-
Notifications
You must be signed in to change notification settings - Fork 13
00 Overview
MaksyKun edited this page Jul 25, 2026
·
2 revisions
Divinity is the shared RPG layer behind custom equipment, combat rules, progression, and optional gameplay systems.
| Layer | Owns | Main files |
|---|---|---|
| Global rules | language, storage, tiers, item classification, module switches |
config.yml, lang/
|
| Engine | combat math, durability, attributes, packet features, lore | engine.yml |
| Item vocabulary | stats, damage, defenses, sockets, ammo, hand types | item_stats/*.yml |
| Player state | profiles and profile menus | profiles/*.yml |
| Module behavior | GUI, rates, restrictions, hooks, commands | modules/*/settings.yml |
| Module content | items, rewards, classes, mobs, merchants |
modules/*/items/, tables/, mobs/, classes/, tomes/, merchant.yml
|
- Install CodexCore and Divinity, then start the server once to generate defaults.
- Set language, storage, tiers, item groups, and module switches in
config.yml. - Review
engine.ymlbefore balancing items; it affects every module. - Enable one module at a time and test with its
list,get, or GUI command. - Start from the bundled examples and change IDs only after the behavior works.
- Reload the module and test both the success and failure paths.
Most item-based modules use the same shape:
Common item skeleton
material: IRON_INGOT
name: 'Example Item'
tier: common
level:
min: 1
max: 3
uses-by-level:
'1': 1material, name, tier, level, and uses-by-level are real fields used by the bundled module items. Module-specific fields then add effects, stats, sockets, requirements, or actions.
Edit the generated copy in plugins/Divinity/, not the jar. Preserve indentation and IDs. If a file becomes invalid, stop the server and restore the last known-good copy; deleting a generated file lets Divinity recreate its default.