classes.yml

Register and configure the player classes available in-game. This file defines class names, GUI icons, starting kits, and passive ability parameters.

Where to find it

Generated after the first server start:

  • plugins/Zentrix/classes.yml

What you edit here

  • Class identifiers and which one is the default-class

  • GUI text: display-name, description, icon, lore

  • Starting items (kits) — multiple supported formats

  • Class ability types and their parameters (technical values only)

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The settings.default-class entry sets the class given to players who don't pick one in the lobby. Change this to alter the fallback class.

Introduction

classes.yml declares every class players may choose in the waiting lobby. Each class block controls the kit the player receives at match start and the exact technical parameters used by the class's passive ability.

File structure

Top-level keys: settings: and classes:. Each class is a keyed block under classes:.

settings:
  default-class: <class-id>

classes:
  <class-id>:
    display-name: "<string>"
    description: "<string>"
    icon: <MATERIAL or id>
    lore:
      - "<line1>"
      - "<line2>"
    items:
      - <item-spec>
    ability:
      type: <ABILITY_TYPE>
      # ability-specific params...

Item formats (for icon and items)

Zentrix accepts three item syntaxes inside icon: and entries in items:.

  • Vanilla (Material):

  • Custom (internal items.yml) (This specific custom item support is in heavy development):

  • External plugins (ItemsAdder / Nexo):

Use the material: form when referencing items defined elsewhere or provided by external hooks.

Configuration fields

Visuals

display-name

The name shown in the class selection GUI and messages. Supports color codes and hex.

description

Short description shown in the GUI.

icon

Item used for the class selection menu (vanilla material or id: form).

lore

Array of strings displayed under the icon in the GUI.

Items

items

List of item entries given to the player at match start. Use material: or id: formats and include amount where applicable.

Ability

ability

Object configuring the class passive. Must include type and ability-specific parameters.

Ability reference (technical)

Below are the ability types present in this file and a concise technical description of what each config does.

Ability Type
Technical behavior

TRUE_DAMAGE_PROC

On hit, calculates a probability (true-damage-chance) to apply additional raw damage (true-damage-amount) that bypasses armor.

BOW_SHOT_BUFF

On a fully-charged bow hit, has a trigger-chance to apply potion effects to the shooter (regen-duration, speed-duration, amplifiers).

CHEST_BONUS

Adds extra loot when a player opens world chests. Uses a weighted bonus-items list (each item has material, amount, weight).

FALL_DAMAGE_REDUCTION

Multiplies incoming fall damage by (1 - fall-damage-reduction) (e.g., 0.10 reduces fall damage by 10%).

FISHING_BONUS

Grants temporary luck (luck-duration, luck-amplifier) and chance fields for extra-item-chance and mineral-chance; defines mineral-drops list.

AUTO_SMELT

Intercepts block-break drops and replaces them according to smelting-map (mapping BLOCK_TYPE → RESULT_ITEM).

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Example breakdown: Miner class

This is one full class entry. It shows how items + ability combine to create the technical behavior.

What this config does:

  • Assigns the miner display and GUI metadata.

  • Gives the player the specified items at match start.

  • Replaces ore drops based on smelting-map via the AUTO_SMELT ability.

Full configuration

chevron-rightExpand: default classes.ymlhashtag

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