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July 22, 2013 08:28
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##################################################################### | |
## Config file for NTheEndAgain plugin ## | |
## If you don't understand something, please ask on dev.bukkit.org ## | |
## Ribesg ## | |
##################################################################### | |
# This config file is about the world "world_the_end" | |
########################### | |
## GENERAL CONFIGURATION ## | |
########################### | |
# Do we hide the 'Player Moved Too Quickly!' spam? Default: 0 | |
# /!\ This feature is not compatible with any other plugin using Bukkit's Logger filters | |
# | |
# 0: Disabled. | |
# 1: Enabled. | |
# | |
# Note: to completely disable the filter and allow compatibility with other plugins using it, | |
# please be sure to set it to 0 in EVERY End World config file. | |
# | |
filterMovedTooQuicklySpam: 0 | |
############################### | |
## ENDERDRAGON CONFIGURATION ## | |
############################### | |
# The health value EnderDragons will spawn with. Default: 200 | |
edHealth: 200 | |
# Scale damages done by EnderDragon. Default: 1.0 | |
edDamageMultiplier: 1.0 | |
# Do we 'simulate' the EnderDragon-Pushes-Player behaviour? Default: 1 | |
# This feature apply a kind-of random velocity to a Player after it has been damaged by an EnderDragon | |
# | |
# 0: Disabled. | |
# 1: Enabled. | |
# | |
edPushesPlayers: 1 | |
# The way the DragonEgg will spawn. Default: 0 | |
# | |
# 0: Disabled. The egg will spawn normally if portalHandling is set to 0 or 1. | |
# 1: Enabled. The egg will be semi-randomly given to one of the best fighters. | |
# | |
edEggHandling: 0 | |
# The way the reward XP will be given to player. Default: 0 | |
# | |
# 0: Disabled. XP orbs will spawn normally. | |
# 1: Enabled. XP will be splitted between fighters, more XP for better fighters. | |
# | |
edExpHandling: 0 | |
# The value of the XP drop. Default: 12000 | |
edExpReward: 12000 | |
# The way portal spawn will be handled. Default: 0 | |
# | |
# 0: Disabled. Portal will spawn normally. | |
# 1: Egg. Portal will be removed but not the DragonEgg | |
# 2: Enabled. Portal will not spawn. No more cut obsidian towers. /!\ No Egg if dragonEggHandling=0. | |
# | |
edPortalSpawn: 0 | |
################################# | |
## ENDERCRYSTALS CONFIGURATION ## | |
################################# | |
# Change EnderCrystals behaviour relative to the EnderDragon. Default: 1.0 | |
# One important thing to understand is that Health is integer (for now). | |
# | |
# < 1.0: Acts as a "chance that the Dragon will regain 1 HP" each tick | |
# = 1.0: Vanilla. EnderDragon gain 1 HP per tick. | |
# > 1.0: EnderDragon gain x HP per tick, so please set it to an integer value like 2 or more. | |
# | |
ecHealthRegainRate: 1.0 | |
################################ | |
## REGENERATION CONFIGURATION ## | |
################################ | |
# Select the regeneration type. Default: 0 | |
# | |
# 0: Disabled. No hot regeneration. | |
# 1: Before EnderDragon respawn (only if no EnderDragon alive) | |
# 2: Periodic - From load time. Regen every <regenTimer> seconds after boot/load. | |
# 3: Periodic - Persistent. Regen every <regenTimer> seconds, persistent through reboots/reloads | |
# | |
regenType: 0 | |
# Select your definition of "regen". Default: 0 | |
# | |
# 0: Hard Regen. Regen every chunks at once. Laggy. Not recommended. | |
# 1: Soft Regen. Regen chunks when they are loaded. A lot less laggy. | |
# 2: Crystals only. Does not modify any block, only respawn the EnderCrystals. | |
# | |
# Note: Regeneration does not regenerate Protected chunks. | |
# | |
regenMethod: 0 | |
# The time between each regen. Ignored if regenType is not Periodic (2 or 3). Default: 86400 | |
# | |
# Here are some example values: | |
# Value -- Description | |
# 1800: 30 minutes | |
# 3600: 1 hour | |
# 7200: 2 hours | |
# 10800: 3 hours | |
# 14400: 4 hours | |
# 21600: 6 hours | |
# 28800: 8 hours | |
# 43200: 12 hours | |
# 86400: 24 hours - 1 day | |
# 172800: 48 hours - 2 days | |
# 604800: 7 days | |
# | |
# You can use *any* strictly positive value you want, just be sure to convert it to seconds. | |
# | |
# Note: You should NOT use low value. Some hours of delay are recommended. | |
# | |
regenTimer: 86400 | |
# What do we do to players in the End when we want to regen the world? Default: 0 | |
# | |
# 0: Kick them. This way they can rejoin immediatly in the End at the same place. | |
# WARNING: Mass rejoin after mass kick in the End could cause lag if regenMethod=1 | |
# | |
# 1: Teleport them to the spawn point of the Main (= first) world. | |
# | |
regenAction: 0 | |
# Activate hard regeneration on server stop. This will only slow down server stop. | |
# This is nice to clean the End occasionnaly when using Soft or Crystal regen. | |
# | |
# 0: Disabled. | |
# 1: Enabled. | |
# | |
hardRegenOnStop: 0 | |
########################### | |
## RESPAWN CONFIGURATION ## | |
########################### | |
# This is the amount of EnderDragons you want to be spawned. Default: 1 | |
respawnNumber: 1 | |
# Select when you want to respawn Dragons automagically. Default: 0 | |
# | |
# 0: Disabled. No automatic respawn. | |
# 1: X seconds after each Dragon's death. Not really good with regenType=1. | |
# 2: X seconds after the last Dragon alive's death. | |
# 3: On server start. | |
# 4: Periodic - From load time. Respawn every X seconds after boot/load. | |
# 5: Periodic - Persistent. Respawn every X seconds, persistent through reboots/reloads | |
# | |
respawnType: 0 | |
# The X value in the previous comments. Defaults: 7200 < 14400 | |
# A value will be randomly chosen for each iteration. The chosen value vill be between min and max | |
# | |
# Here are some example values (again!): | |
# Value -- Description | |
# 1800: 30 minutes | |
# 3600: 1 hour | |
# 7200: 2 hours | |
# 10800: 3 hours | |
# 14400: 4 hours | |
# 21600: 6 hours | |
# 28800: 8 hours | |
# 43200: 12 hours | |
# 86400: 24 hours - 1 day | |
# 172800: 48 hours - 2 days | |
# 604800: 7 days | |
# | |
# You can use *any* strictly positive value you want, just be sure to convert it to seconds. | |
# | |
# Note: You CAN use low value if regenType is not set to 1. | |
# But maybe you should consider using respawnType=1 or respawnType=2 instead of a low periodic. | |
# | |
respawnTimerMin: 7200 | |
respawnTimerMax: 14400 | |
################################# | |
## DATA - PLEASE DO NOT TOUCH! ## | |
################################# | |
# Used to allow Regen task timer persistence. /!\ PLEASE DO NOT TOUCH THIS ! | |
nextRegenTaskTime: 0 | |
# Used to allow Respawn task timer persistence. /!\ PLEASE DO NOT TOUCH THIS ! | |
nextRespawnTaskTime: 0 | |
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