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Updated Setting up the config file (markdown)
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@ -119,7 +119,7 @@ The settings-branch is quite extensive, and besides the `world`-node, it is basi
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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 wave-clear: true, set this low (3-5).
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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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@ -133,7 +133,7 @@ Please go to [[setting up the waves]] for more information.
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The rewards-section denotes which rewards the arena players can win in the arena. It uses the exact same item system as the classes-section does, so nothing new there. You can also specify monetary rewards if you use a major economy plugin (iConomy, BOSEconomy, Essentials Eco) in the notation `$<amount>`.
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The waves-branch is broken into `every`- and `after`-branches. The `every`-branch denotes rewards that the players can receive _every_ x waves (repeated). The `after`-branch denotes rewards that the player can receive _after_ wave x (only once). Note that **only one reward** is picked at random from the list.
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The waves-branch is broken into `every`- and `after`-branches. The `every`-branch denotes rewards that the players can receive _every_ x waves (repeated). The `after`-branch denotes rewards that the player can receive _after_ wave x (only once) has started. Note that **only one reward** is picked at random from the list.
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In the following example, players will receive either four arrows or a gold bar every 3 waves (3, 6, 9, 12, etc.), and a diamond every 10 waves (10, 20, 30, etc.), as well as an iron tool on wave 7 (only on wave 7), a diamond sword on wave 19 (only on wave 19), and 200 currency units on wave 20:
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