This repository has been archived by the owner on Apr 1, 2020. It is now read-only.
-
Notifications
You must be signed in to change notification settings - Fork 1
/
config.yml
719 lines (705 loc) · 15.7 KB
/
config.yml
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
#If you modify anything in this config, all comments and notations will be removed.
#You can view an online version of this at https://github.com/MSWS/FreakyEnchants/blob/master/config.yml
#############################
# #
# Global Settings #
# #
#############################
#How status messages will be sent.
#ACTIONBAR: Messages will be sent via the action bar
#CHAT: Messages will be sent via chat - May get spammy
StatusMessages: ACTIONBAR #Options: ACTIONBAR, CHAT
ConfigVersion: '1.2.1' #I recommend not changing this. This will notify you if your config is outdated.
#NPC Settings
NPC:
Type: VILLAGER #The EntityType that the entity will be
Name: '&a&lEnchanter' #The name that will be visible above the NPC's head
AllowRightClick: true
AllowLeftClick: true
Updater:
OnEnable: true #If true, FreakyEnchants will log in console when enabled if a new version is available
OnJoin: true #If true, players with permission freakyenchants.autoupdater will be notified about new versions
Changelog: #If true, FreakyEnchants will grab the changelog from Github and display them in console/game
OnEnable: true
OnJoin: true
Economy:
#What sort of economy/currency should be used? TOKEN is FreakyEnchant's custom currency
#Set to vault if you want to use with Essentials or other Vault compatible plugins
#XP is the player's experience level
Type: TOKEN #Options: TOKEN, VAULT, XP
Precision: 2
#What world(s) will certain enchantments be disabled in?
DisabledWorlds:
All: #All enchantments will be disabled in these worlds
- world_nether
excavation: #The excavation enchantment will be disabled in these worlds
- world_the_end
#autograb: #(This would disable autograb in the "nograbbing" world)
#- nograbbing
#############################
# #
# Sound Settings #
# #
#############################
Sounds:
GoToMain:
Name: BAT_LOOP
Volume: 2
Pitch: 2
#Enabled: false #If you want to disable certain sounds
PurchasedEnchantment: #In /enchanter GUI
Name: LEVEL_UP
Volume: 2
Pitch: 2
SelectedEnchantment: #In /redeem GUI
Name: CLICK
Volume: 2
Pitch: 2
InsufficientFunds:
Name: VILLAGER_NO
Volume: 2
Pitch: 2
IterateLevels:
Name: NOTE_PLING
NextInventory:
Name: CLICK
Volume: 1
Pitch: 2
EnchantmentAdded:
Name: LEVEL_UP
Volume: 2
Pitch: 1
OpenEnchantmentInventory:
Name: ANVIL_USE
Volume: 1
Pitch: 2
CloseEnchantmentInventory:
Name: ENDERMAN_TELEPORT
Pitch: 2
OpenRedeemInventory:
Name: CHEST_OPEN
Volume: .5
Pitch: 1
CloseRedeemInventory:
Name: CHEST_CLOSE
Volume: .5
TokenDeleted:
Name: ANVIL_BREAK
Volume: 1.5
Pitch: .5
#############################
# #
# GUI Settings #
# #
#############################
EnchantmentSuffix:
Level:
- ''
- '&7(Right-Click to go up to &e%level% levels&7)'
Price:
- ''
- '&a&lPrice: &a%price% Token%s%'
DefaultSpawnedItemsType: 'COMMAND'
NoTokens:
Icon: 'BARRIER'
Name: '&c&lNo tokens'
Lore:
- '&7You do not have any'
- '&7redeemable tokens'
- ''
- '&7Purchase some with &a/enchanter'
TokenTitle: '&e&lEnchantment Token'
TokenDeleteLine: '&c&l[Q] To Delete'
TokenAmountUsesEnchantmentLevel: true #If true, token amounts will be set to the enchantment's level
#############################
# #
# Enchantment Settings #
# #
#############################
#Probability:
# 1: 5 #The level I enchantment will have a %5 chance of activating
# 2: 10 #The level II enchantment will have a %10 chance of activating
# 5: 20 #The level V enchantment will have a %20 chance of activating
# Levels III - IV will have a %10 percent as it is the closest lowest specificed chance
#What blocks will autosmelt affect?
#For example, IRON_ORE will be changed into IRON_INGOT
AutoSmeltDrops:
IRON_ORE: IRON_INGOT
GOLD_ORE: GOLD_INGOT
COBBLESTONE: STONE
WitherPoint:
Affects:
Generic: true #If unspecified, should WitherPoint affect it?
CREEPER: true #Should WitherPoint affect Creepers?
PLAYER: true #Should WitherPoint affect Players?
#ZOMBIE: false #(This would make WitherPoint not affect Zombies)
Probability:
1: 2
2: 4
3: 5
4: 10
5: 12
SecondsPerLevel: 5000
EffectType: WITHER
Amplifier:
1: 0
3: 1
SuccessMessage: "&e&l\u2739\u2726\u2733 &f&lWITHERED &e&l\u2733\u2726\u2739" #Set to '' to disable, you can safely remove this line
Excavation:
BonusAmount: #The radius that each level will break
1: 3
2: 5
3: 7
PlayEffect: true #If true the server will play a block break effect
AllowCreative: false
IteratePer: 1 #Ticks, 20 ticks in a second
MaxBlocks: 500 #Maximum blocks to change per iteration
DontBreak: #Blocks that excavation won't break
- BEDROCK
- OBSIDIAN
Rage:
Multiplier:
1: 1.05
2: 1.1
3: 1.2
4: 1.3
5: 1.5
ResetAfterKill: true #If true then the multiplier will be reset once the player kills an entity
ToxicPoint:
Affects:
Generic: true
CREEPER: true
PLAYER: true
Probability:
1: 5
2: 10
3: 12
4: 15
5: 20
SecondsPerLevel: 5000
EffectType: POISON
Amplifier:
1: 0
SuccessMessage: "&e&l\u2739\u2726\u2733 &5&lPOISONED &e&l\u2733\u2726\u2739"
InstaK:
Affects:
Generic: true
CREEPER: true
PLAYER: false
Probability:
1: 5
2: 10
3: 12
4: 15
5: 20
MinHealth: 15
SuccessMessage: "&e&l\u2739\u2726\u2733 &5&lKO &e&l\u2733\u2726\u2739"
Freeze:
Affects:
Generic: true
CREEPER: true
PLAYER: true
Probability:
1: 5
2: 7
3: 10
4: 13
5: 15
SecondsPerLevel: 5000
EffectType: SLOW
Amplifier:
1: 0
SuccessMessage: "&e&l\u2739\u2726\u2733 &d&lSLOWNESS &e&l\u2733\u2726\u2739"
Revive:
MinimumHealth: 5 #The minimum level of health (0-20) that is required for the enchantment to work
BonusAmount: #How much health points each level should restore
1: 3
2: 5
3: 8
Probability:
1: 5
2: 10
3: 15
4: 17
5: 20
SuccessMessage: "&e&l\u2739\u2726\u2733 &a&lREGENERATED &e&l\u2733\u2726\u2739"
StormBreaker:
Probability:
1: 1
2: 2
3: 5
4: 10
5: 15
SuccessMessage: "&e&l\u2739\u2726\u2733 &e&lSMITED &e&l\u2733\u2726\u2739"
Nightshade:
Affects:
Generic: true
CREEPER: true
PLAYER: true
Probability:
1: 5
2: 7
3: 10
4: 13
5: 15
SecondsPerLevel: 5000
EffectType: BLINDNESS
Amplifier:
1: 0
4: 2
5: 3
SuccessMessage: "&e&l\u2739\u2726\u2733 &7&lBLINDED &e&l\u2733\u2726\u2739"
Severed:
Probability:
1: 1
2: 2
3: 4
4: 5
5: 10
SuccessMessage: "&e&l\u2739\u2726\u2733 &3&lSKULL DROP &e&l\u2733\u2726\u2739"
Hearty:
BonusAmount: #Note that this effect stacks with multiple pieces of armor
1: 2
2: 3
3: 4
4: 5.5
5: 6
### The armor below supports XP requirements. CheckEvery is how often the XP will be decreased (in milliseconds)
# XPAmo is the amount of XP that will be removed every check
Spring:
EffectType: JUMP
Amplifier:
1: 0
2: 1
3: 2
CheckEvery:
1: 999999
XPAmo:
1: 0
Speed:
EffectType: SPEED
Amplifier:
1: 0
2: 1
3: 3
CheckEvery:
1: 999999
XPAmo:
1: 0
HeatShield:
EffectType: FIRE_RESISTANCE
Amplifier:
1: 0
CheckEvery:
1: 999999
XPAmo:
1: 0
Invisible:
EffectType: INVISIBILITY
Amplifier:
1: 0
CheckEvery:
1: 1000
XPAmo:
1: 5
Summoner:
Probability:
1: 5
2: 10
EntityType: IRON_GOLEM #It is recommended to set this to a Creature, one that can target Players
#(Examples: Iron golem, wolves, snowmen, etc.)
BonusAmount:
1: 1
2: 2
SuccessMessage: "&e&l\u2739\u2726\u2733 &7&lSUMMONED &e&l\u2733\u2726\u2739"
Stun:
Probability:
1: 10
2: 15
3: 20
BonusAmount: #How long each level will stun the target in milliseconds
1: 3000
SuccessMessage: "&e&l\u2739\u2726\u2733 &e&lSTUNNED &e&l\u2733\u2726\u2739"
WitherShot:
SecondsPerLevel: 5000
EffectType: WITHER
Probability:
1: 10
2: 20
Amplifier:
1: 0
3: 1
SuccessMessage: "&e&l\u2739\u2726\u2733 &f&lWITHERED &e&l\u2733\u2726\u2739"
ToxicShot:
SecondsPerLevel: 5000
EffectType: POISON
Probability:
1: 5
2: 20
Amplifier:
1: 0
3: 1
SuccessMessage: "&e&l\u2739\u2726\u2733 &5&lPOISONED &e&l\u2733\u2726\u2739"
Barrage:
RequireFullCharge: true
UseInventoryArrows: true
AllowInfinity: true
OffsetInaccuracy: .5 #The distance between each arrow
Spread: 1.0 #The spread of the arrows
Speed: 3.0 #The speed of the arrows
BonusAmount: #How many extra arrows will be shot per level
1: 2
2: 3
3: 5
ExtraXP:
MustBeSolid: true #If true then the mined block must be solid
Probability: #The probability (per block) to reward the player
1: 5
2: 8
3: 10
4: 12
5: 15
BonusAmount: #The amount of XP to reward
1: 1
3: 2
5: 3
SuccessMessage: "&e&l\u2739\u2726\u2733 &a&lXP GAINED &e&l\u2733\u2726\u2739"
SelfDestruct:
BreakBlocks: false
BonusAmount: #Explosion power
1: 1
2: 2
3: 3
EnderShot:
Cooldown:
Actionbar:
Enabled: true
Message: '&7(EnderShot) %bar% &7%time%'
CompleteMessage: "&e&l\u2739\u2726\u2733 &d&lEnderShot Refreshed &e&l\u2733\u2726\u2739"
Bar:
Length: 20
ProgChar: "&c\u258D"
LeftChar: "&4\u258D"
Sound:
Enabled: true
Name: NOTE_PLING
Pitch: 2
Volume: 2
Chat:
#Message: '&5&l[&5EnderShot &erefreshed&5&l]'
TeleportSound:
Enabled: true
Name: ENDERMAN_TELEPORT
Pitch: 1
Volume: 2
DeleteArrow: true
BonusAmount: #Cooldown duration (in milliseconds)
1: 20000
2: 18000
3: 15000
4: 12000
5: 10000
Burning:
Probability:
1: 5
2: 10
3: 15
4: 20
5: 25
BonusAmount: #Fireticks per level (20 ticks in a second)
1: 20
2: 30
3: 40
4: 80
5: 100
SuccessMessage: "&e&l\u2739\u2726\u2733 &6&lENFLAMED &e&l\u2733\u2726\u2739"
TreeFeller:
BonusAmount: #Delay (in ticks) per log block
1: 10
2: 8
3: 5
4: 3
5: 1
Sound:
Name: DIG_WOOD
Pitch: 1
Volume: 2
FrostWalker:
BonusAmount: #Range of effect
1: 3
2: 4
3: 5
4: 6
5: 7
Lifetime: #How long the blocks will stay in ticks
1: 100
2: 120
3: 140
4: 150
5: 200
BlockTypes:
- 'WOOL:11'
- 'WOOL:9'
- 'WOOL:3'
- 'PACKED_ICE'
- 'ICE'
- 'STATIONARY_WATER'
NetherWalker:
BonusAmount: #Range of effect
1: 2
2: 3
3: 4
4: 5
5: 6
Lifetime: #How long the blocks will stay in ticks
1: 50
2: 80
3: 100
4: 120
5: 150
BlockTypes:
- 'STAINED_CLAY:14'
- 'STAINED_CLAY:1'
- 'WOOL:1'
- 'STAINED_CLAY:4'
- 'WOOL:4'
- 'LAVA'
Tripper:
BonusAmount: #Amount for vertical KB
1: .25
2: .3
3: .4
4: .5
5: .75
DoubleJump:
Cooldown:
Actionbar:
Enabled: true
Message: '&7(DoubleJump) %bar% &7%time%'
CompleteMessage: "&e&l\u2739\u2726\u2733 &a&lDouble Jump Refreshed &e&l\u2733\u2726\u2739"
Bar:
Length: 20
ProgChar: "&c\u258D"
LeftChar: "&4\u258D"
Sound:
Enabled: true
Name: NOTE_PLING
Pitch: 2
Volume: 2
Chat:
#Message: '&5&l[&aDoubleJump &erefreshed&5&l]'
Strength: 1.5
JumpSound:
Name: GHAST_FIREBALL
Volume: 2
BonusAmount: #Cooldown duration (in milliseconds)
1: 15000
2: 13000
3: 10000
4: 7000
5: 5000
ChainReaction:
Reiterate: true #Should entities that be hit also affect entities that are in range of them?
Radius: #The radius to damage entities by
1: 2
2: 2.5
3: 3
4: 4
5: 5
Damage:
1: 1
2: 2
3: 2.5
4: 3
5: 2
OreSeeking:
Cooldown:
Actionbar:
Enabled: false
Message: '&7(OreSeeker) %bar% &7%time%'
CompleteMessage: "&e&l\u2739\u2726\u2733 &a&lOre Seeking Refreshed &e&l\u2733\u2726\u2739"
Bar:
Length: 20
ProgChar: "&c\u258D"
LeftChar: "&4\u258D"
Sound:
Enabled: true
Name: NOTE_PLING
Pitch: 2
Volume: 2
Chat:
Message: "&e&l\u2739\u2726\u2733 &a&lOre Seeking Refreshed &e&l\u2733\u2726\u2739"
NotFound: '&cNo ore found.'
Found: '&e%type% &7found within &a%distance% &7blocks.'
Delay: '&aOre Seeker &7will be available in &e%time%&7.'
IncludeOres:
- 'DIAMOND_ORE'
- 'GOLD_ORE'
- 'IRON_ORE'
- 'REDSTONE_ORE'
- 'LAPIS_ORE'
- 'COAL_ORE'
- 'QUARTZ_ORE'
- 'EMERALD_ORE'
BonusAmount: #Cooldown duration (in milliseconds)
1: 300000
2: 240000
3: 180000
4: 120000
5: 60000
Range: #Range for the orechecker
1: 5
2: 5
3: 7
4: 8
5: 10
Alarmer:
Sound: 'NOTE_PLING'
Volume: 2
PlayEvery: 5 #How often the sound should be played in ticks
IgnoreVanished: true #If true, will ignore players vanished (using Super/Premium Vanish)
Range:
1: 5
2: 7
3: 10
4: 15
5: 20
Chucker:
IgnoreCreative: false
ThrowSound:
Enabled: true
Name: 'PISTON_EXTEND'
Pitch: 1
Volume: 1.5
HitSound:
Name: 'BLAZE_HIT'
Particle:
Enabled: true
Type: 'FLAME'
DamageAmount:
1: 2
2: 4
3: 5
4: 7
5: 8
ThrowStrength:
1: 1
2: 1.5
3: 2
4: 3
5: 3.5
Recall:
RecallSound:
Name: 'ENDERMAN_TELEPORT'
Electric:
DeleteArrow: false
PrepareSound:
Name: 'PISTON_EXTEND'
Pitch: 2
Cooldown:
Actionbar:
Enabled: true
Message: '&7(Electric) %bar% &7%time%'
CompleteMessage: "&e&l\u2739\u2726\u2733 &e&lElectric Arrow Refreshed &e&l\u2733\u2726\u2739"
Bar:
Length: 20
ProgChar: "&c\u258D"
LeftChar: "&4\u258D"
Sound:
Enabled: true
Name: NOTE_PLING
Pitch: 2
Volume: 2
Chat:
Message: "&e&l\u2739\u2726\u2733 &e&lElectric Arrow Refreshed &e&l\u2733\u2726\u2739"
Prepared: '&e&lElectirc Arrow Loaded'
BonusAmount: #Cooldown
'1': 60000
'2': 50000
'3': 40000
'4': 30000
'5': 20000
HookShot:
DeleteArrow: false
PrepareSound:
Name: 'PISTON_EXTEND'
Pitch: 1
Cooldown:
Actionbar:
Enabled: true
Message: '&7(HookShot) %bar% &7%time%'
CompleteMessage: "&e&l\u2739\u2726\u2733 &e&lHook Shot Refreshed &e&l\u2733\u2726\u2739"
Bar:
Length: 20
ProgChar: "&c\u258D"
LeftChar: "&4\u258D"
Sound:
Enabled: true
Name: PISTON_RETRACT
Pitch: 2
Volume: 2
Chat:
Message: "&e&l\u2739\u2726\u2733 &e&lHook Shot Refreshed &e&l\u2733\u2726\u2739"
Prepared: '&7&lHook Shot Loaded'
BonusAmount: #Cooldown
'1': 120000
'2': 100000
'3': 80000
'4': 50000
'5': 25000
AntiGravity:
ApplyTo: #Which blocks should this prevent from falling
- 'GRAVEL'
- 'SAND'
Duration: #How long blocks will be prevented from falling
1: 5000
2: 10000
3: 15000
4: 20000
5: 30000
Repairer:
Probability:
1: 1
2: 2
3: 3
4: 5
5: 10
BonusAmount: #Amount of durability to repair
1: 5
2: 4
3: 3
4: 3
5: 2
SuccessMessage: "&e&l\u2739\u2726\u2733 &6&lRepaired &e&l\u2733\u2726\u2739"
XPHeal: #Delay is how long it takes for healing to start, Cooldown is how often the player will be healed
Delay:
1: 10000
2: 10000
3: 8000
4: 6000
5: 5000
Cooldown:
1: 2500
2: 2000
3: 1500
4: 1000
5: 500
Points:
1: .5
2: .6
3: .75
4: .8
5: 1
XPPerHP: #How many XP points will be used up for each HP
1: 20
2: 15
3: 10
4: 5
Flight:
CheckEvery: 1000 #In milliseconds
XPPerCheck: #Optional amount of Xp to use up during flight, set to 0 to disable
1: 50
2: 35
3: 20
4: 15
5: 10