config.yml
Save interval, EXP sources and rates, multiplier, premium pass, progress bar, reward and progression icons, and sounds.
Global settings. After editing, run /battlepassadmin reload.
Defaults below are the shipped values. If you delete a key, the value in the Code default column is used instead (they differ in a couple of places, so prefer editing a key over deleting it).
Settings
Section titled “Settings”Settings: Save-Interval: 60| Key | Default | Description |
|---|---|---|
Save-Interval |
60 |
Seconds between saves of changed player data to the database. 0 or lower turns the timer off (data is then saved on quit, shutdown, and on every claim, purchase and tier-up). |
Experience
Section titled “Experience”How players earn pass EXP.
Experience: Chance: 100.0 Min-Amount: 1 Max-Amount: 1 Ignore-Creative: true Worlds: [] Blocks: [] Events: Block-Break: true Block-Place: false Mob-Kill: false PinnaPrison: false EdDungeons: false RivalHarvesterHoe: false OptimalGens: false| Key | Default | Code default | Description |
|---|---|---|---|
Chance |
100.0 |
100.0 |
Percent chance that an action pays EXP at all. |
Min-Amount |
1 |
1 |
Lowest EXP paid per successful roll. Values below 1 become 1. |
Max-Amount |
1 |
1 |
Highest EXP paid per successful roll. Raised to Min-Amount if lower. The amount is a random whole number between the two, inclusive. |
Ignore-Creative |
true |
true |
Players in creative mode earn nothing. |
Worlds |
[] |
[] |
World names where EXP can be earned (case-insensitive). Empty = every world. |
Blocks |
[] |
[] |
Block materials that pay EXP. Empty = every block. An invalid material fails the load. Ignored by sources without a block (Mob-Kill, and any hook that reports no block). |
Events |
Which sources pay EXP, see below. |
The amount rolled is then multiplied by the player’s multiplier, with probabilistic rounding: at
1.25x, a 1 EXP award pays 2 EXP a quarter of the time.
Events
Section titled “Events”| Key | Default | Source |
|---|---|---|
Block-Break |
true |
Breaking a block. |
Block-Place |
false |
Placing a block. |
Mob-Kill |
false |
Killing a non-player entity. |
PinnaPrison |
false |
PinnaPrison block mining. |
EdDungeons |
false |
EdDungeons sword swings. |
RivalHarvesterHoe |
false |
RivalHarvesterHoes block breaks. |
OptimalGens |
false |
Blocks dug by hand in an OptimalGens mining or farming region. Every block in the harvest rolls Chance and the amount on its own, then the total is paid as one award. |
The four plugin sources only work when that plugin is installed at startup. The toggles themselves are read live, so a reload turns a source on or off immediately.
Multiplier
Section titled “Multiplier”The personal EXP multiplier players can buy with the potion button in the menu.
Multiplier: Purchasable: true Economy: RivalCredits Price: 250 Step: 0.1 Max: 1.5| Key | Default | Code default | Description |
|---|---|---|---|
Purchasable |
true |
true |
false disables buying; a click sends MULTIPLIER-NOT-PURCHASABLE. |
Economy |
RivalCredits |
RivalCredits |
The currency charged. See currencies. |
Price |
250 |
250 |
Price per step, a whole number. Negative values become 0. |
Step |
0.1 |
0.1 |
Added to the multiplier per purchase. Must be above 0 or the load fails. |
Max |
1.5 |
1.5 |
Highest multiplier a purchase can reach. Values below 1.0 become 1.0. The last step is cut to land exactly on Max. |
Multipliers start at 1.0. They are shown with one or two decimals (1.0, 1.1, 1.25).
Premium-Pass
Section titled “Premium-Pass”The Premium Pass, bought with the profile head in the menu. It unlocks claiming the premium reward track.
Premium-Pass: Purchasable: true Economy: RivalCredits Price: 2500 Free-Status: "&fFree" Premium-Status: "&bPremium"| Key | Default | Code default | Description |
|---|---|---|---|
Purchasable |
true |
false |
false disables buying in-game; a click sends PREMIUM-NOT-PURCHASABLE. Use this when the pass is sold on a webstore. |
Economy |
RivalCredits |
RivalCredits |
The currency charged. See currencies. |
Price |
2500 |
2500 |
One-time price, a whole number. Negative values become 0. |
Free-Status |
&fFree |
&fFree |
What {status} shows in the menu for a player without the pass. |
Premium-Status |
&bPremium |
&bPremium |
What {status} shows for a player with the pass. |
Currencies
Section titled “Currencies”Multiplier.Economy and Premium-Pass.Economy each take one of:
| Value | Currency |
|---|---|
Vault |
Your Vault economy (needs Vault plus an economy plugin). |
PlayerPoints |
PlayerPoints points. |
RivalCredits |
RivalCredits credits. |
<PROVIDER>_<currency> |
A currency registered by another Optimal plugin, e.g. OPTIMALCREDITS_CREDITS, OPTIMALMOBCOINS_MOBCOINS or OPTIMALGENS_<currency id>. |
Names are case-insensitive. Only purchasable products hook their currency. If the currency is
missing at load, the console logs a warning and clicks are refused with PURCHASE-UNAVAILABLE. A
value that matches none of the forms above fails the load. More in
Selling the Pass.
Progress-Bar
Section titled “Progress-Bar”The bar drawn by {progress-bar} in the progression icons.
Progress-Bar: Length: 30 Symbol: "|" Complete-Color: "&a" Remaining-Color: "&c"| Key | Default | Code default | Description |
|---|---|---|---|
Length |
30 |
26 |
Number of symbols in the bar. Minimum 1. |
Symbol |
| |
| |
The character repeated to draw the bar. |
Complete-Color |
&a |
&a |
Color of the filled part. |
Remaining-Color |
&c |
&c |
Color of the empty part. |
{percent} next to it is the same progress as a number with two decimals (37.50). A tier with
Required-Exp: 0 shows a full bar and 100.00.
Reward-Icons
Section titled “Reward-Icons”The icons shown in the free and premium reward rows. One template per claim state; the tier only
supplies its reward Lore lines (from rewards.yml).
Reward-Icons: Free-Label: "&8Free Reward" Premium-Label: "&8Premium Reward" Unclaimed: Material: CHEST_MINECART Primary: "&e" Secondary: "&6" Name: "{primary}&lTier {secondary}&l{tier}" Lore: - "{type}" - "" - "{primary}Rewards:" - "{reward-lore}" - "" - "{primary}&lUNCLAIMED" Locked: Material: TNT_MINECART Primary: "&c" Secondary: "&4" # same Name and Lore, ending in "{primary}&lLOCKED" Claimed: Material: MINECART Primary: "&a" Secondary: "&2" # same Name and Lore, ending in "{primary}&lCLAIMED"| Key | Default | Description |
|---|---|---|
Free-Label |
&8Free Reward |
What {type} shows on a free reward icon. |
Premium-Label |
&8Premium Reward |
What {type} shows on a premium reward icon. |
Unclaimed |
Shown when the player has reached the tier and not claimed that reward yet. | |
Locked |
Shown when the player has not reached the tier’s Required-Exp. |
|
Claimed |
Shown once that reward is claimed. |
All three states are required. Each is a normal item plus two color fields:
| Field | Code default | Description |
|---|---|---|
Primary |
&f |
Fills {primary} in this icon and in the tier’s reward Lore. |
Secondary |
&7 |
Fills {secondary} the same way. |
That is how one reward line like " {secondary}- &f3x Pearl Keys" renders gold, red or green
depending on state.
A premium reward shows its normal state even for players without the pass; the pass is checked when they click it.
Reward icon tokens
Section titled “Reward icon tokens”| Token | Value |
|---|---|
{tier} |
The tier number. |
{type} |
Free-Label or Premium-Label. |
{primary} / {secondary} |
This state’s colors. |
{exp} |
The player’s pass EXP, comma-grouped. |
{required} |
The tier’s Required-Exp, comma-grouped. |
{reward-lore} |
A lore line containing it is replaced by every line of the tier reward’s Lore. Give it a line of its own. |
Progression-Icons
Section titled “Progression-Icons”The middle row: one icon per tier showing progress toward it.
Progression-Icons: Complete: Material: LIME_STAINED_GLASS_PANE Name: "&a&lTier &2&l{tier}" Lore: - "&8Tier Progression" - " " - "&a&lCOMPLETE" Locked: Material: RED_STAINED_GLASS_PANE Name: "&c&lTier &4&l{tier}" Lore: - "&8Tier Progression" - "" - "&cProgress:" - "&4 - &7EXP: &a{exp}&8/&c{required}" - "&4 - &7{progress-bar} &7({percent}%)" - "" - "&c&lLOCKED"| Key | Shown when |
|---|---|
Complete |
The player’s EXP has reached the tier’s Required-Exp. |
Locked |
It has not. |
Both are required. Tokens: {tier}, {exp}, {required}, {progress-bar}, {percent}. The
stack size is always the tier number (capped at 64), so any Amount you set is replaced.
Inventories-Sounds
Section titled “Inventories-Sounds”Named sounds in "NAME;volume;pitch" form. Set a key to "" to silence it.
Inventories-Sounds: "MENU-OPEN": "ENTITY_BAT_TAKEOFF;1;0.5" "EXP-GAINED": "" "TIER-UP": "UI_TOAST_CHALLENGE_COMPLETE;1;1" "CLAIM": "ENTITY_PLAYER_LEVELUP;1;1.5" "PURCHASE": "ENTITY_PLAYER_LEVELUP;1;1.5" "PAGE-CHANGED": "ENTITY_CHICKEN_EGG;1;1" "NO-PAGE-FOUND": "BLOCK_NOTE_BLOCK_PLING;1;0.5" "DENY": "ENTITY_VILLAGER_NO;1;0.5"| Key | Played when |
|---|---|
MENU-OPEN |
The battle pass menu or a confirm menu opens. |
EXP-GAINED |
Every EXP award. Ships silent, see the note on EXP-GAINED in messages.yml. |
TIER-UP |
The player reaches a new tier. |
CLAIM |
A reward is claimed. |
PURCHASE |
A multiplier step or the Premium Pass is bought. |
PAGE-CHANGED |
The menu turns a page. |
NO-PAGE-FOUND |
A page arrow is clicked on the first or last page. |
DENY |
Any refused click (locked, already claimed, no pass, no funds, maxed, disabled). |
A sound key you delete from the file falls back to the shipped value; use "" to really silence it.
