Abilities

Each skill has one associated ability. Click an ability for its individual timing and configuration.

Table of contents

  1. Built-in abilities
  2. Ability lifecycle
  3. Timing configuration
  4. Force-activating (admin)

Built-in abilities

Ability Enum Skill
Lumberjack LUMBERJACK Woodcutting
Spelunker SPELUNKER Mining
Angler ANGLER Fishing
Warrior WARRIOR Fighting

Abilities fire Bukkit events when they activate. The actual in-game effect is applied by your server’s integration or companion plugin. See Developer Docs for details.


Ability lifecycle

Inactive → Preparing → Active → Cooldown → Inactive
State Description
Inactive Ready; no cooldown active
Preparing Charged: the player has preparation-window-seconds seconds to trigger activation
Active Live for duration-ticks ticks; fires EzSkillsAbilityActivateEvent
Cooldown Must wait cooldown-seconds seconds before preparing again

Timing configuration

Each ability is configured in abilities.yml:

tree_feller:                          # ability enum name in lower_snake_case
  preparation-window-seconds: 3.0    # seconds the ability stays "prepared"
  duration-ticks:             100    # ticks the ability remains active (20 ticks = 1 s)
  cooldown-seconds:           120.0  # cooldown in seconds after expiry
Key Type Default Description
preparation-window-seconds double 3.0 Preparation window in seconds
duration-ticks int 100 Active duration in ticks (20 ticks = 1 s)
cooldown-seconds double 120.0 Post-expiry cooldown in seconds

Force-activating (admin)

Skip the preparation state and activate an ability directly:

/ezskills ability <player> <ability>

See Commands for the full admin reference.


Table of contents