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File: personnage/weaknesses.yml. Command: /faiblesses (alias /weaknesses).
For players, everything that penalises their character is a weakness. The /faiblesses menu groups them all, with their origin:
-
Class, race and traits: written directly in
classes.yml,races.ymlortraits.yml(flawskey). -
Imposed: weaknesses from
weaknesses.ymlalways applied to a race, a class or a subclass. - Randomly rolled: after the traits, with odds that depend on the player's race and class. Players can reroll if they have rerolls left.
In the files, flaws (weakness written in place) and weaknesses.yml (reusable weakness) use exactly the same types and conditions.
roll:
enabled: true # false = imposed weaknesses only
min: 1 # random number between min and max
max: 2
rerolls: 1 # rerolls per player (/faiblesses relancer)
show-step: true # menu during character creation (false = silent roll)Two ways, pick one:
In the race or the class (recommended, everything in one place):
# races.yml
nain:
weaknesses: [vertige]
# classes.yml (class or subclass; a subclass inherits its class's weaknesses, unless inherit-flaws: false)
pyromancien:
weaknesses: [vulnerable_au_feu]Or in weaknesses.yml:
predefined:
races:
elfe: [claustrophobe]
classes:
pyromancien: [vulnerable_au_feu]Imposed by default: Elf → Claustrophobic, Dwarf → Vertigo, Orc → Poor marksman, Tiefling → Infernal blood, Felys → Sensitive to cold. Humans have none.
An imposed weakness is never rolled a second time. Exclusions (exclude-races, exclude-classes) also apply to imposed weaknesses: an Orc warrior does not get Poor marksman, since the warrior is already penalised at range. With weight: 0, a weakness is never rolled randomly: it is only used as an imposed weakness.
weaknesses:
vulnerable_au_feu:
name: "<red>Vulnerable to fire"
icon: BLAZE_POWDER
severity: "<gold>Medium weakness" # free text under the name
description: ["<gray>Flames consume you faster."]
weight: 10 # relative chance
races: [] # empty = every race
classes: [] # empty = every class and subclass
exclude-races: [demon] # never for these races
exclude-classes: [pyromancien]
race-weights: {elfe: 2, felin: 2} # twice as likely for these races
class-weights: {cryomancien: 3}
conflicts: [] # never rolled together
stats: {health: -2} # modifiers (same keys as classes.yml)
effects: [] # permanent effects
flaws:
- type: DAMAGE_TAKEN
causes: [FIRE, FIRE_TICK, LAVA]
multiplier: 1.3
description: "+30% fire damage"Actual chance = weight × race multiplier × class multiplier × subclass multiplier. If any of them is 0, the weakness cannot be rolled for that character.
Included weaknesses: Hydrophobic, Photosensitive, Vulnerable to fire, Sensitive to cold, Brittle bones, Prey of the dead, Fear of the dark, Unstable mana, Poor marksman, Panic, Vertigo, Claustrophobic, Anaemia, Moon-cursed, Infernal blood (Tiefling). Their exclusions avoid duplicates with the weaknesses already present in classes and races (a Felys never rolls Hydrophobic, it already hates water).
| Type | Parameters | Effect |
|---|---|---|
DAMAGE_TAKEN |
multiplier, causes, damagers
|
Damage taken × multiplier |
DAMAGE_DEALT |
multiplier, kinds, targets
|
Damage dealt × multiplier |
HEALING_REDUCTION |
multiplier |
Healing received × multiplier |
HUNGER |
multiplier |
Hunger × multiplier |
MANA_REGEN |
multiplier |
Mana regeneration × multiplier (0 = blocked) |
EFFECT |
effects |
Potion effects while the conditions are true |
PERIODIC_DAMAGE |
damage, interval, fire-ticks
|
Periodic damage |
FORBIDDEN_ARMOR |
materials |
Forbidden armor |
WEAPON_PENALTY |
materials, multiplier
|
Reduced damage with some weapons |
WATER_WEAKNESS, SUNLIGHT_WEAKNESS, DARKNESS_MANA_BLOCK
|
— | Legacy shortcuts |
-
causes: Minecraft damage causes (FIRE,FIRE_TICK,LAVA,FALL,DROWNING,FREEZE,MAGIC,POISON,WITHER,ENTITY_ATTACK,PROJECTILE,ENTITY_EXPLOSION…). -
damagers/targets: entity types (ZOMBIE,"*SKELETON*",PLAYER) or MythicMobs mobs ("mythic:InternalName"). -
kinds:MELEE,RANGED(bow, crossbow),SKILL(skills).
Each weakness can have a conditions block. It only applies when all of them are true.
| Condition | Example | True when… |
|---|---|---|
time |
NIGHT |
it is night (DAY / NIGHT) |
weather |
[RAIN, THUNDER] |
the weather matches (CLEAR, RAIN, THUNDER) |
dimensions |
[NETHER] |
NORMAL, NETHER or THE_END
|
worlds |
[world_pvp] |
the player is in one of these worlds |
biomes |
["*DESERT*", BADLANDS] |
the biome matches |
light-below / light-above
|
7 |
block light lower / higher |
under-sky |
true |
under open sky (false = under cover) |
in-water / in-rain / in-lava
|
true |
in water, in the rain, in lava |
health-below / health-above
|
0.3 |
health below / above 30% |
y-below / y-above
|
20 |
altitude |
sneaking / sprinting / gliding
|
true |
sneaking, sprinting, flying with elytra |
holding |
["*_SWORD"] |
item in main hand |
wearing |
["GOLDEN_*"] |
at least one matching armor piece |
permission |
"server.cursed" |
the player has this permission |
chance |
0.25 |
25% chance at each check |
Example — a vampire that burns in the sun and hits harder at night:
flaws:
- type: PERIODIC_DAMAGE
damage: 1
interval: 3
fire-ticks: 60
conditions: {time: DAY, under-sky: true, weather: [CLEAR]}
description: "Burns in the sun"
- type: DAMAGE_DEALT
multiplier: 1.2
conditions: {time: NIGHT}
description: "+20% damage at night"DAMAGE_DEALT with a multiplier above 1 becomes a bonus: weaknesses can also be used to create conditional advantages.
-
/classe admin faiblesse <player> reset: new roll next time. -
/classe admin faiblesse <player> add <id>/remove <id>: add or remove a specific weakness. - Placeholders:
%cykclasses_weaknesses%(every weakness: class, race, traits, imposed, rolled) and%cykclasses_weaknesses_count%.
- Rolled weaknesses do not change automatically when the player changes class or race (use
reset). Imposed weaknesses always follow the current race and class. - Conditions are checked every second for effects and periodic damage, and on every hit for damage multipliers.
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