Configuring AdminTools3

How to configure AdminTools3

Configuration

BEFORE you change anything, STOP the server!!! You can start it again once you are done configuring!!!

AdminTools3 has several configuration files and this guide goes through them in detail.

If you don't have a proper file editor, please download a file editor with syntax highlighting FIRST!

  • Most basic: Notepad++. It gets the job done, is very lightweight and has almost no features. (simplicity)

  • More advanced: Visual Studio Code. It is still considered small and lightweight, but you get a lot more features while still having the option to just open a file instead of creating a project first.

Also make sure that you don't break the YAML formatting. .yml files are very sensitive and can cause errors if you make the slightest mistake. Read this guide if you never used YAML before:

Another thing you NEED to look out for when editing config files is to NEVER use TAB!! ALWAYS make 2 Spaces !!! If you use TAB, the plugin crashes on load.

The config.yml file

(This guide assumes that you read the "Configuration" section on this wiki entry)

Most of this information is given, in basic form, at the top of the config.yml file as well.

This is just a more detailed version of it.

WHEN UPDATING ADMINTOOLS, YOUR OLD config.yml GETS COPIED TO config_OLD_VERSION.yml, AND THE UPDATED VERSION GETS PASTED INTO config.yml. YOU HAVE TO CONFIGURE YOUR PLUGIN AGAIN ON EACH UPDATE!!

language: en If you want to use another translation, change this to the translation you want to use. For example: The german language file is called messages_de.yml, so you have to change "en" to "de". For more information about translations, view the "messages.yml" section on this wiki entry.

prefix: "&cAdminTools&8│ &7" The prefix is displayed in front of all chat messages. If you want to use another prefix, enter that between the "" If you don't want any prefixes, change it to ""

log-module-usage: true If enabled, each time a player uses a module a message appears in the console and in the log. If you want to trace who used what module against who, leave this enabled. You can disable it if you want to, but then players will be able to disguise what they are doing by using the /a gui and just clicking on the modules.

adminchat:
 format: "&c&lAC &7<&e%player%&7> &a%message%"
 prefix: "@admin"

The prefix of the adminchat is what your players have to write in front of there message to send it to the adminchat. The format is how the message will be displayed in the chat. %player% gets replaced with the name of the player who sent the message, %message% with the message (without the prefix).

You can find more information about the Adminchat in the "How to use Admintools3" wiki page.

module:
 [modulename]:
   registerCommands: false
   showMessageToTarget: false
   cooldown: 0
   aliases:
    - alias1
    - alias2

This is where you can configure each module individually. Every module can have a cooldown (in seconds) until it can be used again, and a list of aliases. If registerCommands is not given, the plugin will register the commands on top of other plugins. If you have another plugin to do /kill, and you dont want admintools to override /kill, just set it to true in the kill module. If showMessageToTarget is set to false (default is true), AdminTools will not inform the target. This is useful if you dont want the other player to know that you are viewing his inventory (InvSee) etc. If no cooldown is given, the plugin assumes it to be 0 If no aliases are configured, the module only uses its own name.

Example for aliases:

module:
 workbench:
   cooldown: 0
   aliases:
    - wb

This means that the module workbench can be executed with

  • /a workbench

  • /a wb

  • /workbench

  • /wb

Adding your own translation

!!!! IMPORTANT: NEVER EDIT MESSAGES_EN.YML OR MESSAGES_DE.YML !!!!

!!!! THESE FILES GET OVERWRITTEN ON EACH SERVER START TO ENSURE THAT THEY ARE UP TO DATE AND HAVE ALL KEYS !!!!

  1. Shut your server down !!!

  2. Copy an existing message file, paste it and rename it to messages_XX.yml (you can use anything in XX)

  3. Change the "language" entry in the config.yml to whatever you used instead of XX

  4. Change any message in your new messages file.

Things to keep in consideration:

  • You can color any message with & color codes. All color codes: http://ess.khhq.net/mc/

  • The plugin uses the placeholder %s internally. It gets replaced with whatever makes sense in that message. If the original message uses %s, figure out what they stand for and use them wherever you like in your translation.

    • Because of this, the order actually matters! There are a few messages with multiple %s, where you have to include the %s in the same order.

  • You can remove any %s if you like to, for example in the appliedByOther messages if you want to hide who executed the module.

  • You can change the prefix in the config.yml

  • Inventory names (invName) may only be up to 32 characters long. Anything beyond 32 will crash the plugin.

  • In itemLore entries, you can use ## to create a new line. Please note that the formatting is lost in the new line, so you have to add a color code at the beginning of each new line.

  • If you have the PlaceholderAPI installed as a plugin on your server, you can use their placeholders in all messages. Read more about the PlaceholderAPI here:

  • In the playerInfo configuration section, there is an entry called "explanationIgnoredByPlugin". As the name and content suggest, this field is purely used in replacement of a comment because the library I use doesnt support comments in the middle of configuration files. If you want to translate the message files for the public, please translate that message as well.

  • Messages in the chatMessages section might also appear in the console.

  • If you translated a file to your language, I would be happy to include it in the plugin! Just message me on the support discord server

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