Updated Setting up the config file (markdown)

garbagemule 2011-06-29 04:41:56 -07:00
parent 96e7e9add1
commit 6f6ecce4a3

@ -35,23 +35,23 @@ The config-file consists of 3 sections: **global-settings**, **classes**, and **
rewards: rewards:
[...] [...]
Note about notation: `[true|false]` means the setting can take the values "true or false", either or. `<time>` means the setting can take an amount (either seconds or server ticks), always a whole number, and always `0` or greater. `<amount>` is similar to time. Note about notation: `[true|false]` means the setting must be "true or false", either or. `<time>` means the setting must be an amount of time (in seconds or server ticks), always a whole number, and always `0` or greater. `<amount>` is similar to time.
## global-settings ## ## global-settings ##
The global settings are few, but important. Note that if `enabled: false`, no arenas can be joined, regardless of their individual `enabled` status. The `global-settings` are few, but important. Note that if `enabled: false`, no arenas can be joined, regardless of their individual `enabled` status.
* `enabled: [true|false]` - This determines if MobArena is enabled or not. If set to `false`, players will not be able to join any arenas at all, regardless of what the arenas' individual statuses are. * `enabled: [true|false]` - This determines if MobArena is enabled or not. If set to `false`, players will not be able to join any arenas at all, regardless of what the arenas' individual statuses are.
* `update-notification: [true|false]` - If true, MobArena will send a message to ops when they log on if a new version of MobArena is available. * `update-notification: [true|false]` - If true, MobArena will send a message to ops when they log on if a new version of MobArena is available.
* `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). * `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.
I recommend keeping `update-notification: true` and `repair-delay: 5` for normal users. I recommend keeping `update-notification: true` and `repair-delay: 5` for typical use.
## classes ## ## classes ##
The classes section is slightly more complicated. It is divided into _class-branches_, where each branch denotes the _name of the class_, and each branch has an `items`-node and an `armor`-node. These nodes specify which items and armor pieces each class has, respectively. The `classes`-section is slightly more complicated. It is divided into _class-branches_, where each branch denotes the _name of the class_, and each branch has an `items`-node and an `armor`-node. These nodes specify which items and armor pieces each class has, respectively.
The items can be written as either their [data value/type id](http://www.minecraftdatavalues.com/js.php), or as their [Material name/type](http://jd.bukkit.org/apidocs/org/bukkit/Material.html). The items are written as `<item>:<amount>`. If the colon and amount are left out, the amount will default to 1. In this example, the **Archer** gets a wooden sword, a bow, 128 arrows and a grilled porkchop from his `items`-node (in Material names), and leather armor from his `armor`-node (in data values). Conversely, the **Knight** gets a diamond sword and 2 roasted porkchops, written in data values, as well as iron armor, written in Material names. The items can be written as either their [data value/type id](http://www.minecraftdatavalues.com/js.php), or as their [Material name/type](http://jd.bukkit.org/apidocs/org/bukkit/Material.html). They are written in the form `<item>:<amount>`. If the colon and amount are left out, the amount will default to 1. In this example, the **Archer** gets a wooden sword, a bow, 128 arrows and a grilled porkchop from his `items`-node (in Material names), and leather armor from his `armor`-node (in data values). Conversely, the **Knight** gets a diamond sword and 2 roasted porkchops, written in data values, as well as iron armor, written in Material names.
classes: classes:
Archer: Archer: