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Implements several configuration options #15
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src/main/resources/config.yml
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src/main/resources/config.yml
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# Configuration values for droppers
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dropper:
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# Whether the vertical velocity should be overridden, and thus changeable. If not enabled, all horizontalVelocity
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# settings, both the global one and per-arena, will be ignored.
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overrideVerticalVelocity: true
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# The vertical velocity used as default for all arenas. Must be greater than 0. 3.92 is the max speed of a falling
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# player.
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verticalVelocity: 1.0
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# The horizontal velocity used as default for all arenas (technically fly-speed). Must be between 0 (exclusive) and 1
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# (inclusive).
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horizontalVelocity: 1.0
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# The number of seconds before the randomly inverted game-mode switches between normal and inverted movement
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randomlyInvertedTimer: 7
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# Whether grouped dropper arenas must be played in the correct sequence
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mustDoGroupedInSequence: true
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# Whether records won't be registered unless the player has already beaten all arenas in a group. That means players
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# are required to do a second play-through to register a record for a grouped arena.
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ignoreRecordsUntilGroupBeatenOnce: false
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# Whether a player must do the normal/default game-mode before playing any other game-modes
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mustDoNormalModeFirst: true
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# Whether players should be made invisible while playing in a dropper arena
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makePlayersInvisible: false
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# Whether players should have their entity hit collision disabled while in an arena. This prevents players from
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# pushing each-other if in the same arena.
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disableHitCollision: true
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# This decides how far inside a non-solid block the player must go before detection triggers. The closer to -1
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# it is, the more accurate it will seem to the player, but the likelihood of not detecting the hit increases.
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liquidHitBoxDepth: -0.8
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# This decides the distance the player must be from a block below them before a hit triggers. If too low, the
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# likelihood of detecting the hit decreases, but it won't look like the player hit the block without being near.
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solidHitBoxDistance: 0.2
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# A whitelist for which blocks won't trigger a loss when hit/passed through. The win block check happens before the
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# loss check, so even blocks on the whitelist can be used as the win-block. "+" denotes a material tag.
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blockWhitelist:
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- WATER
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- LAVA
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- +WALL_SIGNS
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- +STANDING_SIGNS
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- STRUCTURE_VOID
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