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
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#tntB: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#flowerpotB:289#sulphur
remoteCraftAmount: <integer> - amount of traps the crafting yields
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