SteamWar/FightSystem
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FightSystem/FightSystem_Main/src/config.yml

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YAML

Times:
# Time in seconds the server stops after starting if nobody joins
NoPlayersOnlineDuration: 30
# Time in seconds the team leaders have to choose their schematic
PreSchemPasteDuration: 120
# Time in seconds for preparing
SetupDuration: 300
# Time in seconds the final countdown is long
PreFightDuration: 30
# Time in seconds to spectate the arena after the fight
SpectatorDuration: 30
Arena:
# The amount of blocks the schematics should be pasted under the surface
WaterDepth: 0
# The size of the schematics
Schemsize:
x: 0
y: 0
z: 0
# The outer border of the arena, measured in blocks around the schematic areas
Schem2Border:
x: 0
z: 0
# The size of the team areas are expanded around the schematics
BorderFromSchematic: 0
# If ground walkable, teams can walk below the lower arena border during setup
GroundWalkable: true
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Schematic:
# If the rank system for the schematics should be enabled
RanksEnabled: false
# The schematic type that can be chosen in this arena
SchematicType: normal
# If the schematics should be rotated during pasting
Rotate: true
# If only public schematics are allowed
OnlyPublicSchematics: false
# If the public only force should be completly disabled
IgnorePublicOnly: false
# If obsidian and bedrock should be replaced during PRE_RUNNING
ReplaceObsidianBedrock: false
# If the replacement should happen with blockupdates
ReplaceWithBlockupdates: false
Output:
# Name of the "Red" team
TeamRedName: Rot
# Color prefix of the "Red" team
TeamRedPrefix: '§c'
# Name of the "Blue" team
TeamBlueName: Blau
# Color of the "Blue" team
TeamBluePrefix: '§3'
# The name of the gamemode presented to the players
GameName: NoGear
# The prefix used for team chats
TeamChatDetection: +
# The list of active winconditions
WinConditions:
- TIMEOUT
# - HEART_RATIO_TIMEOUT
# - PERCENT_TIMEOUT
- ALL_DEAD
# - CAPTAIN_DEAD
# - PERCENT_SYSTEM
# - RELATIVE_PERCENT
# - POINTS
- WATER_TECH_KO
# - TIME_TECH_KO
# - PUMPKIN_TECH_KO
WinConditionParams:
# The time of any of the timeout winconditions in seconds
TimeoutTime: 1200
# The percentage when any of the percent winconditions limits or triggers a win
PercentWin: 5.0
# Blocks ignored by the percent winconditions
IgnoredBlocks:
- AIR
- WATER
- TNT
- OBSIDIAN
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Kits:
# The kit file for this configuration
File: kits.yml
# The default kit for team members
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MemberDefault: default
# The default kit for team leaders
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LeaderDefault: default
# If the personal kit system is active
PersonalKits: false
# Items that are not allowed in the personal kit
ForbiddenItems: []
# A list of integers containing the waiting time of this enter stage in the fight
EnterStages: []
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Techhider:
# if the techhider is active
Active: true
# Which block the techhider replaces to.
ObfuscateWith: end_stone
# A list of all hidden blocks. "water" results in the hiding of all waterlogged blocks as well.
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HiddenBlocks:
- water
- note_block
- powered_rail
- detector_rail
- piston
- piston_head
- sticky_piston
- tnt
- chest
- trapped_chest
- redstone_wire
- stone_pressure_plate
- iron_door
- oak_pressure_plate
- spruce_pressure_plate
- birch_pressure_plate
- jungle_pressure_plate
- acacia_pressure_plate
- dark_oak_pressure_plate
- redstone_torch
- redstone_wall_torch
- repeater
- brewing_stand
- tripwire_hook
- tripwire
- heavy_weighted_pressure_plate
- light_weighted_pressure_plate
- comparator
- redstone_block
- hopper
- activator_rail
- dropper
- slime_block
- observer
- honey_block
- lever
# The block entities that are hidden (contents of blocks)
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HiddenBlockEntites:
- minecraft:sign
- minecraft:dispenser
- minecraft:chest
- minecraft:trapped_chest
- minecraft:furnace
- minecraft:brewing_stand
- minecraft:hopper
- minecraft:dropper
- minecraft:shulker_box
- minecraft:jukebox
- minecraft:comparator
# The following configuration must be in the Worldforlder/config.yml
#
# # The lower arena border under which players get damage
# UnderBorder:
# # The lowest corner in all axis of the blue team schematic area
# BlueCorner:
# x: 0
# y: 0
# z: 0
# # The offset between the lowest corner of the blue area and the lowest corner of the red area
# BlueToRed:
# x: 0
# y: 0
# z: 0
# # The offset the teams spawn relative to the center of their area
# SpawnOffset:
# x: 0
# y: 0
# z: 0