Abilities
Each skill has one associated ability. Click an ability for its individual timing and configuration.
Table of contents
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.