368 lines
14 KiB
YAML
368 lines
14 KiB
YAML
databaseFile: wasteland.sqlite3
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chat:
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# `{enlisted}`, `{officer}`, `{console}`, and `{rank}` indicate the rank prefix
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# using the highest enlisted, officer, console, and overall ranks respectively.
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#
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# `{towny}` indicates the town prefix if the player is in a town and the town tag is set.
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#
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# The first `%s` is the player's name and the second is the message itself.
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formats:
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# The format used for chat.
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chat: "{towny}{enlisted}%s: %s"
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# The format used for chat player with the `wasteland.chat.officer` permission.
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officer: "{towny}{officer}%s: %s"
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# The format used for `/official` when used by a player.
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official: "{officer}%s: %s"
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# The format used for `/official` when used by the server.
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console: "{console_full}§r: %s"
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prefixes:
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# `{abbr}` is the rank's abbreviation, with formatting
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rank: "§r[{abbr}§r] "
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# `{tag}` is the town's tag
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towny: "§r[§9{tag}§r] "
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#
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# enlisted:
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# decoration: <ColorCode> # optional
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# description: <description> # optional, may reference the rank's number of `{kills}`.
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# ranks:
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# <rankID>: # the rank permission will be `wasteland.rank.<rankID>`.
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# name: <full rank name> # optional, defaults to the rank ID
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# abbreviation: <rank abbreviation> # optional, defaults to the name
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# description: <rank description> # optional, defaults to `enlisted.description`.
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# succeeds: <rankID> # optional, the prior rank (defaults to nothing)
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# preferred: <rankID> # optional, used to disambiguate multiple ranks
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# # which both succeed the same rank.
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# # If there is only one successor, it defaults to that.
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# color: <ColorCode> # optional
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# decoration: <ColorCode> # optional, defaults to `enlisted.decoration`
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# kills: <0+> # optional, but the rank won't be automatically used without it
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# ...
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#
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# You *must* set a default enlisted rank by setting the rank's kills to 0; the plugin will break if you don't.
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# Setting multiple default ranks is undefined behavior.
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# It may be possible for a player to have no rank in the future, but it is not for now.
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#
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# Players will automatically be promoted to their preferred rank if they have enough kills for it.
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# If there are ambiguous ranks, then:
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# * If the player has permission `wasteland.prefer-rank.<rankId>`, then they will be promoted to their preferred rank.
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# * If one of the next ranks is `preferred`, then they will be promoted to that rank.
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# * Otherwise, they will *not* be promoted until a `prefer-rank` permission is set.
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#
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# Setting a player's preferred rank will retroactively update their rank to that rank
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# (e.g. if a player is MGySgt and you set `wasteland.prefer-rank.fstsgt`, they will become SgtMaj),
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# but only when the plugin's configuration (or the whole plugin) is reloaded.
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#
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# It is also possible to set a player's rank to a rank they do not have the kills for,
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# by using the `wasteland.rank.<rankID>` permission.
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#
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# The default ranks are based on those of the U.S. marines.
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# The default colors are based on Terraria's rarity scheme (https://terraria.gamepedia.com/Rarity).
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# You may wish to remove the unused alternative ranks.
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enlisted:
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description: "{kills} kills."
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ranks:
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# A default rank which is not part of the marines.
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fodder:
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# `name` is optional and defaults to the `title`.
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name: Zombie Fodder
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# `abbreviation` is optional and defaults to the rank ID.
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abbreviation: Fodder
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description: This person probably won't survive long.
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color: GRAY
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kills: 0
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pvt:
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name: Private
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abbreviation: Pvt
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succeeds: fodder
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color: WHITE
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kills: 100
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pfc:
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name: Private First Class
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abbreviation: PFC
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succeeds: pvt
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color: BLUE
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kills: 250
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lcpl:
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name: Lieutenant Corporal
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abbreviation: LCpl
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succeeds: pfc
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color: GREEN
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kills: 500
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cpl:
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name: Corporal
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abbreviation: Cpl
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succeeds: lcpl
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color: RED
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kills: 1000
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sgt:
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name: Sergeant
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abbreviation: Sgt
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succeeds: cpl
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color: LIGHT_PURPLE
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kills: 2500
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ssgt:
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name: Staff Sergeant
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abbreviation: SSgt
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succeeds: sgt
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color: YELLOW
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kills: 5000
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gysgt:
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name: Gunnery Sergeant
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abbreviation: GySgt
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succeeds: ssgt
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preferred: msgt
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color: AQUA
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kills: 10000
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# Alternative DARK_RED rank.
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fstsgt:
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name: First Sergeant
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abbreviation: 1stSgt
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description: "{kills} kills. Alternative rank to GySgt."
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succeeds: gysgt
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color: DARK_RED
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kills: 25000
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msgt:
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name: Master Sergeant
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abbreviation: MSgt
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succeeds: gysgt
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color: DARK_RED
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kills: 25000
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# Alternative DARK_PURPLE rank.
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sgtmaj:
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name: Sergeant Major
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abbreviation: SgtMaj
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description: A survivor of the wasteland, with over {kills} kills. Alternative rank to MSgt, promoted from 1stSgt.
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succeeds: fstsgt
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color: DARK_PURPLE
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kills: 50000
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mgysgt:
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name: Master Gunnery Sergeant
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abbreviation: MGySgt
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description: A survivor of the wasteland, with over {kills} kills.
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succeeds: msgt
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color: DARK_PURPLE
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kills: 50000
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# Officer ranks cannot be obtained by killing zombies;
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# they must manually be set using permissions.
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# Setting permissions for any rank also gives permissions for all previous ranks.
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# You may also optionally specify a rank `description`,
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# which will be listed to describe what a staff member of that rank does,
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# or what a donor of that rank donated.
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# It may be best to remove ranks that you are not using to avoid cluttering the ranks list.
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officer:
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decoration: BOLD
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# The rank used by the console when it makes an official message.
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# This *must* be specified or the plugin will break.
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console: gas
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ranks:
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sndlt:
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name: Second Lieutenant
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abbreviation: 2ndLt
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color: WHITE
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fstlt:
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name: First Lieutenant
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abbreviation: 1stLt
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succeeds: sndlt
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color: BLUE
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capt:
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name: Captain
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abbreviation: Capt
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succeeds: fstlt
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color: GREEN
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maj:
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name: Major
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abbreviation: Maj
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succeeds: capt
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color: RED
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ltcol:
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name: Lieutenant Colonel
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abbreviation: LtCol
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succeeds: maj
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color: LIGHT_PURPLE
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col:
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name: Colonel
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abbreviation: Col
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succeeds: ltcol
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color: YELLOW
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bgen:
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name: Brigadier General
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abbreviation: BGen
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succeeds: col
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color: AQUA
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majgen:
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name: Major General
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abbreviation: MajGen
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succeeds: bgen
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color: DARK_RED
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ltgen:
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name: Lieutenant General
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abbreviation: LtGen
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succeeds: majgen
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color: DARK_PURPLE
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gen:
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name: General
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abbreviation: Gen
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succeeds: ltgen
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color: GOLD
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gas:
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name: General of the Armies
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abbreviation: GAS
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description: The server console.
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color: GOLD
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kills:
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# The eligible monsters are the entity types which, if killed, will count towards your next promotion.
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# Each value must be a valid Bukkit EntityType (e.g. `WITHER_SKELETON` or `ENDERMAN`),
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# or one of these built-in entitiy collections:
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# * `bosses`: The ender dragon or wither.
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# * `hostiles`: Mobs which will attack you on sight, including the bosses.
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# * `neutrals`: Mobs which will only attack you under certain conditions,
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# e.g. wolves attack you if attacked, enderman attack you if looked at, spiders attack in the dark.
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# * `monsters`: Mobs which are eligiable for the "Monster Hunter" achievement,
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# which is to say all of the hostile mobs, endermen, spiders, and zombified piglins.
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# * `zombies`: All zombies, including zombified piglins.
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# * `spiders`: All spiders: regular spiders and cave spiders.
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#
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# The wiki lists which mobs are bosses, hostile, or neutral: https://minecraft.gamepedia.com/Mob#List_of_mobs
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# Monsters are defined as the mobs which are eligible for the Monster Hunter achievement
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# (all hostile mobs plus endermen, spiders, and zombified piglins).
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eligible:
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# You must give a name for messages to the player, for e.g. "You must kill X more ??? before your next promotion."
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name: monsters
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entities: [bosses, monsters]
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#
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# spawns:
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# # Valid monster types are are CREEPER, SKELETON, SPIDER, and ZOMBIE.
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# # The numbers generated by this section's configuration are multiplied together
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# # to determine the probability of a monster spawning at a specific location,
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# # and the amount by which a monster succeeds its probability check
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# # count towards its spawn quality for the purpose of applying buffs.
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# <MonsterType>:
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# # The light levels in which a monster can spawn.
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# # The probability of a monster spawning is determined by how much light is on the desired spawn block,
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# # reaching a probability of 0.0 when the light reaches the specified maximum.
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# light:
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# maximum: <integer> # defaults to 9
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#
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# # A block's light level is the maximum of the block light and the sunlight and moonlight added together.
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# # The weights affect how much each kind of light contributes toward the overall light level:
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# # Before calculating the overall light level, each light source is multiplied by its respective weight.
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# # The sun and block light level weights default to 1; the moon light level weight defaults to 0.
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# #
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# # A negative weight means that light from this source will *increase* the probability of a monster spawning
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# # in a given light, including in brighter areas (so if you had `moon: -1.0`, on a full moon,
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# # monsters would be able to spawn in block light levels up to `9 + 6`, whereas with `1.0` it would be `9 - 6`).
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# #
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# # Unlike in Vanilla, the sunlight level doesn't go directly between 15 and 0 at dawn and dusk.
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# # There is a *gradual transition* between sunlight and moonlight for the duration of dawn and dusk,
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# # and in vanilla, moonlight doesn't exist at all so that's a new thing too.
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# #
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# # Finally, sky light levels aren't calculated in quite the same way as block light levels.
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# # Rather than diminishing one light level per block, the light diminishes by `1/15th` of its maximum per block.
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# # This means that moonlight shines dramatically deeper into caves and buildings, albeit only at low intensity.
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# #
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# # Moonlight by phase of moon:
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# # * FULL: 6
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# # * WANING_GIBBOUS: 5
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# # * THIRD_QUARTER: 3
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# # * NEW: 0
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# # * WAXING_CRESCENT: 2
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# # * FIRST_QUARTER: 3
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# # * WAXING_GIBBOUS: 4
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# #
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# # There isn't any particular reason for the moon phase light to be asymmetrical, and the numbers are arbitrary;
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# # I made them asymmetrical to make things interesting, and the numbers were chosen just because they felt right.
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# # Perhaps I will make the moonlight by phase configurable in the future.
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# #
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# weights:
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# sun: <float>
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# moon: <float>
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# block: <float>
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#
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# # The y-levels within which a monster can spawn.
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# # Like with light, the probability of a monster spawning is diminished the farther it is from the center of the region.
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# height:
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# minimum: <integer> # Defaults to 0
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# maximum: <integer> # Defaults to the largest possible integer. `-1` will *not* work here!
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#
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# # The probability of spawning will be multiplied by the modifier specified here depending on what moon phase it is.
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# # The moon phase multiplier *only* has effect between dusk and dawn, although it *does* have effect underground.
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# phases:
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# <MOON_PHASE>: <float>
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# ...
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# ...
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#
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spawns:
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CREEPER:
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# double spawns in the first and third quarter
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phases:
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THIRD_QUARTER: 2.0
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FIRST_QUARTER: 2.0
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# only spawn below 50 blocks, the lower the more frequent
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height:
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maximum: 50
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SKELETON:
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phases:
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THIRD_QUARTER: 2.0
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FIRST_QUARTER: 2.0
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# only spawn above 80 blocks, the higher the more frequent
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height:
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minimum: 80
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SPIDER:
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light:
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maximum: 5
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weights:
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# spawn up to light level 1
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sun: 4.3
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# spawn up to light level 3
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moon: 1.5
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# spawn up to light level 4
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block: 1.2
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# very strongly prefers dark moon phases
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phases:
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NEW: 3.0
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WANING_GIBBOUS: 1.5
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WAXING_GIBBOUS: 1.5
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THIRD_QUARTER: 0.5
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FIRST_QUARTER: 0.5
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FULL: 0.3
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ZOMBIE:
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light:
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weights:
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# Zombies are only affected by the sky light level a quarter as much,
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# meaning they can still sometimes spawn in broad daylight.
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# They also slightly benefit from moonlight.
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sun: 0.25
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moon: -0.2
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phases:
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FULL: 2.0
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WAXING_GIBBOUS: 1.5
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WANING_GIBBOUS: 1.5
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NEW: 0.5
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kit:
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# How long a player has to wait between kits, in ticks.
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# The default is five minutes.
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period: 6000
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# A random durability will be chosen per tool depending on how many kits the player has received.
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# The tool will not be dropped if the durability chosen is less than one eight of the item's max.
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tools:
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- GOLDEN_SWORD
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- GOLDEN_PICKAXE
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- GOLDEN_SHOVEL
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- GOLDEN_AXE
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- GOLDEN_HOE
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# A random quantity will be chosen depending on how many kits the player has received.
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# The item type will not be dropped if the quantity chosen is less than one eighth of the maximum.
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items:
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ROTTEN_FLESH: 32 |