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classes.yml

Classes: Diamond, Bard, Archer, Rogue and Miner as shipped, and any class you write — armour set, passive effects, energy, held and right-click effects, archer tag, backstab, dyed sets, invisibility.

How it plays: read the guide

Every example on this page is taken from the shipped classes.yml — the file the plugin writes on its first start — so it is exactly what your server gets. Changes apply with /hcf reload, to classes already on too.

General settings

classes.yml
enabled: true

# How long a whole set must be worn before its class turns on.
warmup-seconds: 10

# Whether held and right-click effects work while their user stands in a safe
# zone (spawn). Passive effects always do. A debuff never reaches somebody the
# user could not hit, wherever it is used: safe zones, SOTW and friendly fire
# apply to it exactly as to a blow.
abilities-in-safe-zones: false

# How often, in ticks (20 a second), held effects are renewed. A Bard scrolls
# through several items in a second: each one passed over must give its effect,
# which also comes at once when the hand changes. 1 to 20.
held-effect-interval-ticks: 5
Key Type Default What it does
enabled true / false true Turns every class off: sets still worn give nothing, /class and /dyes say classes are off
warmup-seconds whole seconds 10 How long a whole set must be worn before its class turns on. 0 turns it on at once
abilities-in-safe-zones true / false false Whether held and right-click effects work while their user stands in a safe zone (spawn). Passive effects always do
held-effect-interval-ticks ticks, 1 to 20 5 How often held effects are renewed, four times a second as shipped, so an item a Bard scrolls over still gives its effect. Changing hands gives the new item's effect at once anyway

A class

Every class sits under classes:, with an id — 1 to 32 lower-case letters, digits, - or _ — used by /class info <id>. Only armor is required; every other part is optional, and any class may use any part.

Key Type Default What it does
display-name text, & colours the id The name players see
permission permission node none Needed to use the class; without it, wearing the set gives no class. Any node works
max-per-team whole number 0 How many members of one team may be in the class at once. 0 is no limit
warmup-seconds whole seconds the shared warmup-seconds This class's own warmup. The shipped Diamond has 0: it gives nothing, so there is nothing to wait for
armor four items — The set, see below. Required
passive-effects effects none Passive effects
energy section none Energy
held-effects items none Held effects
click-effects items none Right-click effects
archer-tag section none Archer tag
dye-effects colours none Dyed sets
backstab section none Backstab
invisible-below-y height none Invisible below a height

A whole class, the Rogue as shipped:

classes.yml — the Rogue
rogue:
  display-name: "&7Rogue"
  max-per-team: 0
  armor:
    helmet: CHAINMAIL_HELMET
    chestplate: CHAINMAIL_CHESTPLATE
    leggings: CHAINMAIL_LEGGINGS
    boots: CHAINMAIL_BOOTS
  passive-effects:
    speed: 3
    jump_boost: 2
    resistance: 1
  backstab:
    weapon: GOLDEN_SWORD
    damage: 6.0
    cooldown-seconds: 15
    break-weapon: true
    max-angle: 60
  click-effects:
    SUGAR:
      effect: speed
      level: 4
      seconds: 8
      targets: self
      cooldown-seconds: 30
    FEATHER:
      effect: jump_boost
      level: 5
      seconds: 8
      targets: self
      cooldown-seconds: 30

Armour

classes.yml — the Bard's set
armor:
  helmet: GOLDEN_HELMET
  chestplate: GOLDEN_CHESTPLATE
  leggings: GOLDEN_LEGGINGS
  boots: GOLDEN_BOOTS
Key Type What it is
helmet, chestplate, leggings, boots item name The four pieces, as the server names items (GOLDEN_HELMET, minecraft:golden_helmet works too)
  • All four pieces make the set; a player wearing three of them has no class.
  • Two classes cannot share a set: the first one in the file wins, and the second is reported in the console and skipped.
  • An unknown item skips the whole class, with a message in the console.
  • Any item that goes in an armour slot works — a netherite set makes a class as well as any other.

Passive effects

Kept on the player for as long as the class is on.

classes.yml — the Bard's passive effects
passive-effects:
  speed: 2
  regeneration: 1
  resistance: 2

Each line is effect: level — speed: 2 is Speed II. The effect names are the server's: speed, slowness, haste, strength, jump_boost, regeneration, resistance, fire_resistance, water_breathing, invisibility, night_vision, saturation, absorption, health_boost, weakness, poison, wither, blindness... An unknown name is reported and left out; the class stays.

A class never replaces a stronger effect the player already has — a Speed III potion is not cut down to a Speed II passive — and when the class turns off, only the effects it gave are taken back.

Energy

Fills while the class is on; right-click effects spend it.

classes.yml — the Bard's energy
energy:
  max: 100
  per-second: 1.0
Key Type Default What it does
max number 100 The most it holds
per-second number 1.0 How much it gains each second

Energy starts at 0 each time the class turns on. The scoreboard shows it (%class_energy_line%), and /class too.

Held effects

An effect handed out while an item is held in the main hand, by item.

classes.yml — the Bard's held effects
held-effects:
  SUGAR:
    effect: speed
    level: 2
    seconds: 8
    radius: 20
    targets: team
  BLAZE_POWDER:
    effect: strength
    level: 1
    seconds: 8
    radius: 20
    targets: team
    # The Bard gives Strength I to the team, not to themself; the burst
    # (click-effects) reaches the Bard too.
    include-self: false
  IRON_INGOT:
    effect: resistance
    level: 1
    seconds: 8
    radius: 20
    targets: team
  GHAST_TEAR:
    effect: regeneration
    level: 1
    seconds: 8
    radius: 20
    targets: team
  FEATHER:
    effect: jump_boost
    level: 2
    seconds: 8
    radius: 20
    targets: team
  MAGMA_CREAM:
    effect: fire_resistance
    level: 1
    seconds: 8
    radius: 20
    targets: team
  INK_SAC:
    effect: invisibility
    level: 1
    seconds: 8
    radius: 20
    targets: team
Key Type Default What it does
(the section's name) item name — The item to hold: SUGAR, BLAZE_POWDER...
effect effect name — Required. The effect handed out
level 1 to 255 1 Its level
seconds seconds 8 How long each application lasts. It is renewed every held-effect-interval-ticks while the item is held, so the effect is continuous — and lasts this long after the item is put away or a player leaves the range. Keep it at 2 or more
radius blocks 20 How far it reaches (unused with targets: self)
targets see targets team Who it reaches
include-self true / false true Whether the holder gets it too, for a team or team-and-allies effect. The shipped Bard's blaze powder is false: Strength I for the team, not for the Bard

Right-click effects

An effect handed out once, on a right-click with an item.

classes.yml — the Bard's right-click effects
click-effects:
  SUGAR:
    effect: speed
    level: 3
    seconds: 8
    radius: 20
    targets: team
    energy: 20
  BLAZE_POWDER:
    effect: strength
    level: 2
    seconds: 5
    radius: 20
    targets: team
    energy: 45
  IRON_INGOT:
    effect: resistance
    level: 3
    seconds: 5
    radius: 20
    targets: team
    energy: 40
  GHAST_TEAR:
    effect: regeneration
    level: 3
    seconds: 5
    radius: 20
    targets: team
    energy: 40
  FEATHER:
    effect: jump_boost
    level: 7
    seconds: 5
    radius: 20
    targets: team
    energy: 25
Key Type Default What it does
(the section's name) item name — The item to right-click
effect effect name — Required. The effect handed out
level 1 to 255 1 Its level
seconds seconds 8 How long it lasts
radius blocks 20 How far it reaches (unused with targets: self)
targets see targets self Who it reaches
energy whole number 0 Energy spent. Needs an energy: section on the class, otherwise it is ignored with a warning
cooldown-seconds seconds 0 Wait before the item can be used again
consume true / false true Whether one item is taken from the stack
include-self true / false true Whether the user gets it too, for a team or team-and-allies effect

A right-click refused — not enough energy, a cooldown, a safe zone — does nothing else: the item is not used up, nor eaten. A self-only click, the Archer's:

classes.yml — the Archer's right-click effect
click-effects:
  SUGAR:
    effect: speed
    level: 4
    seconds: 8
    targets: self
    cooldown-seconds: 30

Targets

targets Reaches
self The user alone
team The user and their teammates in range; the user alone without a team
team-and-allies The same, plus members of allied teams
enemies Everybody else in range whom the user could hit — not on a safe zone, not during SOTW, never a teammate, an ally only in an event area — and who is in survival or adventure mode and visible to the user

Archer tag

A player hit by the class's arrows is marked, and takes more damage from everybody while the mark lasts.

classes.yml — the Archer's tag
archer-tag:
  seconds: 10
  damage-multiplier: 1.15
Key Type Default What it does
seconds seconds 10 How long the mark lasts; a new hit starts it over
damage-multiplier number, 1.0 or more 1.15 What the damage the marked player takes is multiplied by — 1.15 is 15% more, 1.5 is 50% more

Dyed sets

For a leather set: while all four pieces are dyed one colour, each arrow hit from the class has a chance to give the target an effect.

classes.yml — the Archer's dyed sets
dye-effects:
  # Green dye, made from cactus.
  GREEN:
    effect: poison
    level: 1
    seconds: 10
    chance: 20
  # Black dye, the ink sac's.
  BLACK:
    effect: wither
    level: 1
    seconds: 10
    chance: 20
  # Blue dye, the lapis lazuli's.
  BLUE:
    effect: slowness
    level: 1
    seconds: 10
    chance: 20
  # More colours, if your server wants them:
  # GRAY:
  #   effect: weakness
  #   level: 1
  #   seconds: 5
  #   chance: 20
Key Type Default What it does
(the section's name) dye colour — WHITE, LIGHT_GRAY, GRAY, BLACK, BROWN, RED, ORANGE, YELLOW, LIME, GREEN, CYAN, LIGHT_BLUE, BLUE, PURPLE, MAGENTA, PINK
effect effect name — Required. Given to the player hit
level 1 to 255 1 Its level
seconds seconds 10 How long it lasts
chance 0 to 100 0 Percent chance per arrow hit

Each colour is the game's own dye colour. A piece dyed with one dye has exactly that colour; a piece dyed with several counts as the dye its colour is closest to. /dyes shows the effects in a menu. A set that is not all leather cannot be dyed, and the console says so.

Backstab

A melee hit from behind with a given weapon deals fixed damage that armour, enchantments and Resistance do not reduce.

classes.yml — the Rogue's backstab
backstab:
  weapon: GOLDEN_SWORD
  damage: 6.0
  cooldown-seconds: 15
  break-weapon: true
  max-angle: 60
Key Type Default What it does
weapon item name — Required. The item the hit must be dealt with
damage number 6.0 Health taken, in half-hearts — 6.0 is three hearts
cooldown-seconds seconds 15 Wait before the next backstab
break-weapon true / false true Whether the weapon breaks on a backstab
max-angle 0 to 180 degrees 60 How far the attacker may face away from the way the victim faces and still count as behind

Behind means on the victim's back side and facing roughly the same way. A backstab that would kill is dealt as an ordinary, overwhelming hit, so the kill is the attacker's — deathban, DTR and statistics follow as usual.

Invisible below a height

classes.yml — the Miner's invisibility
invisible-below-y: 20

The player is invisible while below this height (Y). Any whole number, negative ones included.

The shipped classes

Diamond
diamond:
  display-name: "&bDiamond"
  # No warmup: the Diamond gives no effect, so there is nothing to wait for.
  warmup-seconds: 0
  armor:
    helmet: DIAMOND_HELMET
    chestplate: DIAMOND_CHESTPLATE
    leggings: DIAMOND_LEGGINGS
    boots: DIAMOND_BOOTS
Bard
bard:
  display-name: "&6Bard"
  max-per-team: 0
  armor:
    helmet: GOLDEN_HELMET
    chestplate: GOLDEN_CHESTPLATE
    leggings: GOLDEN_LEGGINGS
    boots: GOLDEN_BOOTS
  passive-effects:
    speed: 2
    regeneration: 1
    resistance: 2
  energy:
    max: 100
    per-second: 1.0
  held-effects:
    SUGAR:
      effect: speed
      level: 2
      seconds: 8
      radius: 20
      targets: team
    BLAZE_POWDER:
      effect: strength
      level: 1
      seconds: 8
      radius: 20
      targets: team
      # The Bard gives Strength I to the team, not to themself; the burst
      # (click-effects) reaches the Bard too.
      include-self: false
    IRON_INGOT:
      effect: resistance
      level: 1
      seconds: 8
      radius: 20
      targets: team
    GHAST_TEAR:
      effect: regeneration
      level: 1
      seconds: 8
      radius: 20
      targets: team
    FEATHER:
      effect: jump_boost
      level: 2
      seconds: 8
      radius: 20
      targets: team
    MAGMA_CREAM:
      effect: fire_resistance
      level: 1
      seconds: 8
      radius: 20
      targets: team
    INK_SAC:
      effect: invisibility
      level: 1
      seconds: 8
      radius: 20
      targets: team
  click-effects:
    SUGAR:
      effect: speed
      level: 3
      seconds: 8
      radius: 20
      targets: team
      energy: 20
    BLAZE_POWDER:
      effect: strength
      level: 2
      seconds: 5
      radius: 20
      targets: team
      energy: 45
    IRON_INGOT:
      effect: resistance
      level: 3
      seconds: 5
      radius: 20
      targets: team
      energy: 40
    GHAST_TEAR:
      effect: regeneration
      level: 3
      seconds: 5
      radius: 20
      targets: team
      energy: 40
    FEATHER:
      effect: jump_boost
      level: 7
      seconds: 5
      radius: 20
      targets: team
      energy: 25
Archer
archer:
  display-name: "&aArcher"
  max-per-team: 0
  armor:
    helmet: LEATHER_HELMET
    chestplate: LEATHER_CHESTPLATE
    leggings: LEATHER_LEGGINGS
    boots: LEATHER_BOOTS
  passive-effects:
    speed: 3
    resistance: 2
  archer-tag:
    seconds: 10
    damage-multiplier: 1.15
  dye-effects:
    # Green dye, made from cactus.
    GREEN:
      effect: poison
      level: 1
      seconds: 10
      chance: 20
    # Black dye, the ink sac's.
    BLACK:
      effect: wither
      level: 1
      seconds: 10
      chance: 20
    # Blue dye, the lapis lazuli's.
    BLUE:
      effect: slowness
      level: 1
      seconds: 10
      chance: 20
    # More colours, if your server wants them:
    # GRAY:
    #   effect: weakness
    #   level: 1
    #   seconds: 5
    #   chance: 20
  click-effects:
    SUGAR:
      effect: speed
      level: 4
      seconds: 8
      targets: self
      cooldown-seconds: 30
Rogue
rogue:
  display-name: "&7Rogue"
  max-per-team: 0
  armor:
    helmet: CHAINMAIL_HELMET
    chestplate: CHAINMAIL_CHESTPLATE
    leggings: CHAINMAIL_LEGGINGS
    boots: CHAINMAIL_BOOTS
  passive-effects:
    speed: 3
    jump_boost: 2
    resistance: 1
  backstab:
    weapon: GOLDEN_SWORD
    damage: 6.0
    cooldown-seconds: 15
    break-weapon: true
    max-angle: 60
  click-effects:
    SUGAR:
      effect: speed
      level: 4
      seconds: 8
      targets: self
      cooldown-seconds: 30
    FEATHER:
      effect: jump_boost
      level: 5
      seconds: 8
      targets: self
      cooldown-seconds: 30
Miner
miner:
  display-name: "&eMiner"
  max-per-team: 0
  armor:
    helmet: IRON_HELMET
    chestplate: IRON_CHESTPLATE
    leggings: IRON_LEGGINGS
    boots: IRON_BOOTS
  passive-effects:
    haste: 2
    night_vision: 1
    fire_resistance: 1
  invisible-below-y: 20

What is checked when the file loads

Nothing in the file can stop the server. What cannot be used is reported in the console and replaced or left out:

Problem What happens
An unknown armour piece The class is skipped
Two classes on the same set The second is skipped
An invalid id The class is skipped
An unknown effect, item or colour That line is left out; the class stays
An energy cost on a class without energy The cost is ignored
A value of the wrong kind (seconds: ten) Its default is used
A *-seconds value over a hundred years Capped

The whole shipped file

View it on GitHub.

classes.yml
# ---------------------------------------------------------------------------
# classes.yml - Diamond, Bard, Archer, Rogue, Miner, and your own classes
#
# A player is in a class while wearing its WHOLE armour set - helmet,
# chestplate, leggings and boots - once the warmup below is over. Taking one
# piece off turns the class off at once; putting on another set means a new
# warmup. Nothing is stored: a logout or a death drops the class, and the next
# look at the player's armour starts the warmup again.
#
#   /class                   your class, its energy, the warmup left
#   /class list              every class and its armour
#   /class info <class>      everything a class does
#
# Scoreboard rows (ui.yml): %class_line% (the class, or its warmup counting down),
# %class_energy_line%, %archer_tag_line%. The warmup and the energy show there,
# not in chat.
#
# /hcf reload applies changes at once, to classes already active too.
#
# Lines "# --8<-- [start:...]" and "# --8<-- [end:...]" mark the parts the online
# documentation quotes from this file. They are comments and change nothing.
# ---------------------------------------------------------------------------

enabled: true

# How long a whole set must be worn before its class turns on.
warmup-seconds: 10

# Whether held and right-click effects work while their user stands in a safe
# zone (spawn). Passive effects always do. A debuff never reaches somebody the
# user could not hit, wherever it is used: safe zones, SOTW and friendly fire
# apply to it exactly as to a blow.
abilities-in-safe-zones: false

# How often, in ticks (20 a second), held effects are renewed. A Bard scrolls
# through several items in a second: each one passed over must give its effect,
# which also comes at once when the hand changes. 1 to 20.
held-effect-interval-ticks: 5

# ---------------------------------------------------------------------------
# Making a class
#
# Every class needs an armour set; everything else is optional, and ANY class
# may use ANY part - the classes below are the usual combinations, not the only
# possible ones. The first class listed wins when two share a set (the second is
# reported and skipped).
#
#   my-class:                         id: 1 to 32 letters, digits, - or _
#     display-name: "&dMy Class"
#     permission: ""                  needed to use it; empty for everybody
#     max-per-team: 0                 members of one team in it at once; 0 = no limit
#     warmup-seconds: 10              this class's own warmup; the shared one if absent
#     armor:                          the four pieces, as the server names items
#       helmet: NETHERITE_HELMET
#       chestplate: NETHERITE_CHESTPLATE
#       leggings: NETHERITE_LEGGINGS
#       boots: NETHERITE_BOOTS
#
#     passive-effects:                kept for as long as the class is on
#       speed: 2                      effect: level (2 = Speed II)
#
#     energy:                         fills while the class is on; clicks spend it
#       max: 100
#       per-second: 1.0
#
#     held-effects:                   while an item is held in the main hand
#       SUGAR:
#         effect: speed
#         level: 2
#         seconds: 8                  each pulse, renewed while held
#         radius: 20
#         targets: team               self | team | team-and-allies | enemies
#         include-self: true          false: the team gets it, the holder does not
#
#     click-effects:                  on a right-click with an item
#       SUGAR:
#         effect: speed
#         level: 3
#         seconds: 8
#         radius: 20
#         targets: team
#         energy: 20                  spent from the class's energy (needs energy:)
#         cooldown-seconds: 0         wait before this item can be used again
#         consume: true               take one item from the stack
#         include-self: true          false: the team gets it, the user does not
#
#     archer-tag:                     a player hit by this class's arrows takes more
#       seconds: 10                   damage, from everybody, for a while
#       damage-multiplier: 1.15       1.15 = 15% more
#
#     backstab:                       a melee hit from behind with the weapon deals
#       weapon: GOLDEN_SWORD          fixed damage that armour does not reduce
#       damage: 6.0                   half-hearts: 6.0 is three hearts
#       cooldown-seconds: 15
#       break-weapon: true
#       max-angle: 60                 how far the attacker may face away from the
#                                     victim's facing and still be "behind"
#
#     invisible-below-y: 20           invisible while below this height
#
#     dye-effects:                    LEATHER sets only: while all four pieces are
#       GREEN:                        dyed this colour, each arrow hit has a chance
#         effect: poison              to give the target an effect
#         level: 1
#         seconds: 10
#         chance: 20                  percent, 0 to 100
#
# Targets: "team" is the user and their teammates in range; "team-and-allies"
# adds allied teams; "enemies" is everybody else in range whom the user could
# hit; "self" is the user alone (radius unused). Effects use the server's names:
# speed, strength, resistance, regeneration, jump_boost, fire_resistance,
# invisibility, night_vision, haste, wither, poison, slowness, weakness...
# An unknown effect or item is reported in the console and left out.
#
# Effects never cut a stronger one short: a Speed II pulse does not replace a
# Speed III potion, and a weaker, longer effect comes back once a stronger one
# ends.
# ---------------------------------------------------------------------------

classes:

  # ------------------------------------------------------------------
  # Diamond: the ordinary PvP set. No effects - it is here so the
  # scoreboard and /class name it.
  # ------------------------------------------------------------------
  diamond:
    display-name: "&bDiamond"
    # No warmup: the Diamond gives no effect, so there is nothing to wait for.
    warmup-seconds: 0
    armor:
      helmet: DIAMOND_HELMET
      chestplate: DIAMOND_CHESTPLATE
      leggings: DIAMOND_LEGGINGS
      boots: DIAMOND_BOOTS

  # ------------------------------------------------------------------
  # Bard: the team's support. Holding an item buffs the teammates around;
  # right-clicking it spends energy for a stronger burst - or, with a
  # spider eye, withers the enemies around.
  # ------------------------------------------------------------------
  bard:
    display-name: "&6Bard"
    max-per-team: 0
    armor:
      helmet: GOLDEN_HELMET
      chestplate: GOLDEN_CHESTPLATE
      leggings: GOLDEN_LEGGINGS
      boots: GOLDEN_BOOTS
    passive-effects:
      speed: 2
      regeneration: 1
      resistance: 2
    energy:
      max: 100
      per-second: 1.0
    held-effects:
      SUGAR:
        effect: speed
        level: 2
        seconds: 8
        radius: 20
        targets: team
      BLAZE_POWDER:
        effect: strength
        level: 1
        seconds: 8
        radius: 20
        targets: team
        # The Bard gives Strength I to the team, not to themself; the burst
        # (click-effects) reaches the Bard too.
        include-self: false
      IRON_INGOT:
        effect: resistance
        level: 1
        seconds: 8
        radius: 20
        targets: team
      GHAST_TEAR:
        effect: regeneration
        level: 1
        seconds: 8
        radius: 20
        targets: team
      FEATHER:
        effect: jump_boost
        level: 2
        seconds: 8
        radius: 20
        targets: team
      MAGMA_CREAM:
        effect: fire_resistance
        level: 1
        seconds: 8
        radius: 20
        targets: team
      INK_SAC:
        effect: invisibility
        level: 1
        seconds: 8
        radius: 20
        targets: team
    click-effects:
      SUGAR:
        effect: speed
        level: 3
        seconds: 8
        radius: 20
        targets: team
        energy: 20
      BLAZE_POWDER:
        effect: strength
        level: 2
        seconds: 5
        radius: 20
        targets: team
        energy: 45
      IRON_INGOT:
        effect: resistance
        level: 3
        seconds: 5
        radius: 20
        targets: team
        energy: 40
      GHAST_TEAR:
        effect: regeneration
        level: 3
        seconds: 5
        radius: 20
        targets: team
        energy: 40
      FEATHER:
        effect: jump_boost
        level: 7
        seconds: 5
        radius: 20
        targets: team
        energy: 25

  # ------------------------------------------------------------------
  # Archer: fast and fragile. An arrow hit archer-tags the target, who
  # then takes more damage from everybody.
  #
  # Dye the leather set to give its arrows an effect (dye-effects below): all
  # four pieces the same colour, in the inventory's crafting grid or at a
  # crafting table - dyeing keeps the enchantments. A piece dyed with several
  # dyes counts as the dye its colour is closest to. Colours are the game's
  # dyes: WHITE, LIGHT_GRAY, GRAY, BLACK, BROWN, RED, ORANGE, YELLOW, LIME,
  # GREEN (made from cactus), CYAN, LIGHT_BLUE, BLUE, PURPLE, MAGENTA, PINK.
  # ------------------------------------------------------------------
  archer:
    display-name: "&aArcher"
    max-per-team: 0
    armor:
      helmet: LEATHER_HELMET
      chestplate: LEATHER_CHESTPLATE
      leggings: LEATHER_LEGGINGS
      boots: LEATHER_BOOTS
    passive-effects:
      speed: 3
      resistance: 2
    archer-tag:
      seconds: 10
      damage-multiplier: 1.15
    dye-effects:
      # Green dye, made from cactus.
      GREEN:
        effect: poison
        level: 1
        seconds: 10
        chance: 20
      # Black dye, the ink sac's.
      BLACK:
        effect: wither
        level: 1
        seconds: 10
        chance: 20
      # Blue dye, the lapis lazuli's.
      BLUE:
        effect: slowness
        level: 1
        seconds: 10
        chance: 20
      # More colours, if your server wants them:
      # GRAY:
      #   effect: weakness
      #   level: 1
      #   seconds: 5
      #   chance: 20
    click-effects:
      SUGAR:
        effect: speed
        level: 4
        seconds: 8
        targets: self
        cooldown-seconds: 30

  # ------------------------------------------------------------------
  # Rogue: gets behind people. A hit from behind with a golden sword is a
  # backstab: three hearts through armour, and the sword breaks.
  # ------------------------------------------------------------------
  rogue:
    display-name: "&7Rogue"
    max-per-team: 0
    armor:
      helmet: CHAINMAIL_HELMET
      chestplate: CHAINMAIL_CHESTPLATE
      leggings: CHAINMAIL_LEGGINGS
      boots: CHAINMAIL_BOOTS
    passive-effects:
      speed: 3
      jump_boost: 2
      resistance: 1
    backstab:
      weapon: GOLDEN_SWORD
      damage: 6.0
      cooldown-seconds: 15
      break-weapon: true
      max-angle: 60
    click-effects:
      SUGAR:
        effect: speed
        level: 4
        seconds: 8
        targets: self
        cooldown-seconds: 30
      FEATHER:
        effect: jump_boost
        level: 5
        seconds: 8
        targets: self
        cooldown-seconds: 30

  # ------------------------------------------------------------------
  # Miner: for mining, not fighting. Sees in the dark, digs fast, and is
  # invisible deep underground.
  # ------------------------------------------------------------------
  miner:
    display-name: "&eMiner"
    max-per-team: 0
    armor:
      helmet: IRON_HELMET
      chestplate: IRON_CHESTPLATE
      leggings: IRON_LEGGINGS
      boots: IRON_BOOTS
    passive-effects:
      haste: 2
      night_vision: 1
      fire_resistance: 1
    invisible-below-y: 20