Configuration

  • explodeOnSelf: <false/true> - whether proximity traps explode on player who placed the trap
  • explosionPower: <float> proximity trap explosion power
  • explosionFire: <false/true> - whether proximity traps set fire on explosion
  • placingItem: <ItemID> - item used to place proximity traps
  • trapBlock: <BlockID> - proximity block placed as trap. Any block will work, but good values are 132 (tripwire) or 55 (redstone wire). 0 (air) for invisible traps. Invisible traps can't be defused nor broken
  • placingItemDurability: <integer> - durability of item in hand used for placing proximity traps, doesn't work on all items. 0 for standard item.
  • remoteExplosionPower: <float> - remote trap explosion power
  • remoteExplosionFire: <false/true> - whether remote detonator traps set fire on explosion
  • remoteTrapBlock: <BlockID> - block placed as remote trap
  • remotePlacingItem: <ItemID> - remote trap placing item
  • remotePlacingItemDurability: <integer> - remote trap placing item durability
  • remoteMaxTraps: <intger> - max amount of remote traps a player can place, 0 for infinity
  • remoteSneaking: <false/true> - whether player has to sneak to detonate traps
  • channelSelectorStyle: <dye/wool> channel selector block type
  • explodeDelay: <integer> - time after the trap detonates itself. 0 for no detonation
  • explosionDelayPower: <float>
  • explosionDelayFire: <false/true> - whether traps set fire on the delayed explosion
  • consumePlacingItem: <false/true> - whether placing traps consumes the placing item (stack)
  • explodeInWG: <false/true> - controls explosion behaviour when 'other-explosion' flag is disabled in a WorldGuard region. If set to true, WorldGuard will handle explosions (no block damage but player damage). If set to false, traps just won't explode
  • defuseEnabled: <false/true> - wether defusing is enabled
  • defuseDistance: <float> - maximum distance a player can stand away from trap while breaking/defusing trap
  • defuseItem: <ItemID> - item used for defusing traps, default: 359 (shears)
  • consumeDefuseItem: <false/true> - wether durability changes and defusing item breaks while defusing traps
  • defuseItemDurabilityBreak: <integer> - maximum durability a defusing item can have before it breaks. Depends on consumeDefuseItem
  • defuseExplosionPower: <float> - explsion power an explosion has if a player tries to remove a trap without defusing
  • defuseTime: <integer> - time needed to defuse a trap, in seconds. Set to 0 for instant defusing
  • defuseDropTrap: <false/true> - whether traps drop the trap on successful defuse
  • defuseDropTrapChance: <integer> - drop chance in %, 0 and 100 possible
  • defuseTickTolerance: <integer> - ticks to wait before player has to start over defusing, increase if server <-> client connection lags
  • defuseDisplayBar: <false/true> - true: displays bar while defusing, false: displays percentage
  • defuseSneaking: <false/true> - whether player has to sneak while defusing
  • chainRections: <false/true> - whether traps explode when a trap gets damaged by explosion
  • proximityCraftShape:
      - " B "
      - "BAB"
      - " B "
    

    proximity trap crafting shape in crafting table, each (arbitrary) symbol represents one material,
    a space represents an empty slot. You can use as many materials as you like
  • proximityCraftMaterials:
      A: 46               # tnt
      B: 289              # sulphur
    

    defines which symbol represents which material
  • proximityCraftAmount: <integer> - amount of traps the crafting yields
  • remoteCraftShape:
      - " B "
      - "BAB"
      - " B "
    

    remote trap crafting recipe - analogus to proximity trap
  • remoteCraftMaterials:
      A: 390               # flower pot
      B: 289               # sulphur
    

  • remoteCraftAmount: <integer> - amount of traps the crafting yields

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