> For the complete documentation index, see [llms.txt](https://wyne.gitbook.io/wyne-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://wyne.gitbook.io/wyne-docs/lootpool/configuration.md).

# Configuration

Language, message format and log level in config.yml, the language files behind every message, and the files the plugin writes.

The pools themselves aren't configured here. They live in their own files, managed through commands (see [Pool types](/wyne-docs/lootpool/pool-types.md#where-pools-are-stored)). `plugins/LootPool/config.yml` holds only the plugin's own settings:

```yaml
regenerate: true
lang: 'en.yml'
usePlayerLanguage: true
# LEGACY/ENHANCED_LEGACY
serializer: ENHANCED_LEGACY
# OFF/FATAL/ERROR/WARN/INFO/DEBUG/TRACE/ALL
logLevel: INFO
```

| Key                 | What it does                                                                                                                                                       |
| ------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| `regenerate`        | When `true`, the next startup merges any keys that are new in this version into your config, backs the old one up, and removes this flag. It ships as `true`.      |
| `lang`              | The default language file in `lang/`. `en.yml` and `ru.yml` ship with the plugin.                                                                                  |
| `usePlayerLanguage` | When `true`, each player gets messages in their client's language if a matching file exists, and in `lang` otherwise.                                              |
| `serializer`        | How the language files are parsed. The bundled files are written for `ENHANCED_LEGACY`; see [Language files](/wyne-docs/lootpool/configuration.md#language-files). |
| `logLevel`          | Threshold for the plugin's own logging. `DEBUG` logs each pool as it loads, which helps find a pool file that fails to load.                                       |

After updating the plugin, set `regenerate: true` and restart to pick up settings the new version added.

## Language files

Every message and every piece of editor text lives in `plugins/LootPool/lang/`. Edit `en.yml` or `ru.yml` there, or add a file named after another client language (`de_de.yml`, say) for `usePlayerLanguage` to pick up. Every file in the folder is loaded. Keys missing from the bundled `en.yml` and `ru.yml` are filled in from the plugin's own copies.

With `serializer: ENHANCED_LEGACY` messages use [EnhancedLegacyText](https://github.com/Vankka/EnhancedLegacyText) tags: `[red]`, `[italic:off]`, `[hover:show_text:…]`, `[click:run_command:…]`. `<name>` marks a value filled in by the plugin.

| Key                                                         | Used for                                                                                                                                |
| ----------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------- |
| `gui-loot`                                                  | Lore lines added to each entry in [the editor](/wyne-docs/lootpool/the-loot-editor.md), with `<weight>`, `<min-amount>`, `<max-amount>` |
| `gui-nothing-item`                                          | Name of the Nothing slot                                                                                                                |
| `gui-page-*`, `gui-close*`, `gui-back*`, `gui-step*`        | The control row shared by every editor                                                                                                  |
| `gui-roll*`, `gui-entry-*`, `gui-add-*`                     | The [complex pool editor](/wyne-docs/lootpool/complex-loot-pools.md#editing-in-a-gui)'s rolls and entries                               |
| `gui-modifier*`, `gui-condition*`                           | Modifier and condition lists, and the type pickers                                                                                      |
| `gui-field-*`                                               | One key per editable field, e.g. `gui-field-chance`, `gui-field-min-enchants`                                                           |
| `gui-hint-command`                                          | The chat message sent when you click a field the GUI can't edit, carrying the command to run                                            |
| `gui-enchantment-*`                                         | The [enchantment pool editor](/wyne-docs/lootpool/enchantment-pools.md#the-editor)                                                      |
| `info-lootpool`, `info-lootpool-loot`, `info-lootpool-more` | The `/lootpool info` listing: header, one line per entry, and the "and N more" line                                                     |
| `info-complex`, `info-complex-node`, `info-complex-more`    | The complex pool tree, where `<indent>` is supplied by the plugin and `<command>` makes the line clickable                              |
| `info-enchantment-pool*`                                    | The `/lootpool enchant info` listing                                                                                                    |
| `info-lootpool-already-exists`, `info-loot-already-exists`  | The "already exists" error with a **Modify** link, shown to players with `lootpool.modify`                                              |
| `error-*`                                                   | Command errors: pool not found, already exists, invalid key, invalid path or index, empty hand, not a container                         |
| `success-*`                                                 | Confirmations for reload, create, modify, remove, and loot handed out                                                                   |

`en.yml` and `ru.yml` are kept key for key identical, so either is a complete template for a new translation.

## Applying changes

`/lootpool reload` re-reads `config.yml`, the log level, the language files, every pool file and every enchantment pool file. A restart does the same.

Pools are re-read from disk, so a pool file you edited by hand is picked up. Pools another plugin added only in memory are dropped; see [Using it from your plugin](/wyne-docs/lootpool/using-it-from-your-plugin.md#creating-pools).

## Files the plugin writes

| Path                            | Contents                                                                                      |
| ------------------------------- | --------------------------------------------------------------------------------------------- |
| `plugins/LootPool/config.yml`   | Your config                                                                                   |
| `plugins/LootPool/lang/`        | Language files, yours to edit                                                                 |
| `plugins/LootPool/lootpool/`    | One YAML file per pool, named after its key                                                   |
| `plugins/LootPool/enchantment/` | One YAML file per [enchantment pool](/wyne-docs/lootpool/enchantment-pools.md)                |
| `plugins/LootPool/defaults/`    | The bundled config and language files, rewritten on every start for merging. Don't edit them. |
| `plugins/LootPool/backups/`     | A copy of `config.yml` from before each `regenerate` merge                                    |


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