main/Configuration 3.0/Definitions/Sample File

# 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]