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@Ribesg
Created 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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