# This file is used to define customized materials and structures.
# Together with all the common game defined materials, these can then be used throughout the root and child config files.
Definitions:
# Custom plugin materials, and customizations for the common game materials
# --------------------------------------------------------------------------
TORCH_SOUTH:
# you can reference game materials by type, a full list can be found here: http://jd.bukkit.org/apidocs/org/bukkit/Material.html
referencedMaterialName: TORCH
typeData: 3
TORCH_NORTH:
referencedMaterialName: TORCH
# this block holds the orientation in the data block
# more about data values here: http://www.minecraftwiki.net/wiki/Data_values#Data
typeData: 4
#CUSTOM_ORE:
#typeId: 190 #mandatory to match other plugins' block id
#typeData: 3 #use the block data just when the plugins share the same block id (remember the materials in here must be unique by either typeId or the pair typeId/typeData)
# Entity spawners
# ----------------
SPAWNER_LAVA_SLIME:
# referencedMaterialName is inferred when spawnsEntity is used
# the list of game entities can be found here: http://jd.bukkit.org/apidocs/org/bukkit/entity/EntityType.html
# not all of them will work
spawnsEntity: LavaSlime
SPAWNER_ZOMBIE:
spawnsEntity: ZOMBIE
SPAWNER_SKELETON:
spawnsEntity: SKELETON
SPAWNER_CREEPER:
spawnsEntity: CREEPER
SPAWNER_TNT:
spawnsEntity: PRIMED_TNT
# Entity eggs
#--------------
EGG_VILLAGER:
# referencedMaterialName is inferred when hatchesEntity is used
# the list of game entities can be found here: http://jd.bukkit.org/apidocs/org/bukkit/entity/EntityType.html
# not all of them will work (see here: http://www.minecraftwiki.net/wiki/Spawn_Egg)
hatchesEntity: VILLAGER
# Chest Potions
# ---------------
POTION_NIGHT_VISION:
# referencedMaterialName is inferred when potionType is used
# get your potion types from here: http://jd.bukkit.org/rb/apidocs/org/bukkit/potion/PotionType.html
potionType: NIGHT_VISION
POTION_POISON:
potionType: POISON
# a bunch of other optional parameters are available
# if true, the potion can be used on other living entities
potionSplash: true
# potionLevel indicates the strength of the potion (see here the list of available levels: http://www.minecraftwiki.net/wiki/Potions)
potionLevel: 2
# extended effect of the potion
potionExtendedTime: true
POTION_RANDOM:
potionType: random
# Enchanted Chest Items
# -----------------------
IRON_PICKAXE_EXTRA_EFFICIENT:
referencedMaterialName: IRON_PICKAXE
# a list of enchantment types can be found here: http://jd.bukkit.org/rb/apidocs/org/bukkit/enchantments/Enchantment.html
enchantType: DIG_SPEED
# min and max levels (a random value will be picked)
# maximum values can be found here: http://www.minecraftwiki.net/wiki/Enchanting
enchantMinLevel: 1
enchantMaxLevel: 3
BOW_EXTRA_POWERFUL:
referencedMaterialName: BOW
enchantType: ARROW_DAMAGE
# fixed level
enchantLevel: 2
# Chests
#--------
REWARD_BASIC_CHEST:
# chests must always reference the game material 'CHEST' or other chests
# if not set, CHEST is inferred
# referencedMaterialName: CHEST
inventory:
# either use standard game materials (http://jd.bukkit.org/apidocs/org/bukkit/Material.html) or a material you've defined earlier.
IRON_PICKAXE_EXTRA_EFFICIENT:
# the actual amount is a random value between the minimum and maximum
minAmount: 1
maxAmount: 3
probabilityPercentage: 100
BREAD:
# fixed amount
amount: 3
probabilityPercentage: 70
STRING:
# no probability means 100% (the item will always appear in the chest)
amount: 3
FEATHER:
minAmount: 3
maxAmount: 6
WATER_BUCKET:
amount: 1
POTION_NIGHT_VISION:
amount: 2
probabilityPercentage: 70
REWARD_GEMS_CHEST:
# for chests, you can reference another chest to inherit its content
# you cannot remove, but you can add more items
referencedMaterialName: REWARD_BASIC_CHEST
inventory:
GOLDEN_APPLE :
amount: 2
DIAMOND:
minAmount: 2
maxAmount: 5
EMERALD:
minAmount: 3
maxAmount: 8
POTION_RANDOM:
amount: 1
probabilityPercentage: 30
EGG_VILLAGER:
minAmount: 2
maxAmount: 6
probabilityPercentage: 70
REWARD_WARRIOR_CHEST:
inventory:
GOLD_SWORD:
amount: 1
GOLD_HELMET:
amount: 1
GOLD_CHESTPLATE:
amount: 1
GOLD_LEGGINGS:
amount: 1
GOLD_BOOTS:
amount: 1
BOW_EXTRA_POWERFUL:
minAmount: 1
maxAmount: 2
probabilityPercentage: 40
ARROW:
amount: 6
# the probability is computed only once for each chest instance,
# so in our case when the bow is spawned, we can be sure the arrows get spawned as well
probabilityPercentage: 45
POTION_POISON:
amount: 2
probabilityPercentage: 76
# Structures
#-----------
ORE_CAVE_HUB:
# structures cannot have reference materials through 'referencedMaterialName'
# instead, reference materials and other structures in the layout section
layout:
# since 3.0, these structures shouldn't have a stone shell, as they will be injected straight into the path of the veins
# coordinates are specified in [x, y, z] (y being the height in Minecraft), all relative to an imaginary center at [0, 0, 0]
# keep the entire structure centered for best results
MOSSY_COBBLESTONE:
# 'from', 'to' and 'at' are relative to the center of the cave
- from [-3, -1, -3] to [ 3, -1, 3]
AIR:
- from [-3, 0, -3] to [ 3, 3, 3]
STONE:
# materials cannot appear more than once in this list so they must be grouped
# here we provide a set of pillars for the torches to rest on
- from [0, -1, -4] to [0, 2, -4]
- from [0, -1, 4] to [0, 2, 4]
TORCH_SOUTH:
# south is going towards positive Z, so we stick them on the opposite wall
- at [ 0, 2, -3]
TORCH_NORTH:
# north is going towards negative Z, so we stick them on the opposite wall
- at [ 0, 2, 3]
ORE_CAVE_HUB_LIGHT:
layout:
# you can reference another structure, thereby copying its content
ORE_CAVE_HUB:
- at [0, 0, 0]
REWARD_BASIC_CHEST:
- at [0, 0, 0]
SPAWNER_ZOMBIE:
- at [-2, 0, 0]
ORE_CAVE_HUB_CHALLENGING:
layout:
ORE_CAVE_HUB_LIGHT:
- at [0, 0, 0]
# you can overwrite the contents of a referenced cave, if the relative positions overlap
REWARD_GEMS_CHEST:
- at [0, 0, 0]
SPAWNER_SKELETON:
- at [2, 0, 0]
ORE_CAVE_HUB_VERY_DANGEROUS:
layout:
MOSSY_COBBLESTONE:
- from [-1, -1, -4] to [ 1, -1, 4]
AIR:
- from [-1, 0, -4] to [ 1, 3, 4]
SPAWNER_LAVA_SLIME:
- at [0, 0, 0]
REWARD_WARRIOR_CHEST:
- at [0, 0, 1]