/gs reload after editing. It reloads config.yml, messages.yml, editor.yml and every game file. Matches already running keep the version they started with.
Main config
plugins/Gamesmith/config.yml as shipped:
plugins/Gamesmith/config.yml
Commands in
match.allowed-commands match with or without a plugin prefix, so msg also allows /minecraft:msg.
Messages
plugins/Gamesmith/messages.yml holds every chat line, title, boss bar, menu text and the help pages. Players see most of these, so word them for your server. All of it is MiniMessage.
Placeholders such as
<player>, <game>, <count> and <seconds> are filled in by the plugin. Keep them where they are.
A key you delete falls back to the default in the jar. New keys from updates work the same way, so you never have to merge files.
Editor text
plugins/Gamesmith/editor.yml holds the editor’s button names, lore, materials and slots, plus the trigger, action and win-rule labels and the problem-list lines.
plugins/Gamesmith/editor.yml (excerpt)
- Lore lines can be reordered or removed. Empty lines stay blank.
- Values in
<angle-brackets>are filled in by the plugin before MiniMessage runs. - Missing keys fall back to the jar’s copy.
Game files
Each game is one file:plugins/Gamesmith/games/<id>.yml. The editor writes it on every change. You can also edit it by hand and run /gs reload. Problems in a hand-edited file are logged to the console and shown in the editor. The comments below are for this page only: the editor rewrites the file on its next save and drops comments.
plugins/Gamesmith/games/hill.yml
MATERIAL [amount] [enchantment:level ...] [unbreakable], for example DIAMOND_SHOVEL 1 efficiency:5 unbreakable. Kits saved with Use my inventory are stored as exact item data instead, so names and every other detail survive.
Triggers, actions and their settings are listed in Rules.
