Booster_Issues/Configs/German/config.yml

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# Datastore Types: YML or MySQL
Datastore:
Type: 'YML'
Ip: 'localhost'
Port: 3306
Database: 'Booster'
User: 'root'
Password: 'Secret'
# Would you recive Update-Messages
UpdateMessage: true
# Compatibility with MySQLPlayerDataBridge
MySQLPlayerDataBridge: false
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# Compatibility with Lands
Lands: false
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# Messages are not sent globally but as private messages
SendAsPrivateMessage: false
# Enable Logging
Logging: true
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# Compatibility with Jobs
Jobs: false
# Enable MiniMessage Support for messages. No GUI! (https://webui.adventure.kyori.net)
MiniMessageSupport: false
# If a booster is started, but one is already running, it will be put on hold and started as soon as the other one runs out. The Booster with higher step will start first
Queue:
BiggerBoosterFirst: true
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Placeholder:
# Should 2 digits always be displayed for Second placeholders
TwoDigitsS: false
# Should 2 digits always be displayed for Minute placeholders
TwoDigitsM: false
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# What should happen at the '/booster' command. Options: GUI, OVERVIEW
Maincommand: GUI
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# Disable Booster-Messages on Join
DisableJoinMessages: false
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Booster:
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# BoosterPermission + .[stage] Example: booster.break.1, booster.break.2, booster.break.3
PermissionPerStage: false
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XP:
# Time how long a booster is active in Minutes. Set it to -1 to disable it
Time: 10
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# Each player must activate the booster itself.
PerPlayer: false
# No XP bottles can be used during an XP booster
DisableXPBottles: false
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# Is the list below a whitelist or a blacklist
ListMode: Blacklist
# List of worlds of the filter
List:
- World1
- World2
# Should fireworks be started when the booster is activated
FireworkOnStart: true
Stages:
# How many levels the booster should have. You can expand it by copy-paste or reduce it by delete.
# Attention There must not be a duplicate name!
# Require Numbers
1:
# By how much the XP should be multiplied
Strength: 1
2:
Strength: 2
3:
Strength: 3
# Sound that is played at the start of the booster
Startsound:
Enable: true
Sound: 'placeholder'
# Delay before a booster starts
StartDelay:
Enable: false
# Delay before start in seconds
Time: 3
# Time when messages are issued in seconds
Messages: 3,2,1
# Time before a booster expires and a message should come in the chat.
EndWarnigs: 20,10,5,3,2,1
EndSound:
# Time before a booster expires and a sound is to be played.
Time: 20,10,5,3,2,1
# Sound to be played
Sound: 'placeholder'
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# If a booster is started, but one is already running, it will be put on hold and started as soon as the other one runs out.
Queue:
Enable: false
# Cooldown before a new one can be started. Time in Seconds Queue will be disabled.
Cooldown:
Enable: false
Time: 1200
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Break:
# Time how long a booster is active in Minutes. Set it to -1 to disable it
Time: 10
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# Each player must activate the booster itself.
PerPlayer: false
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# Is the list below a whitelist or a blacklist
ListMode: Blacklist
# List of worlds of the filter
List:
- World1
- World2
# Should fireworks be started when the booster is activated
FireworkOnStart: true
Stages:
# How many levels the booster should have. You can expand it by copy-paste or reduce it by delete.
# Attention There must not be a duplicate name!
# Require Numbers
1:
# Strength of the break effect
Strength: 10
2:
Strength: 24
3:
Strength: 40
# Sound that is played at the start of the booster
Startsound:
Enable: true
Sound: 'placeholder'
# Delay before a booster starts
StartDelay:
Enable: true
# Delay before start in seconds
Time: 3
# Time when messages are issued in seconds
Messages: 3,2,1
# Time before a booster expires and a message should come in the chat.
EndWarnigs: 20,10,5,3,2,1
EndSound:
# Time before a booster expires and a sound is to be played.
Time: 20,10,5,3,2,1
# Sound to be played
Sound: 'placeholder'
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# If a booster is started, but one is already running, it will be put on hold and started as soon as the other one runs out.
Queue:
Enable: false
# Cooldown before a new one can be started. Time in Seconds Queue will be disabled.
Cooldown:
Enable: false
Time: 1200
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Drop:
# Time how long a booster is active in Minutes. Set it to -1 to disable it
Time: 10
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# Each player must activate the booster itself.
PerPlayer: false
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# Is the list below a whitelist or a blacklist
ListMode: Blacklist
# List of worlds of the filter
List:
- World1
- World2
# Should fireworks be started when the booster is activated
FireworkOnStart: true
Stages:
# How many levels the booster should have. You can expand it by copy-paste or reduce it by delete.
# Attention There must not be a duplicate name!
# Require Numbers
1:
# By how much the Drop should be multiplied
Strength: 1
2:
Strength: 2
3:
Strength: 3
# If the drops of a wither are to be multiplied.
Witherdrops: false
# Should block drops also be multiplied
Oredrops: true
# If Oredrops is active, fortune should be taken into account
Fortune: true
# Sound that is played at the start of the booster
Startsound:
Enable: true
Sound: 'placeholder'
# Delay before a booster starts
StartDelay:
Enable: false
# Delay before start in seconds
Time: 3
# Time when messages are issued in seconds
Messages: 3,2,1
# Time before a booster expires and a message should come in the chat.
EndWarnigs: 20,10,5,3,2,1
EndSound:
# Time before a booster expires and a sound is to be played.
Time: 20,10,5,3,2,1
# Sound to be played
Sound: 'placeholder'
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# If a booster is started, but one is already running, it will be put on hold and started as soon as the other one runs out.
Queue:
Enable: false
# Cooldown before a new one can be started. Time in Seconds Queue will be disabled.
Cooldown:
Enable: false
Time: 1200
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Mob:
# Time how long a booster is active in Minutes. Set it to -1 to disable it
Time: 10
# Is the list below a whitelist or a blacklist
ListMode: Blacklist
# List of worlds of the filter
List:
- World1
- World2
# Should fireworks be started when the booster is activated
FireworkOnStart: true
# If Enabled Natural Mob Spawning will be multiplied
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NaturalSpawning: false
# If Enabled Spawner will not be multiplied
DisableSpawnerSpawning: false
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Stages:
# How many levels the booster should have. You can expand it by copy-paste or reduce it by delete.
# Attention There must not be a duplicate name!
# Require Numbers
1:
# How much the mob spawn should be multiplied
Strength: 1
2:
Strength: 2
3:
Strength: 3
# Sound that is played at the start of the booster
Startsound:
Enable: true
Sound: 'placeholder'
# Delay before a booster starts
StartDelay:
Enable: false
# Delay before start in seconds
Time: 3
# Time when messages are issued in seconds
Messages: 3,2,1
# Time before a booster expires and a message should come in the chat.
EndWarnigs: 20,10,5,3,2,1
EndSound:
# Time before a booster expires and a sound is to be played.
Time: 20,10,5,3,2,1
# Sound to be played
Sound: 'placeholder'
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# If a booster is started, but one is already running, it will be put on hold and started as soon as the other one runs out.
Queue:
Enable: false
# Cooldown before a new one can be started. Time in Seconds Queue will be disabled.
Cooldown:
Enable: false
Time: 1200
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Fly:
# Time how long a booster is active in Minutes. Set it to -1 to disable it
Time: 10
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# Each player must activate the booster itself.
PerPlayer: false
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# When this option is active, players with a special permission will not have the fly effect removed any more
FlyBypassEnable: false
# Is the list below a whitelist or a blacklist
ListMode: Blacklist
# List of worlds of the filter
List:
- World1
- World2
# Should fireworks be started when the booster is activated
FireworkOnStart: true
# There are no steps with the Fly-Booster
# Sound that is played at the start of the booster
Startsound:
Enable: true
Sound: 'placeholder'
# Delay before a booster starts
StartDelay:
Enable: false
# Delay before start in seconds
Time: 3
# Time when messages are issued in seconds
Messages: 3,2,1
# Time before a booster expires and a message should come in the chat.
EndWarnigs: 20,10,5,3,2,1
EndSound:
# Time before a booster expires and a sound is to be played.
Time: 20,10,5,3,2,1
# Sound to be played
Sound: 'placeholder'
# Delay when a fly booster ends and players do not get fall damage
FallDamageDelay:
Enable: true
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# Time when players do not get fall damage after finishing in seconds
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Time: 5
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# If a booster is started, but one is already running, it will be put on hold and started as soon as the other one runs out.
Queue:
Enable: false
# Cooldown before a new one can be started. Time in Seconds Queue will be disabled.
Cooldown:
Enable: false
Time: 1200
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Shop:
# If this is disabled, you must buy each booster type separately. If this setting is active, a purchased booster is usable for all types
GlobalBoosters: false
# Sound to be played when the store is opened. Set it to null to disable it
Sound: 'placeholder'
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# Player get a notification at join if he can get a BonusBooster
BonusBoosterReminder: true
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# Booster that players get for free after a certain period of time (With Permission)
Bonusbooster:
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# Priority of Bonus
# Require Numbers
1:
# Time until you can get a bonus booster in hours
Time: 168
# Number of boosters you get
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Count: 2
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# What booster Man should get guys: XP, Break, Drop, Mob, Fly, ALL, Random
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# You can also set it like this, for example: XP,Break,Mob, Random, Select
Type: ALL
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# Permission
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Permission: 'booster.bonusbooster.admin'
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2:
# Time until you can get a bonus booster in hours
Time: 168
# Number of boosters you get
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Count: 1
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# What booster Man should get guys: XP, Break, Drop, Mob, Fly, ALL, Random
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# You can also set it like this, for example: XP,Break,Mob, Random, Select
Type: Random
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# Permission
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Permission: 'booster.bonusbooster.mod'