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Updated Setting up the config file (markdown)
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@ -93,17 +93,16 @@ This section is by far the largest, and it is divided into several smaller branc
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### settings ###
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The settings-branch is quite extensive, and besides the `world`-node, it is basically just a bunch of toggles (on/off, true/false), though a few are number-based.
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* `enabled: [true|false]` - If false, players cannot join the arena.
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* `world: <name>` - The name of the world the arena resides in.
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* `enabled: [true|false]` - If false, players cannot join the arena.
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* `protect: [true|false]` - If false, the arena will not be protected from explosions and players breaking the blocks.
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* `logging: [true|false]` - If true, at every arena end, relevant information about the arena session will be appended to a file `plugins/MobArena/logs/<arena>.log`. Note that there is no sort of limit on how big this file can become, so keep an eye on it.
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* `logging: [true|false]` - **This setting is currently bugged, do not set to true!** If true, at every arena end, relevant information about the arena session will be appended to a file `plugins/MobArena/logs/<arena>.log`. Note that there is no sort of limit on how big this file can become, so keep an eye on it.
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* `entry-fee: [$<amount>|<item>:<amount>]` - Follows the exact same notation as the class items and rewards. `$20` will subtract 20 of whatever currency you use from the players upon joining. `$5, stick:2` will require the player to have 5 currency units and 2 sticks to join the arena. The entry-fee will be refunded if the player leaves before the arena starts.
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* `clear-wave-before-next: [true|false]` - If true, no monsters will spawn before all monsters of the previous wave have been slain.
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* `detonate-creepers: [true|false]` - If true, all Creepers in the arena will be detonated right before the next wave spawns. Will not work with `clear-wave-before-next: true`.
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* `detonate-damage: [true|false]` - If false, players will not take damage from the Creeper detonations (but they will still take damage from normal Creeper explosions). Requires `detonate-creepers: true`.
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* `clear-boss-before-next: [true|false]` - If true, no new waves will spawn before the current boss (if any) is dead.
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* `lightning: [true|false]` - If true, every spawnpoint will be struck by lightning (no damage) on special waves.
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* `auto-equip-armor: [true|false]` - If true, armor pieces will automatically be equipped upon class selection. Note that this does not work if a class has more than 1 of an armor piece type.
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* `force-restore: [true|false]` - If true, the arena region is saved on arena start, and rebuilt on arena end. This is useful if the arena is encased in Obsidian, and server hosts want a destructible arena. Note that with a large arena region, the server will "lag" for a few seconds on arena end and arena start. This is because the region is saved to the harddrive.
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* `soft-restore: [true|false]` - If true, all destroyed blocks will be saved in a "repair list", which will be used to restore blocks at arena end. This is different from `force-restore` in that no data is saved to the harddrive - it is also much faster (no lag). Note that this setting, if true, ignores both `force-restore` and `protect`.
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* `soft-restore: [true|false]` - If true, all destroyed blocks will be saved in a "repair list", which will be used to restore blocks at arena end. No data is saved to the harddrive. Note that this setting, if true, ignores the `protect` flag.
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* `soft-restore-drops: [true|false]` - If true, blocks destroyed by players will drop as items like they normally do (using pickaxes, spades, etc.). Note that this makes it very easy for classes with pickaxes to "mine the arena" and build forts.
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* `require-empty-inv-join: [true|false]` - If false, players' inventories will be saved upon joining, and restored upon death/leaving.
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* `require-empty-inv-spec: [true|false]` - If false, players can spectate the arena without having to empty their inventories.
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@ -112,16 +111,22 @@ The settings-branch is quite extensive, and besides the `world`-node, it is basi
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* `monster-infight: [true|false]` - If false, monsters will no longer damage each other.
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* `allow-teleporting: [true|false]` - If false, all warping to and from the arena region is blocked. Useful for preventing players from summoning other players into the arena for help.
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* `spectate-on-death: [true|false]` - If false, players will not get warped to the spectator area, but instead be "kicked" from the arena (essentially a forced /ma leave).
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* `auto-respawn: [true|false]` - If false, players will be greeted with the typical death screen upon dying in the arena, and will have to click the respawn button to respawn. With this setting at false, players will actually die in the arena, meaning plugins like Heroes and mcMMO will properly trigger their resetting of internal data upon respawn.
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* `share-items-in-arena: [true|false]` - If false, players will not be able to drop items in the arena.
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* `entry-fee: [$<amount>|<item>:<amount>]` - Follows the exact same notation as the class items and rewards. `$20` will subtract 20 of whatever currency you use from the players upon joining. `$5, stick:2` will require the player to have 5 currency units and 2 sticks to join the arena.
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* `max-players: <amount>` - Gives an upper limit on how many players may join the arena. The default of `0` means no limit.
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* `min-players: <amount>` - Gives a lower limit on how many players are required to start the arena. The default of `0` is the same as `1`, which means 1 or more players may start the arena.
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* `max-players: <amount>` - Gives an upper limit on how many players may join the arena. The default of `0` means no limit.
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* `max-join-distance: <distance>` - The maximum distance (in blocks) from which players can join or spectate the arena. If 0 (default), there is no limit. Note that the distance is calculated from every corner of the arena region, and that players not in the arena world won't be able to join or spectate.
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* `repair-delay: <time>` - The time in _server ticks_ (20 ticks = 1 second) between explosions and block reparation. If set to `0`, explosions are completely cancelled out (meaning there will be no explosion animation, and no blocks will get destroyed at all), which also means player-placed blocks will not be blown up. Furthermore, `soft-restore: true` will be ignored.
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* `first-wave-delay: <time>` - The time (in seconds) before the first wave of monsters upon arena start.
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* `wave-interval: <time>` - The time (in seconds) between each new wave of monsters. If clear-wave-before-next: true, this setting will be ignored.
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* `special-modulo: <wave>` - Every x waves will be special waves. For instance, if set to 4, every 4th wave will be a special wave.
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* `max-idle-time: <time>` - The time (in seconds) the arena players have to kill another monster. If no monster is killed after x seconds of arena start or the last kill, the arena will end. Useful for keeping players from dragging out arena fights.
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* `final-wave: <number>` - The number of the final wave before the arena is force ended. This is useful if you want to set a cap on how many waves an arena will have.
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* `monster-limit: <amount>` - The maximum amount of monsters MobArena is allowed to spawn for this arena. The next wave, if any, will not spawn until there is room for more monsters.
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* `monster-exp: [true|false]` - If true, monsters will drop experience orbs. This is useful if you wish to give players the ability to spend the gathered experience on enchants or something else (using different plugins) during the session.
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* `keep-exp: [true|false]` - If true, players will keep the experience they gather in the arenas after death. This is useful if you want to allow players to level up or gather experience in the arenas.
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* `food-regen: [true|false]` - If true, a full food bar will cause players to regenerate health while in the arena. Note that this potentially makes tank-like classes extremely overpowered, since diamond armor (by default) coupled with a full food bar will make a player very hard to kill.
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* `lock-food-level: [true|false]` - If true, the food bar will be locked for all players in the arena, meaning they will not end up starving, and they will be able to sprint around as they please.
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* `player-time-in-arena: <time of day>` - When set to anything but world, this setting will freeze the apparent world time for players in the arena to whatever value you set. This is useful for making time-of-day themed arenas (e.g. constant night time for a cemetery, broad daylight for a pirate ship). Valid values are: dawn, sunrise, morning, midday, noon, day, afternoon, evening, sunset, dusk, night, midnight.
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* `auto-ignite-tnt: [true|false]` - If true, TNT will be automatically ignited when placed. This is useful for preventing Oddjob-like classes from forting.
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* `auto-start-timer: <time>` - The time (in seconds) before the arena will be force started after the first player has joined the lobby (the default of 0 means deactivated or infinite time). Non-ready players will be removed from the lobby. This setting is useful to prevent ill-minded players from delaying or preventing other players from starting the arena.
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I recommend the default settings, but most of them can be changed without problems. Note that `force-restore` and `require-empty-inv-join` should be set to false and true respectively, if you don't want to risk file I/O problems (they are rare, but they do happen).
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