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config.yml
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#
# ## Welcome in the UltraHardcore Reloaded configuration file ##
#
#
# About the "sound" configuration, the format is always the same:
# sound:
# name: The name of the sound. Names: see http://l.carrade.eu/bukkit-sounds . Set to "NONE" to disable.
# volume: The volume of the sound. 1 is the normal volume. You can use a decimal value.
# pitch: The pitch of the sound. 1 is the normal pitch. You can use a decimal value.
#
# Warning: NEVER USE TABS in this file, always spaces, to indent.
# Available languages: en_US, fr_FR, pt_PT, pt_BR, cs_CZ, zh_CN.
# Empty value: system language.
lang:
episodes:
enabled: true
# Format: "mm", "mm:ss" or "hh:mm:ss". If invalid, 20 minutes.
# Don't remove the "quotes" (because of the commas)!
length: "20:00"
# A title is displayed when the episode changes.
title: true
map:
# The diameter of the map (not the radius!), in blocks.
size: 2000
# "squared" or "circular". Affects the WorldBorder pre-configuration, and the
# wall generator used.
shape: "squared"
wall:
height: 128
block:
# The replaceAir block will be placed where there where some transparent blocks or trees before.
# The replaceSolid one, where there was an other kind of block.
replaceAir: GLASS
replaceSolid: BEDROCK
border:
# The world border manager. Can be:
# - "vanilla", to use the vanilla world border; or
# - "brettflan", to use the WorldBorder Bukkit plugin by Brettflan
# (http://dev.bukkit.org/bukkit-plugins/worldborder/).
#
# If the shape is "circular", fallbacks to "brettflan" as the vanilla world border don't
# support circular borders. And if the WorldBorder plugin is not installed, fallbacks to
# no border.
motor: "vanilla"
# The amount of blocks a player may safely be outside the border before taking damage.
# Only for the vanilla world border. Ignored else.
damagesBuffer: 5
# The amount of damage a player takes when outside the border plus the border buffer.
# The damages delt is calculated by multiplying this amount by the number of blocks behind the buffer.
# Only for the vanilla world border. Ignored else.
damagesAmount: 0.2
# The warning distance that causes the screen to be tinted red when the player is within the specified
# number of blocks from the border.
# Only for the vanilla world border. Ignored else.
warningDistance: 5
# You can display the border size in the scoreboard; see `scoreboard.border`.
# Automatic and progressive border shrinking.
# Notice: if the border is circular, the WorldBorder Bukkit plugin by Brettflan (see above)
# is REQUIRED. Without, the border shrinking will not work.
shrinking:
enabled: false
# Formats: "mm", "mm:ss" or "hh:mm:ss".
# With the default values, the border eats one block every 8 seconds on each side.
startsAfter: "30:00"
shrinksDuring: "2:00:00"
diameterAfterShrink: 200
# The delay between two warning messages sent to the players out of a future border
# (this warning is set using /uh border warning <futureDiameter>).
warningInterval: 90 # seconds
spawnPoints:
# Don't generate the spawn points (with /uh spawns generate) above the water?
dontGenerateAboveWater: true
daylightCycle:
do: false
time: 6000 # Initial time (or game time if the daylight cycle is disabled) in ticks. 6000 = noon.
scoreboard:
title: Kill the Patrick
# Scoreboard displayed on the left of the screen
enabled: true
episode: true
players: true
teams: true
ownTeam:
enabled: true # Displays the player's team in the scoreboard
title:
color: "" # The color of the title. If empty, the team color is used.
useTeamName: false # If true, the title is the team's name. Else, a generic title (« Your team »).
content:
displayHearts: true # Displays hearts colored following the player's life (low = red, high = green)
colorName: false # Color the whole name, not only the heart, following the life. If disabled the name is white (alive) or gray (dead).
strikeDeadPlayers: false # Strike the dead players lines.
loginState:
italic: true # Logged-out players are displayed in italic
suffix: "\u27A5" # This string is displayed after the name of logged-out players
displayMetPlayersOnly:
enabled: false # If enabled, the sidebar will only contains players met at some time.
displayedWhenCloserThan: 10 # If enabled, a teammate will be displayed to the reference player if he/she is closer that this amount of blocks to the player.
border:
displayed: true
displayDiameter: false # If true, displays the border diameter (ex. "2000 blocks wide"). Else, the min/max coordinates (ex. "-1000 +1000"). Ignored if the border is circular.
kills: true
timer: true
freezeStatus: true
# Health in the list of the players
health: true
# Controls what is displayed in the tab list headers and footers.
# Tags:
# - {title}: contains the scoreboard title (key scoreboard.title).
# - {episodeText}: contains the localized “Episode x” text.
# - {playersText}: contains the localized “x players left” text.
# - {teamsText}: contains the localized “x teams left” text.
# - {episodeNumber}: contains the raw episode number (e.g. “2”).
# - {playersCount}: contains the raw alive players count (e.g. “18”).
# - {teamsCount}: contains the raw alive teams count (e.g. “6”).
# You can use color & formatting codes with either & or §.
# If you want, you can use "\n" to create a new line.
playersList:
waitingTime:
header: "{title}"
footer: ""
inGameTime:
header: "{title}"
footer: "§a{episodeText} §7- §a{playersText} §7- §a{teamsText}"
# Update the MOTD according to the current state of the game?
# This will overwrite the original MOTD.
motd:
enabled: false
# Display the name of the match ("scoreboard.title") in the first line of the MOTD?
displayMatchName: true
# This will be displayed before the match name (formatting...)
matchNamePrefix: ""
# Teleport the players to the spawn point on login if the game is not started?
# Avoids the random spawn point of Minecraft, and teleports them back to
# there if they log out then in.
teleportToSpawnIfNotStarted: true
achievements:
# When a player joins the game before the beginning of the game, his achievements are reset?
resetAchievementsAtStartup: true
# A player cannot award an achievement if the game is not started?
disableAchievementsBeforeStart: true
statistics:
# A player cannot increment a statistic if the game is not started?
disableStatisticsBeforeStart: true
before-start:
inventory:
# True to clear the inventory of the players before the beginning of the game.
clear: true
# True to prevent users from using their inventory when the game is not started.
preventUsage: true
# True to disable all the inventory points above for players with the uh.build permission.
allowForBuilders: true
teamSelector:
# True to give to the players a team selector, opening the teams inventory GUI (same as /teams).
enabled: true
# The item to use as the team selector. Right-clicking it will open the GUI.
item: NETHER_STAR
# Displays the current team in the action bar before the game. Nothing is displayed if the player is
# not in a team.
teamInActionBar: true
enablePVP: false
start:
slow:
delayBetweenTP: 3 # in seconds
broadcastProgress: true # Displays something like « Teleporting... (14/28) » in the action bar for every player.
cages:
# Instead of flying above the ground, if this is enabled, players will wait for the game start in
# cages, built in the material you want.
enabled: true
# The cage type. Can be:
# - team_color_transparent (stained glass using the team color, or white without color/for solo);
# - team_color_solid (the same with stained hardened clay);
# - custom (a custom block, configure the one to use after).
type: team_color_transparent
# If you selected “custom” before, write here the block you want to use. It can be any valid Material.
# You can use safely any falling block here, they will never fall.
customBlock:
# If true, the cages will be built completly, including the ceiling. Else, they will be open to the sky.
buildCeiling: false
# If true, the walls will be built using the block above. Else, using barrier blocks.
visibleWalls: true
# The internal square radius of the cage.
# With 0, you'll have a cage with one block to walk.
# With 1, you'll have a 3×3 cage.
# With 2, a 5×5 cage. Etc.
radius: 1
# The internal height of the cages, i.e. the height of the space available to the players inside the cage.
height: 3
sound:
name: NONE
volume: 1
pitch: 1
# Display a title to everyone when the game begins
displayTitle: true
# Damages are enabled after this amount of time.
# Cannot be less than 15 seconds, to avoid initial-fall-related problems.
# Format: "mm", "mm:ss", "hh:mm:ss"
gracePeriod: "00:30"
# If true, a message will be broadcasted when the grace period ends.
broadcastGraceEnd: true
# PVP is enabled after this amount of time.
# If 0, enabled immediately.
# Format: "mm", "mm:ss", "hh:mm:ss"
peacePeriod: 0
# The hostile mobs will not be allowed to spawn on the surface during this amount of time after
# the beginning of the game. This prevents mobs from lightning errors to cause deaths during the
# early game, when players just started and are not protected.
# This option is here to prevent lightning-bugs-related deaths or damages, so spawns on surface
# areas normally dark (like overhangs or floating islands) are not cancelled. Also, mobs will
# still spawn on caves.
# Format: "mm", "mm:ss", "hh:mm:ss". To disable, set to 0.
surfaceMobsFreePeriod: "15:00"
death:
messages:
notifyIfTeamHasFallen: true
deathMessagesFormat: "§6" # Use this to increase visibility of death messages.
teamDeathMessagesFormat: "§6"
kick:
do: false
time: 30
allow-reconnect: true
head:
drop: true
pvpOnly: false
give-xp-to-killer:
levels: 2 # set to 0 to disable
onlyOtherTeam: true # Give XP only if the player kills a player from another team?
announcements:
lightning-strike: false
sound:
name: WITHER_SPAWN
volume: 1
pitch: 1
# If true, the name of the players will be colorized according to the teams.
colorizeChat: true
gameplay-changes:
naturalRegeneration: false # If true, the health will regenerate with food (just like in the default vanilla game).
weather: true # If false, the "bad" weather (rain, thunder) is disabled.
replaceGhastTearsWithGold: true
craftGoldenMelonWithGoldBlock: true
craftGoldenAppleFromHead:
fromHuman:
do: true
numberCrafted: 2
addLore: true
craftNotchApple: false
fromWither:
do: true
numberCrafted: 1
addLore: true
craftNotchApple: false
goldenApple:
regeneration:
# Half-hearts regenerated by one apple. Vanilla: normal 4, notch 180 (yes, 180).
normal: 4
notch: 180
fromNormalHead: 4
fromNotchHead: 180
disableNotchApples: false
disableEnderpearlsDamages: true
disableLevelIIPotions: false
witch:
disableNaturalSpawn: false
disableLightningSpawn: false # from a villager
rabbit:
killerRabbitSpawn: true
# When a rabbit spawns, it will be transformed into a Killer Rabbit following
# this probability (between 0 and 1).
killerRabbitSpawnProbability: 0.05
# The rabbit will be named after this configuration point, except if empty - then, the
# default vanilla name will be used ("The Killer Bunny").
killerRabbitName: "The Killer Rabbit of Caerbannog"
# If true a compass will show the nearest player, and the craft will be different.
# Else, the craft will be standard and the compass will show the spawn point of the team/player (not the world spawn point).
compass:
enabled: true
# The special recipe is with an ingredient in the center, and then,
# from the top, clockwise: iron, spider eye, iron, rotten flesh, iron, bone, iron, gunpowder.
# This field change the central ingredient.
# "easy": redstone (like the normal compass).
# "medium": ender pearl.
# "hard": eye of ender.
recipe: "medium"
teams-options:
canSeeFriendlyInvisibles: true
allowFriendlyFire: true
# 0 = unlimited.
maxPlayersPerTeam: 0
# Randoms colors for solo games and solo teams (i.e. all the teams generated when the game starts)?
# If false, no color (aka white) used.
randomColors: true
# These options are related to the auto-generated banner of each team.
# This banner is used on the teams selector (if set to "banner"), and can be given to the
# players when the game starts.
banner:
shape:
writeLetter: true
addBorder: true
give:
placeOnSpawn: true # Places the team banner on the spawn point.
giveInHotbar: false # Gives a banner to each player.
giveInHead: false # Places the banner on the head of each player.
shields:
addOnShields: true # Crafted shields will have the team banner on them. MC 1.9+ only.
# Chat-based GUI to choose a team
gui:
# Display the players in each team, in the tooltip linked to the players count?
displayPlayersInTeams: true
# Display the GUI when a player login out of any team?
autoDisplay: true
# Delay between the login and the display? (Seconds)
delay: 4
# Chest-based GUI to choose a team and manage the teams
chestGui:
display:
teamItem: "banner" # Values: "banner", "glass", "glass_pane", "clay", "wool", "dye"
glowOnSelectedTeam: true # Set to true to display an enchantment glow on the player team
teamChat:
# Forces disable the team-chat when the player die.
# If you use SpectatorPlus with the block-commands option enabled, this will prevent spectators
# from using the team chat.
disableLockOnDeath: true
# Log the private team-chat in the console?
log: false
hardcore-hearts:
# Display hardcore hearts instead of normal ones?
display: true
# If a player die, his client will display an hardcore Game Over screen, without a « Respawn » button.
# But the player CAN respawn, by clicking « Leave server » and then, on the confirmation screen,
# « Respawn ».
# With this option enabled, a short message will notify the player about that.
# Notice: this will be disabled even with this set to true if the hardcore hearts are not enabled (useless).
respawnMessage: false
# Automatically respawn the player after his death.
# Avoid the interrogation about the ability to respawn, if hardcore hearts are enabled.
auto-respawn:
do: true
delay: 6 # seconds
# Controls the behavior of the /uh finish command
finish:
auto:
do: true # Execute /uh finish automatically a few seconds after the final death?
timeAfterLastDeath: 3 # The command will be executed this amount of seconds after the last death.
message: true # If true, the name of the winner(s) will be broadcasted.
title: true # If true, a title will display the winner(s) of the game.
fireworks:
enabled: true # If true, some fireworks will be launched at the location of the winners.
duration: 10 # In seconds.
areaSize: 6 # The size of the square, centered on each player, where the fireworks will be launched.
dynmap:
showSpawnLocations: true
showDeathLocations: true
# Enable spectator mode for player joining the game after the beginning
# (only for out-of-the-UHC players of course)?
spectatorModeWhenNewPlayerJoinAfterStart: true
# Rules are a way to display rules & other informations to the players.
# The content is completly up to you, formatting included (using standard
# formatting codes with either § or &). It will be displayed as a list to
# the players (one bullet per line in the `rules.rules` entry).
# Empty entries (« - "" ») are replaced by a completly blank line, if you
# need a separator.
rules:
display:
onJoin: false
onStart: true
rules:
-
# Execute commands during the game or after the end of it, and after a configurable delay?
# Format explained below.
# Respect the spaces before the keywords ("exec" and "delay" need to be aligned).
commands:
# Commands executed when the server starts.
# These commands are also executed when the server is reloaded.
execute-server-start:
#- exec: command args
# delay: "40:00" (format: "mm", "mm:ss" or "hh:mm:ss". If invalid or not present, 0 seconds.)
-
# Commands executed after the beginning of the game.
# (The moment when /uh start or /uh start slow go is executed.)
execute-start:
-
# Commands executed after the end of the game.
# (After the last kill, when only one team is left.)
execute-end:
-
protips:
sound:
name: NOTE_PLING
volume: 2
pitch: 3
teamchat:
useTCommand: true # Protip: team-chat command
lock: true # Protip: can lock the team-chat
useGCommand: true # Protip: global-chat command
crafts:
goldenHead: true # ProTip: craft of golden apples with an head
compassEasy: true # Protip: "easy" compass craft
compassMedium: true # Protip: "medium" compass craft
compassHard: true # Protip: "hard" compass craft
glisteringMelon: true # Protip: glistering melon crafted with a gold block
noEnchGoldenApple: true # Protip: enchanted golden apple disabled
start:
invincibility: true # Protip: 30 seconds (25 after the message) of invincibility.
# Use this to set the spawnpoints of the teams (or the players)
# You can also use the command `/uh spawns add` to add temporary spawn points,
# and `/uh spawns generate` to automatically generate them. (See `/uh spawns` for documentation.)
# (The spawn points added through `/uh spawns` are deleted when the server is stopped.)
#
# Format:
# - x,z
# - x,z
# - etc.
spawnpoints:
-
# Use this to pre-register the teams.
# Format:
# - color
# -- OR --
# - color,name
teams:
-