kits.yml¶
Kits: how they are given, the layout editor, and refill signs. The kits themselves are made in game with /kit create.
How it plays: read the guide
Every example on this page is taken from the shipped kits.yml. Changes apply with /hcf reload.
Switch¶
Giving a kit¶
kits.yml
# Whether taking a kit clears the inventory first. True is the kitmap behaviour
# (you get exactly the kit). False adds to what you carry and drops the overflow
# at your feet rather than eating it.
clear-before-giving: true
# The kit layout editor (the "editmenu"). /kit layout <kit> opens the kit as your
# inventory; put each item where you want it and close the window to save. From
# then on the kit is handed to you in that order, by /kit and by refill signs alike.
# Armour stays where it is worn. A layout is kept per player and per kit, and is
# dropped when staff re-create the kit with other items - its slots would no longer
# hold what was arranged. The editor shows copies that cannot leave it.
layout-editor: true
| Key | As shipped | What it does |
|---|---|---|
clear-before-giving |
true |
Empty the inventory first — you get exactly the kit. false adds to it and drops the overflow |
layout-editor |
true |
/kit layout |
Refill signs¶
kits.yml
refill-signs:
# Click a sign to get a kit - the kitmap standard. Write a sign whose first
# line is [Kit] and whose second is the kit id.
enabled: true
# The word inside the brackets, so it can be translated.
line: "Kit"
# Anti-spam wait, separate from the kit's own cooldown: a kitmap kit usually
# has no cooldown, and the sign still must not be clickable sixty times a
# second.
cooldown-seconds: 3
# With clear-before-giving, a kit replaces the whole inventory: a player who
# holds anything is asked to click the sign a second time, within this many
# seconds, before it is wiped. 0 never asks.
confirm-seconds: 5
# A sign whose first line is [Refill] and whose second is a kit id opens that
# kit's items in a self-service window - potions, pearls, a Rogue's golden
# swords: take what you need, the window never runs dry. Nothing is cleared and
# nothing asked; nothing can be put into the window or thrown out of it. The
# word inside the brackets; "" switches refill signs off.
refill-line: "Refill"
# How many rows the refill window has, 1 to 6: 6 is a double chest. A kit made
# from a double chest (/kit fromchest) is shown slot for slot, as it was laid out.
refill-rows: 6
| Key | As shipped | What it does |
|---|---|---|
enabled |
true |
Signs whose first line is [Kit] hand out the kit named on the second |
line |
Kit |
The word in the brackets |
cooldown-seconds |
3 |
Anti-spam wait, separate from the kit's cooldown |
refill-rows |
6 |
The refill window's rows, 1 to 6 — 6 is a double chest |
refill-line |
Refill |
The word of [Refill] signs, which open their kit's items in a self-service window; "" switches them off |
confirm-seconds |
5 |
With clear-before-giving, a player holding anything clicks the sign twice within this time before their inventory is replaced; 0 never asks |
Partner items are in abilities.yml.
The whole shipped file¶
kits.yml
# ---------------------------------------------------------------------------
# kits.yml - kits, partner items and refill signs
#
# Lines "# --8<-- [start:...]" and "# --8<-- [end:...]" mark the parts the online
# documentation quotes from this file. They are comments and change nothing.
# ---------------------------------------------------------------------------
enabled: true
# Kits are NOT defined here. They are created in game with
# /kit create <id> [cooldown-seconds] [permission]
# which saves your current inventory - armour, enchantments, potions and named
# items included - and stores it in the database. Describing a full HCF loadout
# by hand in YAML is a job nobody finishes correctly, which is why this file has
# no kit list to get wrong.
#
# /kit list what you can take
# /kit <id> take one
# /kit delete <id>
# /kit give <player> <kit> no cooldown started - that is the point of giving
# /kit resetcooldown <player> [kit]
# /kit layout <kit> [reset] arrange a kit's items (players; see layout-editor)
# Whether taking a kit clears the inventory first. True is the kitmap behaviour
# (you get exactly the kit). False adds to what you carry and drops the overflow
# at your feet rather than eating it.
clear-before-giving: true
# The kit layout editor (the "editmenu"). /kit layout <kit> opens the kit as your
# inventory; put each item where you want it and close the window to save. From
# then on the kit is handed to you in that order, by /kit and by refill signs alike.
# Armour stays where it is worn. A layout is kept per player and per kit, and is
# dropped when staff re-create the kit with other items - its slots would no longer
# hold what was arranged. The editor shows copies that cannot leave it.
layout-editor: true
refill-signs:
# Click a sign to get a kit - the kitmap standard. Write a sign whose first
# line is [Kit] and whose second is the kit id.
enabled: true
# The word inside the brackets, so it can be translated.
line: "Kit"
# Anti-spam wait, separate from the kit's own cooldown: a kitmap kit usually
# has no cooldown, and the sign still must not be clickable sixty times a
# second.
cooldown-seconds: 3
# With clear-before-giving, a kit replaces the whole inventory: a player who
# holds anything is asked to click the sign a second time, within this many
# seconds, before it is wiped. 0 never asks.
confirm-seconds: 5
# A sign whose first line is [Refill] and whose second is a kit id opens that
# kit's items in a self-service window - potions, pearls, a Rogue's golden
# swords: take what you need, the window never runs dry. Nothing is cleared and
# nothing asked; nothing can be put into the window or thrown out of it. The
# word inside the brackets; "" switches refill signs off.
refill-line: "Refill"
# How many rows the refill window has, 1 to 6: 6 is a double chest. A kit made
# from a double chest (/kit fromchest) is shown slot for slot, as it was laid out.
refill-rows: 6
# ---------------------------------------------------------------------------
# Partner items / abilities live in abilities.yml, and are handed out with
# /ability give <player> <id> [amount].
# ---------------------------------------------------------------------------