# Simple Spleef configuration # Note on materials: If you use numbers for IDs and data values, make sure that you use an amount! E.g.: 1:35:5 or WOOL:5 works, but not 35:5! # RED_WOOL does not work! Use WOOL:14 instead! # Also, if you use single item ids (like 42 for iron block, make sure to suround them with ' - e.g. '42'. If you forget to do this, Bukkit # will interpret the value as integer and bug SimpleSpleef... # Material ids/names can be found at https://github.com/Bukkit/Bukkit/blob/master/src/main/java/org/bukkit/Material.java # Version number of configuration - do not touch! It is used for automatic updates of configuration settings. version: 3 # Language - reads configuration from specific language file language: en settings: # Check for updates on server start (output notification to server console, your server has to connect to remote server to check version numbers) updateNotificationOnStart: true # Check for updates whenever an operator or user with the right simplespleef.admin logs in (your server has to connect to remote server to check version numbers) updateNotificationOnLogin: true # "default" arena defaultArena: default # active arena command signs to join/spectate/return/etc. enableSigns: true # Use separate sign permissions (like simplespleef.sign.help, instead of simplespleef.help) for clicking on signs. # With this, you can disallow commands, but allow clicking on signs by defining separate permissions for commands and signs. useSignPermissions: true # if signs are used, look for this on the first line to make the sign a SimpleSpleef command sign # command parameters are then one per line, e.g.: # [Spleef] # join # coolarena # => will execute /spl join coolarena for a player hitting the sign signsFirstLine: '[Spleef]' # only right click will execute the command signsOnlyRightClick: false # globally announce when a game is created by someone not joining the game announceGame: true # globally announce when players join games announceJoin: true # globally announce when player joins a team announceTeam: false # globally announce when player ready for the game announceReady: false # globally announce when game starts announceStart: true # globally announce when game stops announceStop: true # globally announce when game is deleted announceDelete: true # globally announce countdown announceCountdown: false # globally announce when players lose announceLose: true # globally announce when players win the game announceWin: true # globally announce the prize won by a player announcePrize: true # maximum announcement radius for broadcasts - you have to define the arena block to make this work and set the radius > -1 announcementRadius: -1 # should messages be sent to the console, too? sendMessagesToConsole: true # prevent players from teleporting into/out of the arena during the game preventTeleportingDuringGames: true # Keep original positions of players/spectators for this number of seconds (default is 1h) keepOriginalLocationsSeconds: 3600 # Change the game mode when a game ends or when teleporting back. This only applies when a player was in creative mode and leaves the game. # Keep in mind that this opens a possible exploit: When joining from a creative world and leaving the game players stay in creative mode. # If you have a combination of creative and survival games, turn off this setting. changeGameModeBackToCreative: true # Enable statistics module? enableStatistics: true # Type of statistics module; possible values are: file statisticsModule: file # Settings for statistics modules statisticsSettings: false # arena specific settings arenas: # default arena # IMPORTANT NOTE: Arena keys have to be lower case! Please do not delete default arena! If you do not need it, simply disable it! default: # fancy name of arena name: 'Spleef Arena' # type - this can contain either standard, randomteams (for balanced, random teams) or a class name like com.mystuff.MySpleefGameImpl type: standard # enabled? enabled: true # Minimum and maximum players minimumPlayers: 2 maximumPlayers: 0 # Number of players still in the game to determine winning (each of these will get a prize) - setting is ignored in team games remainingPlayersWin: 1 # Initiate game on joining (otherwise someone has to "/spleef announce" the arena) announceOnJoin: true # Start the countdown by typing "/spleef start" - otherwise someone has to "/spleef countdown" the arena) spleeferStart: true # Only applicable for team arenas: Allow players to choose teams using the team command and/or teamBlocks (see below). teamCommand: true # Only applicable for team arenas: Team block for joining the blue team. teamBlockMaterialBlue: WOOL:11 # Only applicable for team arenas: Team block for joining the red team. teamBlockMaterialRed: WOOL:14 # Only applicable for team arenas: If readying is used (see below), then joing a team block will also ready the player. teamJoiningAlsoReadies: true # game has to be "ready" to start playing - takes false, command, block, and commandAndBlock as arguments - if false, game has not to be ready to start useReady: false # Should the game start automatically, once all players are ready? readyAutoStart: true # If useReady has the value block or commandAndBlock, use the following material block that can be touched to ready the game (default iron block = 42) # If you use colored wool, please use WOOL:4 (for yellow wool) - in team games, this will ready the gamer for any team. readyBlockMaterial: '42' # Timeout in seconds for readying. If set to a number above 1, a timer starts after the first player readies. It waits for [readyTimeout] # seconds for other players to ready. Once the timer expires, unready players will be kicked from the spleef game. If readyAutoStart has # been set to true and enough players are available, the game will then start. Otherwise, the game will be ready to start via command/sign. readyTimeout: 0 # Require players to have an empty inventory and no armor when joining (keeps them from possibly losing their inventory when they log out) emptyInventoryToJoin: false # Require spectators to have an empty inventory and no armor (they can't throw peanuts at the players) emptyInventoryToSpectate: false # Clear inventory at game start and restore after game has ended (sometimes inventory cannot be restored when logging out) clearInventory: false # Add stuff the inventory? amount:item or amount:item:subid addToInventory: false addInventoryItems: - 1:BOW - 64:ARROW # Fees to join (money) - Vault required entryFee: 5.0 # Player who receives all or part of the entry fee entryFeeGoesToPlayer: none # Amount of money the "player" specified in entryFeeGoesToPlayer receives for a joined player entryFeeAmountToPlayer: 5.0 # Turn prizes of items on/off giveItemPrizes: true # Prizes (name/id): amount:item or amount:item:subid itemPrizes: - 1:APPLE - 1:BED - 6:BOOK - 1:CAKE - 1:CHAINMAIL_HELMET - 16:CLAY_BALL - 1:COMPASS - 4:COOKED_FISH - 1:DIAMOND - 1:FLINT_AND_STEEL - 1:GOLD_INGOT - 4:IRON_INGOT - 1:GLOWSTONE - 1:GOLD_HELMET - 16:INK_SACK - 1:IRON_HELMET - 2:OBSIDIAN - 6:RED_ROSE - 3:SNOW_BLOCK - 6:STRING - 3:SULPHUR - 1:TNT - 6:YELLOW_FLOWER - 1:MELON_SEEDS - 1:EYE_OF_ENDER - 1:GRASS - 4:SMOOTH_BRICK:1 # Winner gets this amount of price money for each player in game - Vault required prizeMoneyPerPlayer: 5.0 # Winner gets this amount of price money fixed (total is per player + fixed) - Vault required prizeMoneyFixed: 0.0 # Winner gets this amount of experience for each player in game prizeExperiencePerPlayer: 0 # Winner gets this amount of experience fixed (total is per player + fixed) prizeExperienceFixed: 0 # If a player leaves the game before it has started or the game is deleted, refund this amount of money refundMoney: 0.0 # Lose game by touching certain blocks? loseOnTouchBlocks: true # Lose game by touching these blocks (in them/standing on them - name/id) loseBlocks: - STATIONARY_WATER - STATIONARY_LAVA # Win game by touching certain blocks? winOnTouchBlocks: false # Win game by touching these blocks (in them/standing on them - name/id) winBlocks: - GOLD_BLOCK # Players dying lose loseOnDeath: true # Players logging out lose change this only to false, if you have some sort of timeout set in your arena. Otherwise you might end up with neverending games... loseOnLogout: true # Players do not starve while playing in the arena noHunger: true # Disallow PVP while spleefing (no effect on no-pvp worlds) noPvP: true # Block degeneration - if set to a number of 0 or higher, this will be the maximum seconds a player may stand on a single block before it dissolves blockDegeneration: -1 # List if blocks that will degenerate by standing on them too long (if blockDegeneration >= 0) degeneratingBlocks: - DIRT - GRASS - WOOL - SNOW_BLOCK - ICE - GLASS # Allow Digging away of blocks (name/id) of... allowDigBlocks: - DIRT - GRASS - WOOL - SNOW_BLOCK - ICE - GLASS # Alternatively: disallow digging away of certain blocks (name/id) disallowDigBlocks: - STONE # Instant digging of blocks (no shovel needed) instantDig: true # Alternatively: players are given shovel at the start of the game playersReceiveShovelAtGameStart: false # players lose shovel when leaving game (also stop, etc.) playersLoseShovelAtGameEnd: false # Item (name/id) of shovel/spade shovelItem: DIAMOND_SPADE # Countdown starts at countdownFrom: 10 # Can blocks be placed allowBlockPlacing: false # If instantDig is false, do dug blocks drop blocks that can be picked up by players? blockDropping: true # If arena not defined: none, floorOnly, everywhere (if floor is also undefined, floorOnly will default to everywhere) diggingIfArenaUndefined: floorOnly # If floor not defined: none, inArena, outsideArena, everywhere (if arena is undefined, inArena and outsideArena will default to everywhere) diggingIfFloorUndefined: inArena # Protect arena against changes by non-players (arena cube has to be defined) protectArena: true # Disallow creatures to spawn in the arena (arena cube has to be defined) disallowCreatureSpawns: true # Disallow explosions during the game (protectArena protects the arena outside the games, this is to actually allow explosions during the game) # This setting does not work in conjunction with arenaFloorDissolvesAfter and arenaFloorRepairsAfter. enableExplosionsDuringGame: false # Restore arena after the game - this setting allows several options: # - false: turn arena restoration off completely # - true/soft: keeps track of removed/placed blocks and restores them after the game in a "soft" way - memory intensive and does not work for everybody it seems # - simple: simple floor restorer - will fill the area defined as floor (see below) with a certain block at the start and end of games - use if you have trouble with the soft restorer # - floorhard: resets the floor the hard way (does not touch placed blocks outside arena floor, so disable blockplacing!) # - arenahard: resets the whole arena the hard way (may lag on large arenas) restoreArenaAfterGame: true # Block type that the simple restorer will set as floor block - only simple materials are allowed, so you can't set colored wool, sorry! simpleRestorerBlock: GRASS # Wait for a number of seconds before restoring arena - 0 to disable this timer restoreArenaAfterGameTimer: 0 # Players can teleport back to original position after game with /spl back? enableBackCommand: true # Time in seconds, after which the arena floor starts to dissolve slowly (-1 disables this) arenaFloorDissolvesAfter: -1 # Time in seconds for new blocks to dissolve into thin air arenaFloorDissolveTick: 5 # Time in seconds, after which the arena floor starts to repair (-1 disables this) arenaFloorRepairsAfter: -1 # Time in seconds for new blocks to get repaired arenaFloorRepairTick: 10 # Timeout for the game in seconds - e.g. 10 minutes will be 60 secs * 10 = 600 (0 or lower to disable this setting) # Note: If you use NoLagg the teleportation back to the lounge after the game has finished will throw a warning. # Can't do much about this at the moment. arenaTimeout: 0 # Arena cube that will be protected (saved on disk for restoration) arena: enabled: false #Instead of a and b, you can also set up a world guard region () bot here (you have to have world guard installed, of course...): # worldguardRegion: arena # worldguardWorld: world # Note: If you use WorldGuard and regions, regions will be read at server start and when reloading plugin configuration. # So, if you change SimpleSpleef related regions, make sure to reload SimpleSpleef, too (/spla reload). # Cubes only at the moment! a: world: world x: 0 y: 0 z: 0 b: world: world x: 0 y: 0 z: 0 # Arena floor (can be dug by players) floor: enabled: false a: world: world x: 0 y: 0 z: 0 b: world: world x: 0 y: 0 z: 0 # Entering this cube area will make players lose lose: enabled: false a: world: world x: 0 y: 0 z: 0 b: world: world x: 0 y: 0 z: 0 # Entering this cube area will make players win win: enabled: false a: world: world x: 0 y: 0 z: 0 b: world: world x: 0 y: 0 z: 0 # Teleport point where players are sent to after joining game loungeSpawn: enabled: false world: world pitch: 0.0 yaw: 0.0 x: 0.0 y: 0.0 z: 0.0 # Teleport point where players are sent to after starting game gameSpawn: enabled: false world: world pitch: 0.0 yaw: 0.0 x: 0.0 y: 0.0 z: 0.0 # Teleport point where players are sent to after starting game (red team, if using teams) redSpawn: enabled: false world: world pitch: 0.0 yaw: 0.0 x: 0.0 y: 0.0 z: 0.0 # Teleport point where players are sent to after starting game (blue team, if using teams) blueSpawn: enabled: false world: world pitch: 0.0 yaw: 0.0 x: 0.0 y: 0.0 z: 0.0 # Teleport point where spectators can watch from spectatorSpawn: enabled: false world: world pitch: 0.0 yaw: 0.0 x: 0.0 y: 0.0 z: 0.0 # Teleport point where players are teleported to after loosing game loseSpawn: enabled: false world: world pitch: 0.0 yaw: 0.0 x: 0.0 y: 0.0 z: 0.0 # Teleport point where winners are teleported to winnerSpawn: enabled: false world: world pitch: 0.0 yaw: 0.0 x: 0.0 y: 0.0 z: 0.0 # Command whitelist section checkCommands: # Activate command white list during games. If you set this on, only commands in the whitelist will be accepted for spleefers during games. # ALL other commands will be blocked! activateWhitelist: true # Whitelist list. List command patterns that are whitelisted. This uses regular expressions - e.g. ^ means start of the string. # For a short tutorial, see http://www.vogella.de/articles/JavaRegularExpressions/article.html whitelist: - '^/spl' - '^/spla'
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