How to Make an Effect
An effect is a special ability granted to a player and levelled up through skills. Its effects block runs while the ability is active, scaling with its level. This page takes you from an empty file to a working effect, then breaks down every part of the config.
Quick start
Open the
/plugins/EcoSkills/effects/folder.Copy
_example.ymland rename the copy to your effect's ID, e.g.midas_touch.yml. The file name is the ID.Set the
name,placeholder, anddescription.Add the
effectsthat make the ability do something.Run
/ecoskills reload.Run
/ecoskills give <player> midas_touch 5, then trigger the ability (e.g. mine a block) and watch it fire.
Naming and IDs
The file name without .yml is the effect's ID. That ID is what you use in commands, skill rewards, and placeholders. For item textures and icons, see the Item Lookup System.
The structure of an effect
| Part | What it controls |
|---|---|
| Info | The name, description, and value shown to players |
| Effects | What the ability does while active |
| Conditions | Requirements for the ability to activate |
# === Info: name, value, description ===
name: "Midas Touch" # Display name shown to players
placeholder: "%level% / 50" # Value shown in the description; supports expressions
description: "&a%placeholder%%&8 chance to get $50 every time you mine a block" # Description shown in lore and messages
# === Effects: what the ability does ===
effects:
- id: give_money
args:
chance: "%level% / 50" # %level% is the effect level
amount: 50
triggers:
- mine_block # The trigger that fires the effect
# === Conditions: requirements to activate ===
conditions: [ ] # Conditions that must pass for the effect to activate
Info
The display fields and the value players see for the ability.
name: "Midas Touch" # Display name shown to players
placeholder: "%level% / 50" # Value shown in the description; supports expressions
description: "&a%placeholder%%&8 chance to get $50 every time you mine a block" # Description shown in lore and messages
Effects
What the ability does while it is active. Use %level% to scale with the effect level.
effects:
- id: give_money
args:
chance: "%level% / 50" # %level% is the effect level
amount: 50
triggers:
- mine_block # The trigger that fires the effect
Conditions
Conditions that must pass for the ability to activate.
conditions: [ ] # Empty means the ability always activates
Internal placeholders
| Placeholder | Value |
|---|---|
%level% | The player's effect level, for scaling effects |
%level_numeral% | The player's effect level as a Roman numeral |
%level_x% | The effect level offset by a value, e.g. %level_-1% is the current level minus 1 |
%level_x_numeral% | The offset effect level as a Roman numeral |
Where to go next
Default effects: the shipped effect configs are on GitHub; community configs are on lrcdb.
Grant effects from skills: hand effects out as level rewards in How to make a Skill.
Configure effects: the effects system is covered in Configuring an Effect.