From fcbf5df3ee62ec23ee9d36845b17ebbfcfc9c45c Mon Sep 17 00:00:00 2001 From: okx-code Date: Wed, 26 Feb 2025 15:12:10 +0000 Subject: [PATCH] update finale configs --- .../paper-config/plugins/Finale/config.yml | 639 +++++++++++++----- .../pvp-config/plugins/Finale/config.yml | 5 +- 2 files changed, 482 insertions(+), 162 deletions(-) diff --git a/ansible/files/paper-config/plugins/Finale/config.yml b/ansible/files/paper-config/plugins/Finale/config.yml index 906a4df03..6d9a09ab9 100644 --- a/ansible/files/paper-config/plugins/Finale/config.yml +++ b/ansible/files/paper-config/plugins/Finale/config.yml @@ -20,87 +20,81 @@ cleanerCombat: strong: false knockback: false crit: true - knockbackLevelMultiplier: 0.6 # a constant to control the knockback sword level + knockbackLevelMultiplier: 0.67 # a constant to control the knockback sword level + strategy: standard normal: groundModifier: # modifies knockback in general. - type: DIRECT # MULTIPLY or ADD or DIRECT - x: 0.625 - y: 0.5 - z: 0.625 + type: MULTIPLY # MULTIPLY or ADD + x: 0.57 + y: 0.95 + z: 0.57 airModifier: # modifies knockback if the victim is in the air. - type: DIRECT # MULTIPLY or ADD or DIRECT - x: 0.625 - y: 0.5 - z: 0.625 + type: MULTIPLY # MULTIPLY or ADD + x: 1.0 + y: 0.56 + z: 1.0 waterModifier: # modifies knockback if the victim is in water. - type: DIRECT # MULTIPLY or ADD or DIRECT - x: 0.625 - y: 0.5 - z: 0.625 + type: MULTIPLY # MULTIPLY or ADD + x: 1.0 + y: 1.0 + z: 1.0 sprint: # modifies knockback if the attacker is sprinting. groundModifier: # modifies knockback in general. - type: DIRECT # MULTIPLY or ADD or DIRECT - x: 1.0 - y: 0.6 - z: 1.0 + type: MULTIPLY # MULTIPLY or ADD + x: 0.72 + y: 0.95 + z: 0.72 airModifier: # modifies knockback if the victim is in the air. - type: DIRECT + type: MULTIPLY x: 1.0 y: 0.6 z: 1.0 waterModifier: # modifies knockback if the victim is in water. - type: DIRECT + type: MULTIPLY x: 1.0 - y: 0.6 + y: 1.0 z: 1.0 attackerMotion: # modifies motion of attacker upon attacking. - x: 0.6 + x: 0.75 y: 1.0 - z: 0.6 + z: 0.75 victimMotion: # modifies motion of victim upon getting hit. - x: 0.5 - y: 0.5 - z: 0.5 + x: 0.65 + y: 1.0 + z: 0.65 maxVictimMotion: # maximum motion of victim upon getting hit. x: 10.0 - y: 10.0 + y: 1.1 z: 10.0 # gives full control over health / regen, default is full reversion to 1.8 mechanics foodHealthRegen: enabled: true - interval: 4s - exhaustionPerHeal: 3.0 - minimumFood: 18 + interval: 3s + exhaustionPerHeal: 1.5 + minimumFood: 17 healthPerCycle: 1.0 blockFoodRegen: true blockSaturationRegen: true # alters pearl cooldown using vanilla mechanism, optionally combattags on pearl (if combattagplus is available) pearls: -#Enable custom cooldown? + #Enable custom cooldown? enabled: true -#Custom pearl cooldown + #Custom pearl cooldown cooldown: 16s -#Display in sidebar as score board entry? - useSideBar: false -#Display in actionbar? - useActionBar: true -#Combat tag using CTP when pearling? + #Combat tag using CTP when pearling? combatTag: true -#Whether to set the vanilla cooldown (gray overlay) for players upon pearling. This will keep them from pearling client side, -#but they wont be able to see a cooldown in chat anymore and sometimes it's a bit laggy - setVanillaCooldown: false - -#Config same as above, except with only enabled and cooldown as options -gappleCooldown: +gapples: enabled: true - cooldown: 16s + cooldown: 15s + enchantedCooldown: 5m #allows adjusting the attack damage of any item by its spigot material identifier weaponModification: netheriteAxe: material: NETHERITE_AXE damage: 6 + armourDamageMultiplier: 2 diamondAxe: material: DIAMOND_AXE damage: 5 @@ -134,6 +128,9 @@ weaponModification: woodSword: material: WOODEN_SWORD damage: 3 + trident: + material: TRIDENT + damage: 8 meteoricIronSword: key: meteoric_iron_sword damage: 8 @@ -145,134 +142,133 @@ weaponModification: damage: 8 armourModification: - diamondHelmet: - material: DIAMOND_HELMET - armour: 3 - toughness: 2 - extraDurabilityHits: 1 # how many extra hits a player needs to take for the durability of the piece to fall - diamondChestplate: - material: DIAMOND_CHESTPLATE - armour: 8 - toughness: 2 - extraDurabilityHits: 1 - diamondLeggings: - material: DIAMOND_LEGGINGS - armour: 6 - toughness: 2 - extraDurabilityHits: 1 - diamondBoots: - material: DIAMOND_BOOTS - armour: 3 - toughness: 2 - extraDurabilityHits: 1 - netheriteHelmet: - material: NETHERITE_HELMET - armour: 4 - toughness: 3 - extraDurabilityHits: 1 - knockbackResistance: 0 # knockback resistance is a value between 0 and 1. - netheriteChestplate: - material: NETHERITE_CHESTPLATE - armour: 8 - toughness: 3 - extraDurabilityHits: 1 - knockbackResistance: 0.1 - netheriteLeggings: - material: NETHERITE_LEGGINGS - armour: 6 - toughness: 3 - extraDurabilityHits: 1 - knockbackResistance: 0.1 - netheriteBoots: - material: NETHERITE_BOOTS - armour: 4 - toughness: 3 - extraDurabilityHits: 1 - knockbackResistance: 0 - meteoricIronHelmet: - key: meteoric_iron_helmet - armour: 4 - toughness: 2 - extraDurabilityHits: 1 - meteoricIronChestplate: - key: meteoric_iron_chestplate - armour: 8 - toughness: 3 - extraDurabilityHits: 1 - meteoricIronLeggings: - key: meteoric_iron_leggings - armour: 6 - toughness: 2 - extraDurabilityHits: 1 - meteoricIronBoots: - key: meteoric_iron_boots - armour: 4 - toughness: 2 - extraDurabilityHits: 1 + diamondHelmet: + material: DIAMOND_HELMET + armour: 3 + toughness: 2 + extraDurabilityHits: 1 # how many extra hits a player needs to take for the durability of the piece to fall + diamondChestplate: + material: DIAMOND_CHESTPLATE + armour: 8 + toughness: 2 + extraDurabilityHits: 1 + diamondLeggings: + material: DIAMOND_LEGGINGS + armour: 6 + toughness: 2 + extraDurabilityHits: 1 + diamondBoots: + material: DIAMOND_BOOTS + armour: 3 + toughness: 2 + extraDurabilityHits: 1 + netheriteHelmet: + material: NETHERITE_HELMET + armour: 4 + toughness: 3 + extraDurabilityHits: 1 + knockbackResistance: 0 # knockback resistance is a value between 0 and 1. + netheriteChestplate: + material: NETHERITE_CHESTPLATE + armour: 8 + toughness: 3 + extraDurabilityHits: 1 + knockbackResistance: 0.1 + netheriteLeggings: + material: NETHERITE_LEGGINGS + armour: 6 + toughness: 3 + extraDurabilityHits: 1 + knockbackResistance: 0.1 + netheriteBoots: + material: NETHERITE_BOOTS + armour: 4 + toughness: 3 + extraDurabilityHits: 1 + knockbackResistance: 0 + meteoricIronHelmet: + key: meteoric_iron_helmet + armour: 4 + toughness: 2 + extraDurabilityHits: 1 + meteoricIronChestplate: + key: meteoric_iron_chestplate + armour: 8 + toughness: 3 + extraDurabilityHits: 1 + meteoricIronLeggings: + key: meteoric_iron_leggings + armour: 6 + toughness: 2 + extraDurabilityHits: 1 + meteoricIronBoots: + key: meteoric_iron_boots + armour: 4 + toughness: 2 + extraDurabilityHits: 1 #allows disabling enchantments. Use official spigot identifiers from https://hub.spigotmc.org/javadocs/spigot/org/bukkit/enchantments/Enchantment.html #This will not remove them from enchanting, but simply remove the enchant as soon as the item is touched disabledEnchantments: - - MENDING - - FROST_WALKER - - RIPTIDE + - MENDING + - FROST_WALKER potions: -#Allows applying a multiplier to the intensity of potions. Intensities <= 1.0 will always work fine, but intensities > 1 -#may lead to unintended results for instant effects like INSTANT_HEALTH. -#All entries may have the following entries: -# type: -# A potion type (https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/potion/PotionType.html) -# upgraded: -# Boolean to specify whether the pot is upgraded (tier 2) -# extended: -# Boolean to specify whether the pot is extended -# splash: -# Boolean to specify whether the pot is splash -# multiplier: -# Double value, the multiplier applied to the duration. May not be negative and defaults to 1.0 + #Allows applying a multiplier to the intensity of potions. Intensities <= 1.0 will always work fine, but intensities > 1 + #may lead to unintended results for instant effects like INSTANT_HEALTH. + #All entries may have the following entries: + # type: + # A potion type (https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/potion/PotionType.html) + # upgraded: + # Boolean to specify whether the pot is upgraded (tier 2) + # extended: + # Boolean to specify whether the pot is extended + # splash: + # Boolean to specify whether the pot is splash + # multiplier: + # Double value, the multiplier applied to the duration. May not be negative and defaults to 1.0 -# --- -#All values specifying the kind of option are optional and will wildcard if not specified, for example: + # --- + #All values specifying the kind of option are optional and will wildcard if not specified, for example: -#An entry applying to all extended splash potions: -# splash: -# splash: true -# extended: true -# multiplier: 0.8 + #An entry applying to all extended splash potions: + # splash: + # splash: true + # extended: true + # multiplier: 0.8 -#Or one applying only to speed 8, both splash&drinkable -# speed8: -# type: SPEED -# extended: true -# multiplier: 0.8 + #Or one applying only to speed 8, both splash&drinkable + # speed8: + # type: SPEED + # extended: true + # multiplier: 0.8 potIntensity: splash: -#All splash pots reduced + #All splash pots reduced splash: true multiplier: 1.0 -#Except for health + #Except for health health: type: INSTANT_HEAL multiplier: 1.0 -#Multiplier applied to the health gain from all health potions + #Multiplier applied to the health gain from all health potions healthMultiplier: 1.5 - minIntensityCutOff: 0.3 # minimum intensity for non-thrower to steal some health effect. + minIntensityCutOff: 0.223 # minimum intensity for non-thrower to steal some health effect. minIntensityImpact: 0.5 # minimum intensity for thrower to get full health effect. velocity: -#In newer Minecraft versions when a player launches a projectile the players velocity will be added to the projectiles base velocity. This can lead to -#weird behavior sometimes and reverted with this setting. Add entity types (https://hub.spigotmc.org/javadocs/spigot/org/bukkit/entity/EntityType.html) -#of projectiles to the list to revert their behavior regarding initial velocity to 1.7 + #In newer Minecraft versions when a player launches a projectile the players velocity will be added to the projectiles base velocity. This can lead to + #weird behavior sometimes and reverted with this setting. Add entity types (https://hub.spigotmc.org/javadocs/spigot/org/bukkit/entity/EntityType.html) + #of projectiles to the list to revert their behavior regarding initial velocity to 1.7 ENDER_PEARL: - type: REVERTED - power: 1.4 + type: REVERTED + power: 1.4 SPLASH_POTION: - type: REVERTED - power: 0.5 - vertical: 0.4 - horizontal: 0.4 - pitchOffset: -20 + type: REVERTED + power: 0.5 + vertical: 0.4 + horizontal: 0.4 + pitchOffset: -20 #This option allows modifying the damage dealt by/to players based on certain properties. All entries look like this: @@ -289,34 +285,359 @@ velocity: #The order in which modifiers are applied is: ALL, ARROW, POWER_ENCHANT, STRENGTH_EFFECT, SWORD, SHARPNESS_ENCHANT, CRIT #Note that these effects are applied after vanilla damage additions and before vanilla damage reductions damageModifiers: -#Decrease all damage by 20 % ALL: multiplier: 0.8 mode: DIRECT -#Increase sword damage by 25 % SHARPNESS_ENCHANT: - multiplier: 1.0 + multiplier: 1.23 mode: DIRECT SWORD: mode: DIRECT multiplier: 1.0 CRIT: mode: DIRECT - multiplier: 1.0 + multiplier: 0.82 STRENGTH_EFFECT: + mode: DIRECT + multiplier: 0.86 + ARROW: + mode: DIRECT + multiplier: 1.0 + POWER_ENCHANT: + mode: DIRECT + multiplier: 1.0 + TRIDENT: + mode: DIRECT + multiplier: 1.0 + IMPALE_ENCHANT: + mode: DIRECT + multiplier: 1.0 + FIREWORK: mode: DIRECT multiplier: 1.0 -invulTicksEnabled: false #disabled because currently it messes up invulnerability with other damage types +invulTicksEnabled: false invulnerableTicks: - FIRE: 10 - FIRE_TICK: 10 POISON: 1 PROJECTILE: 1 - DROWNING: 1 - ENTITY_ATTACK: 9 + ENTITY_ATTACK: 10 + +# the warp fruit will roll back to 7 seconds ago +warpFruit: # logSize * logInterval = how far back in time you go + logSize: 35 # log queue size + logInterval: 200ms # in milliseconds + cooldown: 180s + maxDistance: 100 # max warp distance + spectralWhileChanneling: true + +trident: + returnToOffhand: + enabled: true # if you throw the trident with your offhand, should it return to your offhand? + bypassFullInv: true # work even when player's inventory is full + generalCooldown: 10s + riptideCooldown: 60s + +shield: + bash: + enabled: false + activationResistance: + enabled: false + amplifier: 0 + duration: 200 + power: + fromGround: + x: 1.5 + y: 0.7 + z: 1.5 + inAir: + x: 0.75 + y: 0.35 + z: 0.75 + targetDistance: 3 + damage: 1 + cooldown: 5s + passive: + enabled: false + amplifier: 0 + +crossbow: + enabled: false + radius: 2 + reinforcementDamage: 1 + bastionDamage: 5 + cooldown: 60000ms + antiAir: + standardAA: + key: standardAA + item: + name: Anti Air Missile + color: + r: 255 + g: 0 + b: 0 + power: 2 + speed: 2 + damage: 5 + damageRadius: 3 + homingRadius: 10 + homingStrength: 0.2 # how sharp should homing turns be? + activateRadius: 1 + maxRange: 500 + gravity: 0.005 + +ally: + enabled: false + seeInvis: true # should you be able to see invisible allies? + animateLink: # settings for animating adding/removing ally + enabled: true + maxDistance: 20 + storage: + file: ally.sqlite + +enhancedArrows: + enabled: true + minDistance: 10 # how far should arrow travel for arrows to become area of effect? + radius: 1 + damage: 0.25 + allyDamageReduction: 1 # how much damage to reduce against allied players? 1 = negate all damage, 0 = full friendly fire + allyCollide: false # should arrows collide with allies? + allyExemptArrowTypes: # which tipped arrows should apply to allies? + - NIGHT_VISION + - INVISIBILITY + - JUMP + - FIRE_RESISTANCE + - SPEED + - STRENGTH + - REGEN + - TURTLE_MASTER + - LUCK + - SLOW_FALLING + +# customize tipped arrows +tippedArrows: + night_vision: &nightvision + name: Arrow of Night Vision + type: night_vision + duration: 440 + color: + r: 3 + g: 32 + b: 126 + long_night_vision: + <<: *nightvision + type: long_night_vision + duration: 1200 + invisibility: &invisibility + name: Arrow of Invisibility + type: invisibility + duration: 440 + color: + r: 120 + g: 124 + b: 131 + long_invisibility: + <<: *invisibility + type: long_invisibility + duration: 1200 + leaping: &leaping + name: Arrow of Leaping + type: leaping + duration: 440 + color: + r: 83 + g: 230 + b: 87 + long_leaping: + <<: *leaping + type: long_leaping + duration: 1200 + strong_leaping: + <<: *leaping + type: strong_leaping + duration: 220 + fire_resistance: &fire_resistance + name: Arrow of Fire Resistance + type: fire_resistance + duration: 440 + color: + r: 221 + g: 147 + b: 68 + long_fire_resistance: + <<: *fire_resistance + type: long_fire_resistance + duration: 1200 + speed: &speed + name: Arrow of Swiftness + type: swiftness + duration: 440 + color: + r: 104 + g: 159 + b: 185 + long_speed: + <<: *speed + type: long_swiftness + duration: 1200 + strong_speed: + <<: *speed + type: strong_swiftness + duration: 220 + slow: &slow + name: Arrow of Slowness + type: slowness + duration: 220 + color: + r: 89 + g: 103 + b: 112 + long_slow: + <<: *slow + type: long_slowness + duration: 600 + strong_slow: + <<: *slow + type: strong_slowness + duration: 40 + turtle_master: &turtle_master + name: Arrow of Turtle Master + type: turtle_master + duration: 40 + color: + r: 119 + g: 89 + b: 78 + long_turtle_master: + <<: *turtle_master + type: long_turtle_master + duration: 100 + strong_turtle_master: + <<: *turtle_master + type: strong_turtle_master + duration: 40 + water_breathing: &water_breathing + name: Arrow of Water Breathing + type: water_breathing + duration: 440 + color: + r: 19 + g: 71 + b: 134 + long_water_breathing: + <<: *water_breathing + type: long_water_breathing + duration: 1200 + poison: &poison + name: Arrow of Poison + type: poison + duration: 100 + color: + r: 94 + g: 129 + b: 43 + long_poison: + <<: *poison + type: long_poison + duration: 220 + strong_poison: + <<: *poison + type: strong_poison + duration: 40 + regen: ®en + name: Arrow of Regeneration + type: regeneration + duration: 100 + color: + r: 188 + g: 102 + b: 146 + long_regen: + <<: *regen + type: long_regeneration + duration: 220 + strong_regen: + <<: *regen + type: strong_regeneration + duration: 40 + strength: &strength + name: Arrow of Strength + type: strength + duration: 440 + color: + r: 110 + g: 28 + b: 31 + long_strength: + <<: *strength + type: long_strength + duration: 1200 + strong_strength: + <<: *strength + type: strong_strength + duration: 220 + weakness: &weakness + name: Arrow of Weakness + type: weakness + duration: 220 + color: + r: 110 + g: 28 + b: 31 + long_weakness: + <<: *weakness + type: long_weakness + duration: 600 + luck: + name: Arrow of Luck + type: luck + duration: 740 + color: + r: 74 + g: 131 + b: 18 + slow_falling: &slow_falling + name: Arrow of Slow Falling + type: slow_falling + duration: 220 + color: + r: 254 + g: 232 + b: 198 + long_slow_falling: + <<: *slow_falling + type: long_slow_falling + duration: 600 +blockPlacementRestrictions: + enabled: false + mode: BLACKLIST # BLACKLIST, WHITELIST, NOLIST (only cooldowns) + reinforce: false # should players be allowed to reinforce while in combat? + zones: + obsidian: + type: OBSIDIAN + radius: 10 + cobweb: + type: COBWEB + radius: 5 + waterbucket: + type: WATER_BUCKET + radius: 5 + lavabucket: + type: LAVA_BUCKET + radius: 5 + blacklist: + - COBWEB + - OBSIDIAN + - WATER_BUCKET + - LAVA_BUCKET + whitelist: + - COBBLESTONE + - STONE + cooldowns: + obsidian: + type: OBSIDIAN + cooldown: 1s netheriteFireResistance: true meteoricIronSlowness: true -fireworkExplosions: true +fireworkExplosions: false diff --git a/ansible/files/pvp-config/plugins/Finale/config.yml b/ansible/files/pvp-config/plugins/Finale/config.yml index 42305c38d..49c107ab6 100644 --- a/ansible/files/pvp-config/plugins/Finale/config.yml +++ b/ansible/files/pvp-config/plugins/Finale/config.yml @@ -112,7 +112,7 @@ weaponModification: damage: 1 netheriteSword: material: NETHERITE_SWORD - damage: 9 + damage: 8 diamondSword: material: DIAMOND_SWORD damage: 7 @@ -144,6 +144,7 @@ weaponModification: armourModification: diamondHelmet: material: DIAMOND_HELMET + armour: 3 toughness: 2 extraDurabilityHits: 1 # how many extra hits a player needs to take for the durability of the piece to fall diamondChestplate: @@ -284,11 +285,9 @@ velocity: #The order in which modifiers are applied is: ALL, ARROW, POWER_ENCHANT, STRENGTH_EFFECT, SWORD, SHARPNESS_ENCHANT, CRIT #Note that these effects are applied after vanilla damage additions and before vanilla damage reductions damageModifiers: - #Decrease all damage by 20 % ALL: multiplier: 0.8 mode: DIRECT - #Increase sword damage by 25 % SHARPNESS_ENCHANT: multiplier: 1.23 mode: DIRECT