-
Notifications
You must be signed in to change notification settings - Fork 10
/
Copy pathconfig.yml
611 lines (487 loc) · 25.5 KB
/
config.yml
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
#EnvironmentalEffects configuration file
#Dont ever use tabs to format any Spigot config, it wont work, only use spaces!
#Each effect by this plugin can have as many instances as you want. Specific instances will be tied to specific areas and
#can all be specified in the same config section. Each instance has it's own identifier, which is the name of the section
#in the config. Try to avoid duplicating identifiers and NEVER use the same identifier twice for the same effect.
#An example:
#effectXYZ:
# firstInstance:
# .details
# .about
# .firstInstance
# secondInstance:
# .details
# .about
# .secondInstance
# etc.
#Some effects also require identifier within identifiers (there will be more information if thats the case),
#the same rules apply for those.
#Some config values will require you to specify an amount of time or a timespan. This plugin supports multiple
#formats for time, you can add a letter at the end of a number to describe in which unit it is. Valid identifers are:
#h (hours), m (minutes), s (second) and t (ticks). If no identifier is given, the value will be interpreted as tick.
#It is also possible to combine those identifiers, but the numbers must always be integers, here are some examples:
#10 minutes:
#time: 10m
#20 ticks:
#time: 20t
#or
#time: 1s
#or
#time: 20
#All of those mean exactly the same
#1 hour 2 minutes and 10 seconds
#time:1h10s2m
#The order doesn't matter, you could even do this:
#time:1m1h10s1m
#And you would get the same result
#Every effect by this plugin will be active in specific areas and require you to specify the areas for the effect.
#Effects without areas won't do anything and might as well be removed from the config, because they are just eating
#up unused computing power. Possible areas are: BIOME, CIRCLE, RECTANGLE, RING and GLOBAL, all effects are active from bedrock
#to skylimit and areas for a single effect can be combined as much as wanted.
#BIOMES means the effect is active in a specific biome (or multiple). Use the spigot identifier for biomes to
#describe them, a full list of those can be found at https://hub.spigotmc.org/javadocs/spigot/org/bukkit/block/Biome.html
#CIRCLE will require you to specify a variable called xsize, which will be the radius of the circle and a location,
#which will be the center of the circle. Effects will be applied to every player inside the circle. The central location
#will require you to specify an x and z coordinate, specifying a y-level is possible, but doesn't have any effects currently,
#if it's not specified the y-level will default to 0
#RECTANGLE will require you to specify a xsize, a zsize and a center location. The xsize and zsize describe the size of the
#rectangle, starting at the central location, which means the final rectangle will have a total size of (2*xSize)*(2*zSize),
#centred on the given location. For specifying the central location the same rules apply as for a CIRCLE
#RING will require you to specify an inner_radius, an outer_radius and a center. This shape can be used for worldborder effects,
#if inner_radius is a bit less and outer_radius a bit more than the radius of the world.
#GLOBAL simply means the effect will be applied to every player on the map, dont combine global with any other area descriptions,
#it will lead to exception. To use global, simply put "GLOBAL" into the biomes list.
#Here are some examples for valid area configurations:
#A global effect:
#areas:
# biomes:
# - GLOBAL
#An effect which is applied in plains and beach biomes:
#areas:
# biomes:
# - BEACH
# - PLAINS
#An effect which is applied in a 30 radius circle around 1000,1000:
#areas:
# locations:
# exampleName1:
# shape: CIRCLE
# xsize: 30
# center:
# x: 1000
# z: 1000
#More advanced combination:
#areas:
# biomes:
# - MEGA_TAIGA
# - ROOFED_FOREST
# locations:
# exampleName2:
# shape: RECTANGLE
# xsize: 45
# zsize: 50
# center:
# x: -3000
# z: 2000
# exampleName3:
# shape: CIRCLE
# xsize: 100
# center:
# x: 1337
# z: 1337
# exampleName4:
# shape: RING
# inner_radius: 50
# outer_radius: 100
# center:
# x: 1337
# z: 1337
#Some effects also allow you to specify specific environmental conditions for the player, which have to be fulfilled so the
#effect is applied. Only some allow this and if it is allowed the example next to the config section will show it. An example:
#player_environment_state:
# rain: true
# night: true
#This for example will lead to effects only being applied if it's raining and it's night for the player. Night is here defined
#as >12000 dayticks. If you wanted the effect for example to only be active during the day, night would have to be set to true.
#If you want to ignore one of the options, for example to always apply an effect when it's raining, independent from the day
#time, simply leave the time option out like this:
#player_environment_state:
# rain: true
#This works with both options
#Some effects might require you to also specify itemstacks. Each itemstack has it's own identifier in this config and an example
#itemstack section could look like this:
# ExampleDrop54:
# material: CLOCK
# amount: 2
# display_name: The Clockback
# lore: Special admin crime tool
# enchants:
# KB5:
# enchant: KNOCKBACK
# level: 20
#Each item requires you to specify the material, use the spigot identifiers for those, a full list can be found here:
#https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Material.html
#amount is the amount of the item, if it is not specified it will default to 1.
#display_name is the name of the item, if it's not specified the item wont be named
#lore is the lore of the item, it's also optional and will be just empty if it's not set
#enchants lists all enchants that should be on the item. Each enchant has it's own config identifier and needs 2 options
#to be specified, enchant is the spigot identifier for the enchant, #a list of those can be found here:
#https://hub.spigotmc.org/javadocs/spigot/org/bukkit/enchantments/Enchantment.html
#level is simply the level of the enchant. You can specify as many enchants as
#you want or completly remove the whole enchants section, it's optional.
#Now the actual config with explainations alongside the different effects and options:
#How often players are updated whether it's raining or not. This is only needed when players are
#walking into regions with different weather than their previous region, higher values here mean
#it might take longer until the players weather is updated. Defaults to 200 ticks if not set.
rainupdate: 200
#How often the daytime for players is updated. If time is slowed down or stopped completly, this
#shouldn't be too high, because otherwise players will notice the sudden change. Defaults to 200
#ticks if not set
timeupdate: 200
#Keeps fireballs from dealing terrain damage if set to true. This might be needed if the fireballl rain is heavily used
#to prevent the whole world being destroyed slowly. But then again this makes the effect very boring, because it makes it
#almost invisble
disable_fireball_terraindamage: true
#Keeps fireballs from igniting terrain if set to true
disable_fireball_terrainignition: true
#Completly disables passive fire spread if set to true. Player can still ignite individual blocks if this is enabled
firespread_disabled: true
#Enable this if you want to cancel any vanilla random spawning. This will not cancel any spawning done by any plugin and
#will not prevent all other spawn causes like reinforcements, breeding, lightning etc.
cancel_natural_spawns: false
#Name of the main world this is supposed to work on. This plugin only supports a single world per server yet,
#mob spawning and possibly some other features won't work in worlds other than the main world set here
worldname: world
#Weather machines can modify the weather for players completly. Other than in vanilla, different regions can have
#different weather thanks to this plugin, because the weather is only changed in the players client and not
#actually serverside
#Example config for weather machines:
#weathermachines:
# permarain:
# rain_chance: 1.0
# minimum_rain_duration: 400
# areas:
# biomes:
# - OCEAN
#Every minimum_rain_duration, the server decides based on the chance specified at rain_chance, whether it will rain
#for the next minimum_rain_duration. A rain chance of 1.0 means it will always rain, 0.5 means a 50 % chance and 0.0 means
#it will never rain etc., any double value can be used here.
weathermachines:
#Daytime modifiers can speed up, slow down or completly stop the minecraft ingame days. Different daytimes in different regions
#on the same server are possible with this. It is also possible to only speed up days or nights.
#Example config for a daytime_modifier:
#daytime_modifier:
# long_nights:
# starting_time: 20000
# dayspeed: 1.0
# nightspeed: 0.5
# areas:
# biomes:
# - GLOBAL
#The starting time is the set time whenever the server is started or the plugin is reloaded. A detailied explaination
#of ingame time can be found here: http://minecraft.gamepedia.com/Day-night_cycle#Conversions
#dayspeed is a multiplier of the vanilla dayspeed. 0.0 would mean that time doesn't change at all, 1.0 would result in
#vanilla 20min days and for example 0.0138888 would make an ingame day last 24 real hours.
#nightspeed is the multipler for ingame nights. This can be set to a different value than the one for days and can also
#get removed completly, if it's not set the same value as for days will be used for nights
#Values higher than 1.0 are possible to speed up the days, but too high values might lead to very weird behavior.
daytime_modifier:
#lightning effects allow you to create as much lightning around players as you want. An example config:
#lightning:
# endoftheworld:
# areas:
# biomes:
# - GLOBAL
# frequency: 15s
# player_environment_state:
# rain: true
# deal_damage: false
# range: 16
#frequency simply is how often lighting strikes near each player
#deal_damage specifies whether the lightning should deal damage to players, if this is set to true it will deal
#damage and might kill player. Defaults to true if not set
#range is the range around the player in which the lightning can randomly strike. Calculation of the area is the same square
#calculation as for all other effects. Defaults to 32 if not set.
lightning:
#non-functional yet
#effects:
# snowstorm:
# effect_type: SNOW_SHOVEL
# speed: 1.0
# amount: 40
# delay: 20
#This effect spawns fireballs at y=255 around players. Be careful when using this without disabling fireball terrain
#distruction and fire generation, the fireballs will
#slowly destroy the whole surrounding and set everything on fire
#Example config:
#fireball:
# netherFireRain:
# frequency: 10s
# range: 20
# areas:
# biomes:
# - HELL
# player_environment_state:
# night: false
#frequency influences how often fireballs are spawned around the player. If frequency is set too low (<20ticks) it might
#heavily influence server performance. The fireballs will spawn in a random location in a square, which's sides are 2*range
#long and which is centred on the player. If range it set to 0, all fireballs will be spawned right above the player.
fireball:
#Potion effects allow to give out specific buffs and debuffs in specific regions to players (other entities wont be affected)
#Example config:
#potion_effects:
# funareajump:
# type: JUMP
# duration: 60s
# level: 2
# areas:
# locations:
# funarea1:
# shape: CIRCLE
# xsize: 200
# center:
# x: 0
# z: 0
# player_environment_state:
# night: true
#type describes which type of potion effect is applied, use the spigot identifier for those, a full list can be found here:
#https://hub.spigotmc.org/javadocs/spigot/org/bukkit/potion/PotionEffectType.html
#duration is simply the amount of time the buff lasts, it will be refreshed every duration*0.75 and level is the level
#of the potion effect. A detailed explaination what different levels of potion effects do can be found here:
#http://minecraft.gamepedia.com/Status_effect#List_of_effects
potion_effects:
#Armour based damage allows you to deal damage to player because they are wearing a specific piece of armour or because they
#are not wearing a specific piece of armour. An example config could look like this:
#armour_based_damage:
# deserts_are_hot:
# areas:
# biomes:
# - DESERT
# frequency: 5m
# damage_message: The sand is burning your feet!
# damage_amount: 1
# player_environment_state:
# night: false
# armour:
# boots:
# - NONE
# - IRON
# - CHAINMAIL
#damage_message is a message that is sent to a player whenever damage is dealt to him, if this option is not set, no message
#will be sent
#damage_amount is the damage dealt to the player, where 1 is half a heart. Counting like this, a player has 20 health maximum
#armour allows you to specify with which armour a player should be damaged. Possible subsections here are helmet, chest, leggings
#and boots, you can provide a list with damage cases for each of those. If a list is left empty or the slot isn't even listed,
#the plugin will assume that the slot doesn't matter for this effect. The arguments put into the list of each slot decide with
#which armour type specifically damage should be dealt, possible identifers here are DIAMOND, GOLD, IRON, CHAINMAIL, LEATHER,
#NONE and ANY. Specific armour types mean the player will receive damage if his armour is of the given type, NONE means damage
#will be dealt if the player is wearing no armour at all and ANY means the player will be damaged if he is wearing any armour
#in that slot at all. If only one of the arguments is full filled, the damage will still be dealt, this applies both for
#different slots and different armourtypes in the list for each slot. Try to avoid overlapping arguments, for example if you
#specify ANY, you wont need to list any other type.
armour_based_damage:
#The monster spawning part of this plugin is very powerful and allows you to spawn completly customized mobs around players.
#Here is an example config:
#monster:
# mobdescription1:
# updatetime: 1m
# areas:
# biomes:
# - EXTREME_HILLS
# player_environment_state:
# night: true
# mobconfig:
# OPskeletons:
# type: SKELETON
# name: xX420QU1CKSC0P3R420Xx
# range: 64
# amount: 2
# maximum_spawn_attempts: 10
# deathmessage: Y you hardscope
# spawn_chance: 0.5
# drops:
# Special_IngredientXYZ:
# material: BONE
# amount: 2
# lore: Spooky and scary
# equipment:
# bow:
# material: BOW
# enchants:
# P10:
# enchant: ARROW_DAMAGE
# level: 10
# KB5:
# enchant: KNOCKBACK
# level: 5
# protchest:
# material: DIAMOND_CHESTPLATE
# enchants:
# Prot6:
# enchant: PROTECTION_ENVIRONMENTAL
# level: 6
# buffs:
# speed5:
# type: SPEED
# level: 5
# on_hit_debuffs:
# theyseenothing:
# type: BLINDNESS
# level: 1
# duration: 5s
# chance: 0.2
#First of all, just for like every other effect, you can have as many instances of this active as you want.
#The update time decides how often the plugins attempts to spawn mobs next to every player, this is the same
#for all mobs spawned by this instance. Each instance also has as many mobconfigs as wanted (at least 1),
#those have their own identifers and completly describe the monster which should be spawned.
#In a mobconfig, type describes which type of monster should be spawned. Use entity identifiers for that,
#a full list can be found here: https://hub.spigotmc.org/javadocs/spigot/org/bukkit/entity/EntityType.html
#Just because stuff like carts are entities doesn't mean you can spawn them with this, only use this config
#part to spawn monsters. anything else will lead to exceptions etc.
#name is the name the mob will be given after spawning, this is optional and if you either leave the field
#empty or completly remove the option, the mob will be spawned without a name.
#range defines the maximum distance from a player a mob could spawn, like for other effects, this defines a square,
#which's sides are 2*range long and which is centred on the player, the spawning location is randomized inside this
#square and on the same y-level as the player. If the option range is not set, it will default to 32
#amount specifies how many monsters with the given specifics should be spawned at once, for example in
#the example config above, 2 spooky skeletons would be spawned at once. If this option is removed, it defaults to 10
#maximum_spawn_attempts defines how often the plugin should try to find a suitable spawning location for the monsters.
#It wont spawn them inside of walls etc. and instead try to find a free space inside the given range and give up after
#maximum_spawn_attempts. If this option is removed, it defaults to 5
#deathmessage is the message that is sent to the player who kills the monster. If this option is removed or left empty,
#no message will be sent.
#spawn_chance is the chance to even spawn something every updatetime. This is a double, where 1.0 means it should always
#try to spawn and 0.0 means it should never try to spawn. This chance does not take into account that there might be no
#location for the monster to spawn in and that the spawning could fail because of that.
#drops is a list of items, which are dropped by the monster upon death. This part is also optional, if it doesnt exist
#the drops will be vanilla. A monster spawned by this plugin will only drop it's "special" drops as defined in this
#config if it was killed by a player, otherwise the drops will be vanilla. Also a monster will never drop the armour
#or weapon it was given when it spawned
#equipment is the equipment of the monster. You dont need to specify in which slot something will be equipped, that will
#be detected automatically, but just use common sense and for example dont try to equip a chestplate on a spider, it wont
#work and might crash. Specifying equipment is optional
#buffs is a list of buffs that will be applied to the monster, they will last forever (technically not, but no player will
#ever see a buff end). Just specify the type and level for each buff, same as for the potion effect section applies here.
#Specifying buffs is also optional.
#on_hit_debuffs allows to let monster apply specific debuffs (or even buffs) to players hit by them. Each debuff requires you
#to specify a type (same thing as for potion buffs), it's level, the duration, the level and a chance to apply it upon hitting
#a player. If the duration is not set, it will default to 5 seconds and if the chance is not set, it will default to 1.0.
#Chance is a double, where 1.0 is 100 % and 0.0 is 0%
#General advice on the balancing of mobs: If you want to spawn monster during the day, give them fire res. Skeletons wont spawn
#with a bow unless you give them one and strength does not apply to arrows, work with power enchants on the bow instead. Also
#giving monsters utility instead of flat out damage is usually better.
monster:
#The spawner config part allows you to replace mobs spawned by mob spawners with custom mobs. An example config could look like this:
#spawner:
# skeletons:
# spawn: SKELETON
# mobconfig:
# type: SKELETON
# name: xX420QU1CKSC0P3R420Xx
# range: 64
# amount: 2
# maximum_spawn_attempts: 10
# deathmessage: Y you hardscope
# spawn_chance: 0.5
# drops:
# Special_IngredientXYZ:
# material: BONE
# amount: 2
# lore: Spooky and scary
# equipment:
# bow:
# material: BOW
# enchants:
# P10:
# enchant: ARROW_DAMAGE
# level: 10
# KB5:
# enchant: KNOCKBACK
# level: 5
# protchest:
# material: DIAMOND_CHESTPLATE
# enchants:
# Prot6:
# enchant: PROTECTION_ENVIRONMENTAL
# level: 6
# buffs:
# speed5:
# type: SPEED
# level: 5
# on_hit_debuffs:
# theyseenothing:
# type: BLINDNESS
# level: 1
# duration: 5s
# chance: 0.2
#spawn specifies which type of mob should be replace if it spawns from spawners, use spigot identifiers here. A full list
#of those can be found here: https://hub.spigotmc.org/javadocs/spigot/org/bukkit/entity/EntityType.html
#mobconfig simply asks you to specify a mob config the same way it needs to be done for the random based mob spawning,
#look there for detailed explaination of the specific options
spawner:
#title allows you to display players titles if they enter specific areas. Titles are always displayed
#when a player logs in or respawns and then in a given time intervall this effect will check if the player is
#in the area. A title will not be shown again to a player until he was located outside the area and then
#enters the area again. An example config:
#title:
# importantmessage:
# title: list of nerds
# subtitle: unitive
# fadein: 1s
# stay: 2s
# fadeout: 1s
# updatetime: 10s
# areas:
# biomes:
# - PLAINS
#title is the title of the message sent to the player
#subtitle is the subtitle of the title sent to the player
#fadein is how long the title should take to fade in, stay is how long it stays on the screen and fadeout
#is how long it takes to fade out of the players screen
#updatetime is how often the effect checks whether the player is in the area currently and whether a message
#should be sent
title:
#The dispenser section allows you to buff dispensers to deal more damage and apply debuffs. An example config:
#dispenser:
# example1:
# areas:
# biomes:
# - EXTREME_HILLS
# extradamage: 4
# infinite_arrows: true
# on_hit_debuffs:
# theyseenothing:
# type: BLINDNESS
# level: 1
# duration: 5s
# chance: 0.2
#extradamage is the amount of damage that is dealt additionally. One damage means half a heart here
#on_hit_debuffs simply allows you to specify debuffs, similar to other effects. Level will default to 1, if not specified,
#duration's default is 5 seconds and the chance defaults to 1.0 (100%)
#infinite_arrows adds an arrow to a dispenser whenever an arrow is fired, effectively keeping them filled forever,
#this option defaults to false. Use with caution this basically dupes arrows.
#Effects will only be applied if the dispenser is also in the specified area
dispenser:
#Reinforcement decay allows to decay reinforcements created by Citadel (https://github.com/civcraft/citadel).
#An example config:
#reinforcement_decay:
# worldborderdecay:
# amount: 25
# areas:
# locations:
# worldborder:
# shape: RING
# updatetime: 2d
# inner_radius: 14900
# outer_radius: 15020
# center:
# x: 0
# z: 0
#amount specifies which amount of damage is dealt to the reinforcement on each run. "Overkilling" a reinforcement is no
#problem codewise here.
#updatetime specifies how often damage is dealt. Be aware that the first time damage is dealt, is right when EE is activated
#and not after the time specified here, this only applies starting with the second run. Also this value should be set very
#careful, for example world border decay should only be done on restart, because it takes up a lot of server resources and
#causes massive lag if its run while the server is running and players are online. For smaller areas it should be fine to run
#this more often though.
reinforcement_decay: