Files
Civ/ansible/files/gamma-config/plugins/Finale/config.yml
2026-04-03 02:39:13 +01:00

659 lines
15 KiB
YAML

# alters the base CPS for all players, set enabled to false to disable
alterAttack:
enabled: true
speed: 1024
#CombatTag player on login?
ctpOnLogin: true
cleanerCombat:
maxReach: 6.0
cps:
limit: 9
counterInterval: 1000
attackCooldownEnabled: false
sweepEnabled: false
sprintResetEnabled: true # should the sprint of the attacker reset upon hitting the victim?
waterSprintResetEnabled: false # should the sprint of the attacker reset upon hitting if they are in water?
knockbackSwordsEnabled: true # should knockback swords work?
sounds:
weak: false
strong: false
knockback: false
crit: true
knockbackLevelMultiplier: 0.67 # a constant to control the knockback sword level
strategy: standard
normal:
groundModifier: # modifies knockback in general.
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: MULTIPLY # MULTIPLY or ADD
x: 1.0
y: 0.56
z: 1.0
waterModifier: # modifies knockback if the victim is in water.
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: MULTIPLY # MULTIPLY or ADD
x: 0.72
y: 0.95
z: 0.72
airModifier: # modifies knockback if the victim is in the air.
type: MULTIPLY
x: 1.0
y: 0.6
z: 1.0
waterModifier: # modifies knockback if the victim is in water.
type: MULTIPLY
x: 1.0
y: 1.0
z: 1.0
attackerMotion: # modifies motion of attacker upon attacking.
x: 0.75
y: 1.0
z: 0.75
victimMotion: # modifies motion of victim upon getting hit.
x: 0.65
y: 1.0
z: 0.65
maxVictimMotion: # maximum motion of victim upon getting hit.
x: 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: 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?
enabled: true
#Custom pearl cooldown
cooldown: 16s
#Combat tag using CTP when pearling?
combatTag: true
gapples:
enabled: true
cooldown: 15s
enchantedCooldown: 5m
#allows adjusting the attack damage of any item by its spigot material identifier
weaponModification:
mace:
material: MACE
damage: 6
armourDamageMultiplier: 2.5
netheriteAxe:
material: NETHERITE_AXE
damage: 6
diamondAxe:
material: DIAMOND_AXE
damage: 5
copperAxe:
material: COPPER_AXE
damage: 5
copperSword:
material: COPPER_SWORD
damage: 5
ironAxe:
material: IRON_AXE
damage: 4
stoneAxe:
material: STONE_AXE
damage: 3
goldAxe:
material: GOLDEN_AXE
damage: 2
woodAxe:
material: WOODEN_AXE
damage: 1
netheriteSword:
material: NETHERITE_SWORD
damage: 8
diamondSword:
material: DIAMOND_SWORD
damage: 7
ironSword:
material: IRON_SWORD
damage: 6
stoneSword:
material: STONE_SWORD
damage: 5
goldSword:
material: GOLDEN_SWORD
damage: 4
woodSword:
material: WOODEN_SWORD
damage: 3
trident:
material: TRIDENT
damage: 8
meteoricIronSword:
key: meteoric_iron_sword
damage: 8
meteoricIronSwordKb:
key: meteoric_iron_sword_knockback
damage: 8
meteoricIronSwordKb1:
key: meteoric_iron_sword_knockback1
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: 2.75
extraDurabilityHits: 1
knockbackResistance: 0 # knockback resistance is a value between 0 and 1.
netheriteChestplate:
material: NETHERITE_CHESTPLATE
armour: 8
toughness: 2.75
extraDurabilityHits: 1
knockbackResistance: 0.1
netheriteLeggings:
material: NETHERITE_LEGGINGS
armour: 6
toughness: 2.75
extraDurabilityHits: 1
knockbackResistance: 0.1
netheriteBoots:
material: NETHERITE_BOOTS
armour: 4
toughness: 2.75
extraDurabilityHits: 1
knockbackResistance: 0
meteoricIronHelmet:
key: meteoric_iron_helmet
armour: 4
toughness: 2.2
extraDurabilityHits: 1
meteoricIronChestplate:
key: meteoric_iron_chestplate
armour: 8
toughness: 2.4
extraDurabilityHits: 1
meteoricIronLeggings:
key: meteoric_iron_leggings
armour: 6
toughness: 2.4
extraDurabilityHits: 1
meteoricIronBoots:
key: meteoric_iron_boots
armour: 4
toughness: 2.2
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
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
# ---
#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
#Or one applying only to speed 8, both splash&drinkable
# speed8:
# type: SPEED
# extended: true
# multiplier: 0.8
potIntensity:
splash:
#All splash pots reduced
splash: true
multiplier: 1.0
#Except for health
health:
type: INSTANT_HEAL
multiplier: 1.0
#Multiplier applied to the health gain from all health potions
healthMultiplier: 1.5
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
ENDER_PEARL:
type: REVERTED
power: 1.4
SPLASH_POTION:
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:
# SWORD:
# multiplier: 1.2
# mode: LINEAR
# flatAddition: 0.0
#Key of the entry is the type of damage modified, allowed here are: ALL, SWORD, SHARPNESS_ENCHANT, STRENGTH_EFFECT, ARROW, POWER_ENCHANT, CRIT
#'multiplier' is the multiplier applied to the preexisting vanilla damage, defaults to 1.0
#'mode' is the mode used to apply the multiplier for types with different levels like SHARPNESS_ENCHANT. Allowed are LINEAR and EXPONENTIAL
#'flatAddition' is a flat amount added per level. Flat addition is applied before the multiplier
#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:
ALL:
multiplier: 0.8
mode: DIRECT
SHARPNESS_ENCHANT:
multiplier: 1.23
mode: DIRECT
SWORD:
mode: DIRECT
multiplier: 1.0
CRIT:
mode: DIRECT
multiplier: 0.825
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
invulnerableTicks:
POISON: 1
PROJECTILE: 1
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: &regen
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: true # 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: false
rebalanceTntMinecart: true
mace:
cooldown: 800
max_damage: 38
wind_cooldown: 3