Levels/Categories Tutorial

In this page you will find all properties of levels/categories configuration files. Everytime you modify something in these files you must reload the plugin using /minewords reload.

On Game Title

The title of the opened inventory when playing on a level of this category.

on_game_title: "#ff8417&lLevel %level%"

Inventory Items

The format of each item is the following:

inventory_items:
  <type>:
    <item>

Remember that the item to be displayed has the properties listed HERE.

You can use PlaceholderAPI variables on the name and lore of all these items.

Category Items

Each category will be represented by its own item in the main inventory. This item will vary depending on the current state of the category. For now there are two possible states.

1. Category

The item displayed by default. You can tell the players on this item the amount of levels the category has, the difficulty of them, and maybe the possible rewards.

inventory_items:
    category:
      id: ORANGE_TERRACOTTA
      name: "&8[#ff8417&lNormal&8] #ff8417&lLevels"
      lore:
        - "&7Words to find with increased difficulty"
        - "&81 Level"
        - ""
        - "&7Rewards:"
        - "&8🡪 #ff8417$750 &7on each level."
        - "&8🡪 #ff841770XP &7on each level."
        - ""
        - "&6Status: &8[%progress%&8] %percentage%%"

Variables:

  • %progress% (A progress bar showing the progress of the levels completed from this category)

  • %percentage% (Percertage of the levels completed from this category)

2. Category No Requirements

The item displayed when the player doesn't have the necessary requirements to play on this category. You should tell the players on this item, what requirements are needed.

inventory_items:    
  category_no_requirements:
      id: RED_TERRACOTTA
      name: "&8[#de0000&lHard&8] #de0000&lLevels"
      lore:
        - "&7Wordst of the wordst"
        - "&81 Level"
        - ""
        - "&cYou must complete the NORMAL"
        - "&clevels first."

Level Items

Each level of this category will be represented on the category inventories by its own item. This item will vary depending on the current state of the level. These are the possible states.

1. Level Unlocked

The item displayed when the level is ready to be played.

inventory_items:     
  level_unlocked:
      id: YELLOW_STAINED_GLASS_PANE
      name: "#de0000&lLevel %level% &7(%progress%)"
      lore:
        - "#ddddddStatus: &eUNLOCKED"
        - "#ddddddDifficulty: #de0000HARD"

Variables:

  • %level% (Number of this level)

  • %progress% (Current progress of this level depending on found words)

2. Level Blocked

The item displayed when the level is blocked, which means the previous level has not been completed.

inventory_items:  
  level_blocked:
      id: RED_STAINED_GLASS_PANE
      name: "#de0000&lLevel %level%"
      lore:
        - "#ddddddStatus: &cBLOCKED"
        - "#ddddddDifficulty: #de0000HARD"

Variables:

  • %level%(Number of this level)

  • %progress% (Current progress of this level depending on found words)

3. Level Completed

The item displayed when the level has been completed.

inventory_items:  
  level_completed:
      id: GREEN_STAINED_GLASS_PANE
      name: "#de0000&lLevel %level%"
      lore:
        - "#ddddddStatus: &aCOMPLETED"
        - "#ddddddDifficulty: #de0000HARD"
        - ""
        - "#ddddddHidden word was:"
        - "#de0000%hidden_word%"

Variables:

  • %level% (Number of this level)

  • %hidden_word% (Hidden word of the level)

Modify Levels Amount

Whether the amount value of the Level Items should be changed depending on the number of the level. Be careful if your category has more than 64 levels!

modify_levels_amount: true

Rewards

Rewards are given through actions. All Actions can be found HERE.

Per Level

Default actions to be executed when the player finishes a level from this category.

rewards:
    per_level:
      - "centered_message: #de0000&m                  #de0000[ LEVEL %level% COMPLETED ]#de0000&m                  "
      - "centered_message: "
      - "centered_message: &fRewards:"
      - "centered_message: &7- &a$950"
      - "centered_message: &7- &a90XP"
      - "centered_message: "
      - "centered_message: #de0000&m                  #de0000[ LEVEL %level% COMPLETED ]#de0000&m                  "
      - "console_command: eco give %player% 950"
      - "console_command: xp give %player% 90"

Variables:

  • %level% (Number of the current level)

  • %player% (The name of the player)

All Levels

Default actions when the player finishes all levels from this category.

rewards: 
  all_levels:
      - "centered_message: #0eff9c&m                  #0eff9c[ EASY CATEGORY COMPLETED ]#0eff9c&m                  "
      - "centered_message: "
      - "centered_message: &fRewards:"
      - "centered_message: &7- &a$2500"
      - "centered_message: &7- &a250XP"
      - "centered_message: "
      - "centered_message: #0eff9c&m                  #0eff9c[ EASY CATEGORY COMPLETED ]#0eff9c&m                  "
      - "console_command: eco give %player% 2500"
      - "console_command: xp give %player% 250"

Variables:

  • %player% (The name of the player)

Requirements

Requirements needed to unlock this category. You can add multiple requirements/conditions. More info HERE.

requirements:
    - "%minewords_category_completed_normal% == true"

No Requirements Error Message

Message to be sent to the player when requirements are not satisfied.

no_requirements_error_message: "&cYou must complete the NORMAL levels first."

Levels

All Levels follow the same structure. Make sure levels are in order, writing the number correctly, starting from level 1.

levels:
  <number>:
    level:
    words:

Level Structure

The level structure contain the words to find of the level. Each line corresponds to a word.

  • Each element of the list must have 8 characters.

  • Words don't necessarily need to have 8 letters. If you want a shorter word, use a "-". This character will be replaced by the no_letter custom item in the inventory.

  • You can add as many words as you want.

level:
- "-CALORIE"
- "-PRIMER-"
- "--AGATE-"
- "--CHRIS-"
- "-ROTOR--"
- "MONSTER-"
- "PROPANE-"
- "-OCEAN--"
- "--SEVEN-"
- "---DVD--"

If you make a change on the number of words, the level will be reset for players that have a certain % of progress.

Words Structure

For each element of the level structure (starting from element 1), you need to set a hint or a description of the word to find.

words:
      1:
      - "&7Unit of energy often tracked in diets."
      2:
      - "&7Complex time-travel film known for its dense plot."
      3:
      - "&7Type of gemstone with unique banding patterns."
      4:
      - "&7Name of the actor who plays Thor."
      5:
      - "&7Rotating part of a machine, like in an engine"
      - "&7or helicopter."
      6:
      - "&7Fearsome and ugly creature."
      7:
      - "&7Gas commonly used for heating and cooking."
      8:
      - "&7What we know is a drop, what we don't"
      - "&7know is an ____."
      - "&7&o~Isaac Newton"
      9:
      - "&7Number of deadly sins."
      10:
      - "&7Disc used for storing movies or data."
      hidden:
        column: 4

For example in this case, the word 1 corresponds to the first element of the previous list, which is "CALORIE". The word 2 corresponds to "PRIMER", and so on.

Hidden Column

This will allow you to set a hidden word on a certain column of the inventory (a vertical word instead of a horizontal one). You can completely remove this option if you don't want it.

If you want to use this option, the idea is to put the words on a certain order so the hidden word is in fact a real word and not just gibberish.

The possible values are: 1 to 8.

hidden:
    column: 2

Sometimes you want to set a phrase instead of a single word, having multiple columns in yellow. To manage that follow this format:

hidden:
    column: <column_1>:<first_element>-<last_element>;<column_2>:<first_element>-<last_element>

For example. If you want to create a hidden word like "MY PLUGIN", in columns 4 and 5:

hidden:
    column: "4:1-2;5:3-8"

Rewards

Allows you to set custom rewards for this level only. Will replace the default per level rewards from this category.

rewards:
  - "playsound: ENTITY_PLAYER_LEVELUP;1;1"
  - "message: &7Congrats on finishing your first level! You earned &a$500 &7and &e1 diamond&7."
  - "console_command: eco give %player% 500"
  - "console_command: give %player% diamond 1"

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