 'false'
# The max number of accounts a normal user can use
max-accounts: '11'
# The max number of accounts users can have with certain permissions
# must be in the format '<permission>:<accounts>'
perm-accounts:
- 'skillapi.account.admin:40'
- 'tias.1:12'
- 'tias.2:13'
- 'tias.3:14'
- 'tias.4:15'
- 'tias.5:16'
- 'tias.6:17'
- 'tias.7:18'
- 'tias.8:19'
- 'tias.9:20'
- 'tias.10:21'
- 'tias.Guide:40'
# While targeting settings aren't necessary most of the time,
# they can help make running ally checks much faster if
# you are able to use them.
Targeting:
# Whether or not all monsters are enemies.
# If you are using pets that include zombies/spiders/etc,
# you shouldn't enable this.
# If you want to enable it for specific worlds, list out the
# worlds it should apply to in a list format such as:
# monsters-enemy:
# - world1
# - world2
monsters-enemy: 'true'
# Whether or not all passive mobs are allies.
# If there are custom passive mobs that you can fight,
# you should not enable this.
# If you want to enable it for specific worlds, list out the
# worlds it should apply to in a list format such as:
# passive-ally:
# - world1
# - world2
passive-ally: 'true'
# Whether or not all players are allies.
# If you have any PvP, this should not be enabled.
# If you want to enable it for specific worlds, list out the
# worlds it should apply to in a list format such as:
# player-ally:
# - world1
# - world2
player-ally: 'true'
# Whether or not to check for player allies via Parties
parties-ally: 'false'
# Whether or not for skills to affect NPCs
affect-npcs: 'false'
# Whether or not for skills to affect armor stands
affect-armor-stands: 'false'
Saving:
# Whether or not to auto save data periodically
auto-save: 'true'
# How often to auto-save in minutes
minutes: '10'
# Whether or not to use an SQL database to save
sql-database: 'true'
# Details for connecting to the database
sql-details:
host: 'localhost'
port: '3306'
database: 'skillapi'
username: 'root'
password: 'password'
# Time to wait on loading data from the SQL database in ticks.
# Can be used to give time for other servers to synchronize data. Note:
# this does not apply when loading player data on server startup since
# players wouldn't be coming from another server.
delay: '20'
Classes:
# Whether or not to use SkillAPI's health system
modify-health: 'true'
# The default health for players without a class
classless-hp: '20'
# Whether or not non-castable auto-leveled skills are shown
show-auto-skills: 'false'
# Whether or not attributes are enabled
attributes-enabled: 'false'
# Whether or not attributes can be refunded
attributes-downgrade: 'false'
# This casts the dynamic skill for the player when they level up,
# allowing you to use dynamic mechanics for level up effects. If
# there is no existing dynamic skill with the name, no effect
# will be played. For level-specific effects, use the level condition.
level-up-skill: '레벨'
Mana:
# Whether or not to use SkillAPI's mana system
enabled: 'true'
# How frequently mana is gained in seconds
freq: '0'
Skills:
# Whether or not players are allowed to downgrade skills
allow-downgrade: 'false'
# Whether or not messages should be shown on casting a skill
show-messages: 'false'
# The radius in which to show cast messages to nearby players
message-radius: '20'
# Whether or not to apply damage knockback when damage is blocked
# by defensive or offesnive buffs and debuffs
knockback-no-damage: 'false'
# Blocks to ignore when using the Block mechanic in dynamic skills
# End values in an * to do all materials containing the value
block-filter:
- 'chest'
- 'ender chest'
- 'trapped chest'
- 'redstone*'
- 'wall sign'
- 'sign post'
# Whether the 'data' or 'icon-data' entry in skill mechanics use CustomModelData (1.14+ only).
# If false, defaults to material data or durability.
use-custommodeldata: 'false'
Items:
# Whether or not to check for class, level, and attribute
# requirements in an item's lore
lore-requirements: 'true'
# Whether or not to check for skill requirements
# in an item's lore
skill-requirements: 'false'
# Whether or not to check for stat bonuses in an item's lore
lore-attributes: 'false'
# Whether or not to drop weapons when unable to use them
drop-weapon: 'false'
# The text used for class requirements in the lore
lore-class-text: '직업 제한: '
# The text used for skill requirements in lore
lore-skill-text: 'Requires {skill}: '
# the text used for level requirements in the lore
lore-level-text: '레벨 제한: '
# The text used for excluded classes in the lore
lore-exclude-text: 'Excluded Class: '
# The text used for attribute requirements
lore-attribute-text: '{attr} Req: '
# The text used for providing attributes
attribute-text: '{attr}: '
# The slots to check for items in and apply requirements to.
# This does not include held item, as that fluctuates and is assumed
# Slots are based on the following:
# 0-8 = hot bar
# 9-35 = main inventory
# 36 = boots
# 37 = leggings
# 38 = chestplate
# 39 = helmet
# 40 = off hand
slots:
- '36'
- '37'
- '38'
- '39'
- '40'
GUI:
# Whether or not to lock the health bar to 10 hearts
# This does not affect total health, only the display
old-health-bar: 'true'
# Whether or not to force SkillAPI to override
# health scaling of other plugins
force-scaling: 'true'
# This is what to display using the level bar, if anything.
# Options are: none, mana, level
level-bar: 'level'
# This is what to display using the food bar, if anything.
# Options are: none, mana, exp
food-bar: 'none'
# Whether or not to use the action bar
use-action-bar: 'true'
# The text to display on the action bar.
# Available filters:
# {combo} - the player's current click combo
# {class} - the player's main class name
# {level} - the player's main class level
# {exp} - the player's main class exp
# {expReq} - the player's main class required experience
# {expLeft} - the player's main class experience until the next level
# {health} - the player's current health
# {maxHealth} - the player's max health
# {mana} - the player's current mana
# {maxMana} - the player's max mana
# {name} - the name of the player
# {attr} - the player's attribute points
# {sp} - the player's main class skill points
# {value:<key>} - a skill value
action-bar-text: '&f&l[직업:{class}&f&l] &a&l[체력:{health}/{maxHealth}] &e&l[경험치:{exp}/{expReq}] &b&l[스텟:{sp}]'
# Whether or not to use title messages
title-enabled: 'true'
# Duration for title messages in seconds
title-duration: '3'
# Fade in time for title messages in seconds
title-fade-in: '0.5'
# Fade out time for title messages in seconds
title-fade-out: '0.5'
# Messages to display using the Title bar
# Second lines of messages will be displayed in the subtitle
# Ones you can use include:
# level_up
# exp_gained
# exp_lost
# status
title-messages:
- 'level_up'
# Whether or not to display class information on a scoreboard
scoreboard-enabled: 'true'
# Whether or not to add a prefix to players with their class name
show-class-name: 'true'
# Whether or not to display a player's level below their name
show-class-level: 'true'
# The text to show with the player's level when enabled.
# This always appears as {level} {text}
class-level-text: 'Level'
# Whether or not to append text to skill icons to show what type of item the skill is bound to
show-binds: 'false'
# Text to show for bound materials
show-bind-text: 'Bound to {material}'
# Whether the 'data' or 'icon-data' entry in skill icons and tools uses CustomModelData (1.14+ only).
# If false, defaults to material data.
use-custommodeldata: 'false'
Click Combos:
# Whether or not to use click combinations
enabled: 'true'
# Whether or not players can customize their combos
allow-custom: 'false'
# Whether or not left clicks are allowed at all
use-click-left: 'true'
# Whether or not right clicks are allowed at all
use-click-right: 'true'
# Whether or not shift clicks are allowed at all
use-click-shift: 'false'
# How many clicks are needed to perform a combo
combo-size: '1'
# Inactivity time in seconds before clicks for a combo are reset
click-time: '1.0'
# Whether or not to automatically assign combos to skills
# without a combo manually defined. When disabled, only skills
# configured to have a combo or have had a combo set by
# a command will have combos.
auto-assign: 'true'
# Whether or not right shift clicks are allowed at all
# This will disable "use-click-shift" if enabled
use-click-right-shift: 'false'
# Whether or not left shift clicks are allowed at all
# This will disable "use-click-shift" if enabled
use-click-left-shift: 'false'
# Whether or not jump clicks are allowed at all
use-click-space: 'false'
# Whether or not Q clicks are allowed at all.
# Enabling this disables dropping items via Q outside of menus.
use-click-q: 'false'
# Whether or not F clicks are allowed at all.
# Enabling this disables swapping items between main and off hand via F.
use-click-f: 'false'
Skill Bar:
# Whether or not to use skill bars
enabled: 'true'
# Whether or not to show skill cooldowns in the skill bar
show-cooldown: 'false'
# The item to use as a placeholder in the skill bar
empty-icon:
material: 'BOOK'
data: '0'
text: '&6스킬창'
durability: '0'
# The default layout for skill bars
# Players can customize unlocked slots
layout:
1:
skill: 'true'
locked: 'false'
2:
skill: 'true'
locked: 'false'
3:
skill: 'true'
locked: 'false'
4:
skill: 'true'
locked: 'false'
5:
skill: 'false'
locked: 'false'
6:
skill: 'false'
locked: 'false'
7:
skill: 'false'
locked: 'false'
8:
skill: 'false'
locked: 'false'
9:
skill: 'false'
locked: 'false'
Experience:
# Whether or not to use vanilla exp drops for class exp
# Note: any dropped exp will not count towards class exp,
# only enabled sources will count. By default, this is only
# mob deaths.
use-exp-orbs: 'true'
# Whether or not to prevent gaining experience from mobs
# spawned via a mob spawner block
block-mob-spawner: 'true'
# Whether or not to prevent gaining experience from mobs
# spawned via a mob spawn egg
block-mob-egg: 'false'
# Whether or not to prevent gaining experience while
# in creative mode
block-creative: 'true'
# Whether or not to display a message when gaining experience
exp-message-enabled: 'false'
# Whether or not to display a message when gaining a level
level-message-enabled: 'true'
# Whether or not to show a message when losing exp de to dying
lose-exp-message: 'true'
# The formula used for calculating required experience
# The formula is: x*lvl*lvl + y*lvl + z
formula:
x: '4'
y: '2'
z: ''
# Whether or not to use a custom equation
use-custom: 'false'
# The custom formula to use with 'lvl' being the current player level
# Note: this formula does not use x, y, or z. Use numbers directly
# in the formula instead.
custom-formula: '25(1.1^(lvl-1))'
# The experience yields from each mob type
# When exp orbs are enabled, these values are ignored
yields:
blaze: '5'
cavespider: '5'
creeper: '5'
elderguardian: '5'
enderdragon: '5'
enderman: '5'
endermite: '5'
ghast: '5'
giant: '5'
guardian: '5'
irongolem: '5'
magmacube: '5'
pigzombie: '5'
player: '5'
shulker: '5'
silverfish: '5'
skeleton: '5'
slime: '5'
spider: '5'
witch: '5'
wither: '5'
witherskeleton: '5'
zombie: '5'
evoker: '10'
husk: '2'
stray: '5'
vex: '3'
vindicator: '5'
# Worlds where experience is not lost on death
lose-exp-blacklist:
- 'pvpWorld'
# How much logging to do when loading SkillAPI
# When testing setting up skills/classes, increase this to 1-5
Logging:
# Logs for loading attributes
attribute-load: '0'
# Logs for attack/defense buffs applying
buff: '0'
# Logs for registration of skills and classes
registration: '0'
# Logs for GUI updates
gui: '0'
# Logs for mana updates
mana: '0'
Worlds:
# Whether or not to enable the world restriction
enable: 'true'
# Whether or not to use the list as an enabling list
# If true, only worlds in the list will let players use SkillAPI
# If false, any world not in the list will let players use SkillAPI
use-as-enabling: 'false'
# The worlds to include in the enable/disable list
worlds:
- 'Faster'
Casting:
# Whether or not the main casting option is enabled
enabled: 'false'
# Whether or not to use the mult-bar implementation.
# When enabled:
# - Left/Right clicking on item opens skill bars
# - Skills assigned through tree
# - Preview when hovering in the skill bar
# - Limited number of skills can be put on skill bars
# When disabled:
# - Left/Right clicking on item cycles through skills
# - Preview when hovering the item
# - No limit on skills (though makes cycling hard to find skills)
bars: 'true'
# Whether or not to use the combat bar implementation. Details:
# - Specified slot becomes a toggle item
# - Can optionally move over or require interacting (left, right, or drop) to swap modes
# - Swaps between combat mode and passive mode
# - In combat mode, works like the classic skill bar
# - In passive mode, no skills are shown
# - Passive and combat modes each have their own stored contents
# - combat mode uses the skill bar settings
combat: 'false'
# Global cooldown between skill casts in seconds
cooldown: '0'
# Settings for skill target indicators that play effects
# to show where a skill will hit
cast-indicator:
# Whether or not the feature is enabled
enabled: 'true'
# How tightly to pack particles in the effect. A higher
# density will play more particles. It represents the
# amount of particles played per block units
density: '1'
# How often the particles are played for the effect
# in plays per second
frequency: '10'
# How fast position animations happen in blocks per second
animation: '1'
# Particle to use when it has a target
particle:
particle: 'crit'
dx: '0'
dy: '0'
dz: '0'
speed: '0'
amount: '1'
# The slot the item is kept in, must be in the range 1-9
slot: '9'
# The item to use in the cast slot.
# When not using bars, this only shows up when no skills
# are available for use.
item:
type: 'BOOK'
data: '0'
durability: '0'
name: '&dSkills'
lore:
- ''
- '&6Left Click&2 - First skill set'
- '&6Right Click&2 - Second skill set'
- '&6Q&2 - Organize skills'
# The item used in the bar GUI to describe the hover bar
hover-item:
type: 'BOOKSHELF'
data: '0'
durability: '0'
name: '&6Hover Bar'
lore:
- ''
- 'Skills in this row will'
- 'be usable via left clicking'
- 'the cast item and will let'
- 'you see where they will hit'
- 'before casting them.'
# The item used in the bar GUI to describe the instant bar
instant-item:
type: 'BOOKSHELF'
data: '0'
durability: '0'
name: '&6Instant Bar'
lore:
- ''
- 'Skills in this row will'
- 'be usable via right clicking'
- 'the cast item and will be'
- 'cast immediately when switching'
- 'to their slot.'
Does this happen only with the area target?
No This bug also occurs in Cone, Linear.
Describe the bug Group's Enemy and Ally indistinguishable bug
To Reproduce Steps to reproduce the behavior: The skill that heals allies becomes heal to enemies Skills that prevent enemies from moving are applied to allies.
Expected behavior Group's Enemy and Ally should be distinguished.
Version SkillAPIs-1.97