wasteland/wasteland/src/main/resources/config.yml

368 lines
14 KiB
YAML

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