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File: personnage/titles.yml. Command: /classe titres or /titres (alias /titles), or the Titles button of the /classe menu.
Titles are unlocked by the player's actions: level reached, monsters killed, quests completed, distance travelled, Minecraft advancements… Only one title is equipped at a time. It is shown above the head and in chat, and can give effects. Some titles are purely honorary.
| Rarity | Feature |
|---|---|
| Common · Uncommon · Rare | — |
| Epic · Legendary | Announced to the whole server |
| Unique | A single player on the server can get it: the first one to meet the conditions |
| Secret | Shown as "???" in the menu until unlocked, hidden conditions |
Rarities are set in titles.yml → rarities (name, announcement, unique, secret); more can be added.
31 titles: progression (Novice, Veteran, Living legend…), combat (Hunter, Bane of the dead, Dragon slayer…), one title per class (Honed blade, Archmage, Lynx eye, Silent shadow, Hand of light), jobs and exploration (Relentless miner, Traveller, Explorer of worlds…), story (Guild member, Guild legend), 2 unique and 4 secret titles. The included texts are in French and can be renamed freely.
Titles based on totals (kills, mined blocks, statistics, advancements, playtime…) count everything the player has already done: a long-time player can unlock several of them right after the update.
-
Menu
/titres: every title, filtered by "Unlocked" / "To unlock". Each title shows its rarity, its effects (or "honorary title"), and for those still locked, the conditions with progress. - Click an unlocked title: equip it; click again: remove it.
-
/titres equiper <id>·/titres retirer. - The first unlocked title is equipped automatically (
auto-equip-first).
titles:
tueur_de_dragons:
name: "<light_purple>Dragon slayer"
rarity: EPIC
icon: DRAGON_HEAD
description: ["<gray>The one who saw the guardian of the Heart fall."]
unique: false # default depends on the rarity
hidden: false # default depends on the rarity
requirements: # same conditions as quests
level: 20
unlock: # objectives to reach
- {type: KILLS_TOTAL, targets: [ender_dragon], amount: 1, display: "Defeat the Ender Dragon"}
stats: {melee-damage: 1.05} # effects while equipped
effects: ["night_vision:1"] # permanent potion effects
flaws: # conditional effects
- {type: DAMAGE_DEALT, targets: [ENDERMAN], multiplier: 1.15, description: "+15% against Endermen"}-
requirements:level,max-level,classes,races,jobs,job-level,quests,not-quests,permission,titles,checks(see Quests → Requirements). -
unlock: every objective type of quests. Withoutunlock, the title is not unlocked on its own: it is given by a quest (rewards → titles) or by an administrator. -
stats·effects·flaws: same keys as classes, races and weaknesses (conditions included: a title can give a bonus only at night, below layer 0…).
| Type | Example |
|---|---|
LEVEL · JOB_LEVEL
|
{type: LEVEL, amount: 50} |
KILLS_TOTAL |
{type: KILLS_TOTAL, targets: [zombie, husk], amount: 1000} (mythic:name supported) |
SKILL_USES_TOTAL |
{type: SKILL_USES_TOTAL, targets: [boule_de_feu], amount: 500} |
COUNTER |
{type: COUNTER, targets: [blocks_mined], amount: 20000} (damage_dealt, damage_taken, healing_done, mana_spent) |
STATISTIC |
{type: STATISTIC, targets: [DEATHS], amount: 25} · MINE_BLOCK:DIAMOND_ORE · KILL_ENTITY:ZOMBIE · WALK_ONE_CM
|
ADVANCEMENT |
{type: ADVANCEMENT, targets: ["minecraft:story/enter_the_nether"]} |
PLAYTIME |
{type: PLAYTIME, amount: 100} (hours) |
QUEST |
{type: QUEST, targets: [la_nuit_d_orage]}; without targets: number of completed quests |
TITLES |
{type: TITLES, amount: 15}; targets: ["rarity:EPIC"] to count one rarity |
KILL (with conditions) |
{type: KILL, amount: 300, conditions: {sneaking: true}} (counts from when the title is added) |
For QUEST and ADVANCEMENT, amount is the number of listed items required (1 by default; set the total count to require all of them).
display:
enabled: true
format: "<title>" # <title>, <rarity>
height: 0.55 # above the name tag
scale: 0.9
background: default # default, none or #AARRGGBB
see-through: false
hide-when-sneaking: true
show-own: false # does the player see their own title?
chat:
format: "<dark_gray>«</dark_gray><title><dark_gray>»</dark_gray> "- The title above the head is hidden when the player is invisible (potion, Vanish skill), in spectator mode, sneaking (configurable) or hidden by a vanish plugin.
- In chat,
<title>is added to theconfig.yml → chatformats (already in the default formats). For a server that already has itsconfig.yml, add<title>toglobal-formatandparty-format. - Quests can require a title (
requirements → titles) or give one (rewards → titles).
-
/classe admin titre <player> give <id>: gives a title. -
/classe admin titre <player> take <id>: removes a title (a unique title becomes available again). -
/classe admin titre <player> reset: removes all of the player's titles. -
/classe admin titre liberer <id>: releases a unique title; the former owner loses it (on their next login if offline). - Placeholders:
%cykclasses_title%,%cykclasses_title_id%,%cykclasses_titles_count%,%cykclasses_titles_total%. - Unique title owners are stored in
donnees/titres-uniques.yml. - The module is disabled with
modules.titles: false.
- Only one title equipped at a time.
- The title above the head is a floating display that follows the player: on a heavily loaded server, it can lag very slightly during fast movement.
- "Action" objectives (such as
KILLwith conditions) only count from the moment the title exists; totals (KILLS_TOTAL,STATISTIC…) also count the past.
Classes and Magie · GPL-3.0 · Dépôt / Repository · Releases · Issues
Démarrer · Getting started
Personnage · Character
- Classes · EN
- Compétences et mana · Skills and mana
- Niveaux et XP · Levels and XP
- Races et traits · Races and traits
- Faiblesses · Weaknesses
- Progression · EN
- Quêtes · Quests
- Titres · Titles
Artisanat · Crafting
Social et affichage · Social and display