Configuration

The Configuration File

Authors Note: I always recommend that you open any configuration file with NotePad++. If you don't have it, get it Here.

Configuration Setup

The configuration file system for this plugin is set up a little bit differently from most other plugins. This plugins uses several different files. It uses one "Main Config", called "config.yml" and a separate config file for each map.When you first start the plugin, it will create a Main configuration for you and it creates the file "ExampleMapConfig.yml", which gives you the structure for setting up a map config.

Inside the Main config, (config.yml) you will find various values related to the overall function of the plugin. By far the most important value, however, is the field "MapConfigName". This is where you specify the name of the map config file you wish to use. Note: THIS IS ESSENTIAL FOR USING THIS PLUGIN. IF YOU SPECIFY AN INVALID MAP CONFIG, THE PLUGIN WILL NOT BE ABLE TO RUN. Example: You want to use a config for the map Canyon. You first want to rename your Canyon map config file to "Canyon.yml" (CASE SENSITIVE). Then, inside your main config file, set "MapConfigName: Canyon". This tells the plugin that you would like to use the configuration for "Canyon" and it will load the file "Canyon.yml" (it attaches the .yml automatically). Once you have done this, assuming your map config has no errors, you can run the plugin!

Map Configuration Values

Below are the values and provided descriptions so you can customize the config files for your maps how ever you like.

Stand Alone Values

PeopleUntilCountdownBegins
Description: The amount of people that need to join for the game to automatically start.
Value: An Integer. (Whole Number) Obviously you probably shouldn't put 0.
UseDefaultClasses
Description: Whether or not you will be using the plugin's built in kits. (This is for future compatibility with other kit plugins)
Value: A Boolean. Either "true" or "false". True = Using default kits, False = NOT using default kits.
UseDefaultArmor
Description: Whether or not you want players to always spawn wearing their teams colored leather armor. (Again,This is for future compatibility with other kit plugins)
Value: A Boolean. Either "true" or "false". True = Using default armor, False = NOT using default armor.
TimeBetweenPhases
Description: The amount of time between each phase. This is just a number, units should not be entered here.
Value: An Integer. (Whole Number)
TimeBetweenPhasesUnit
Description: The unit to go with "TimeBetweenPhases". This uses the Java TimeUnit enum, found Here.
Value: A String. If this value is not from the TimeUnit enum, there will be errors and the game may run unexpectedly.
ReplaceDiamondsWith
Description: The material to replace any specified diamond ore blocks with. This uses the Bukkit Material enum, found Here.
Value: A String. If this value is not from the Material enum, there will be errors and the game may run unexpectedly.
MainWorld
Description: This is where you put the name of the world in which you intend to run the game. Usually it will be "world".
Value: A String. It should be the name of the world the game will be running in.

Values With Children

  • Teams:
    • Team Name: There should be a section for each team. (Red,Green,Blue,Yellow)
      • Nexus: Stores information for this team's Nexus.
        • Health: Stores the starting health for this team's Nexus as an Integer. (Whole Number)
        • Location: Stores the Location of the Nexus Block. (Has values X, Y, Z, World)
        • Type: Stores the Material type that the Nexus block should be changed to on startup. This uses the Bukkit Material enum, found Here.
      • Spawns: Stores the spawn locations for this team.
        • Number: This should be a unique Integer, (Whole Number) as it identifies which spawn point is which.
          • Location: This is the Location of the spawn whose number is listed above. (Has values X, Y, Z, World)
      • EnderFurnace: Stores information for this team's Ender Furnace.
        • Number: This should be a unique Integer, (Whole Number) as it identifies which Ender Furnace is which.
          • Location: This is the Location of the Ender Furnace whose number is listed above. (Has values X, Y, Z, World)
  • RegeneratingBlocks: (This is where you can specify blocks you want to regenerate)
    • UniqueValue: (This needs to be a unique value, I usually use the material name + datavalue)
      • Material: This is the type of material that is going to regenerate. This uses the Bukkit Material enum, found Here.
      • MaterialData: This is the data value of the block you want to regenerate if the block has multiple types. (Example: different wool types)
      • Time: This is the amount of time before the block comes back. (This is just a number, no units)
      • Unit: This is the unit for the regen time. This uses the Java TimeUnit enum, found Here.
      • Regenerate: This is a boolean value. If you put "false" here, then the block won't be able to be broken. Putting "true" will make the block regenerate, false makes it unbreakable.
      • CobbleReplace: This is a boolean value. It determines whether the block will be replaced with cobble, or if it will just be air like normal.
      • NaturalBreak: This is a boolean value. It determines if the block will break naturally, or if the items will be put directly into the players inventory.
      • XP: This is an integer. (Whole Number) This is the amount of EXP that will be given to the player when they break this block type. (This value doesn't matter if NaturalBreak is set to "true")
      • Product: This is the material of the product that will be given to the player when they break this block type. This uses the Bukkit Material enum, found Here. (This value doesn't matter if NaturalBreak is set to "true")
      • ProductData: This is the data value of the product. (This is used when the product has multiple types. Example: multiple wool types) This is just an integer. (This value doesn't matter if NaturalBreak is set to "true")
      • Amount: This is the amount of product to give to the player when they break this block type. This value is entered as a String, because it allows for you to set a random amount if you wish. (Example: Amount: '1' sets the amount to one. Amount: 'RANDOM(1,5)' sets the amount to be a random number between one and five every time someone breaks this block type)
      • Effect: This is where you would enter a special effect that the block can have. This is a string. Currently the only effect is 'Gravel', which makes the block shoot out a random number of arrows, feathers, flint, and bones. You should leave this value blank or put 'null' for no effect.
  • Phases:
    • UniqueID: (I usually use the form "phase#", with the # replaced with the phase number)
      • Number: This is where you put the phase number. This is required.
      • Multiplier: This is the damage multiplier done to nexuses during this phase. Set to 1 if you just want it to be normal.
      • Message: This is the message you want displayed when the phase changes to this one.
      • InvincibleNexuses: (Optional) Set this to "true" in phases where you want all nexuses to be invincible.
      • DiamondsSpawn: (Optional) Set this to "true" in the phase where you want the diamonds to spawn.
      • BossesSpawn: (Optional) Set this to "true" in the phase where you want the bosses to spawn.
      • DenyJoins: (Optional) Set this to "true" in phases where you want to stop new players from connecting to the server. Anyone who has already connected will still be allowed to join, new players will be stopped from joining.
  • LobbyLocation: (This is a specific location, which means you don't have to use just integers. Example: "X: 1.23345656" is OK.)
    • X: The X location of the spawn point.
    • Y: The Y location of the spawn point.
    • Z: The Z location of the spawn point.
    • World: The world that the spawn point is in.
    • Pitch: The pitch of the location of the spawn point.
    • Yaw: The pitch of the location of the spawn point.
  • DiamondSpawns:
    • UniqueValue: (I usually use the form "Loc#" where # is the number this location)
      • X: The X coordinate of this location. This is an integer.
      • Y: The Y coordinate of this location. This is an integer.
      • Z: The Z coordinate of this location. This is an integer.
      • World: The world this diamond location is in.
  • Bosses:
    • BossName: (This is where you put the name of your boss)
      • Location: This is the location the boss will spawn at.
        • X: The X coordinate of the location. This is an integer.
        • Y: The Y coordinate of the location. This is an integer.
        • Z: The Z coordinate of the location. This is an integer.
        • World: The world this location is in.
      • ChestLocation: This is the location that the boss loot chest for this boss will spawn at.
        • X: The X coordinate of the location. This is an integer.
        • Y: The Y coordinate of the location. This is an integer.
        • Z: The Z coordinate of the location. This is an integer.
        • World: The world this location is in.
  • Signs: (These are the team join signs)
    • TeamName: (Red,Green,Blue,Yellow)
      • UniqueID: (This is a unique value, can be a number, or anything as long as there are not 2 of the same)
        • X: The X coordinate of the sign. This is an integer.
        • Y: The Y coordinate of the sign. This is an integer.
        • Z: The Z coordinate of the sign. This is an integer.
        • World: The world that the sign is in. To be continued...

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