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