EpicKnarvik97 310802b42d Adds obstacle blocks for parkour
This change reverts the advanced hit-box detection for kill plane blocks, giving them a full block's hit-box again.
Instead, obstacle blocks have been added, which have an accurate hit-box, and can trigger a hit from any direction.
The horizontal kill plane hit box option has been removed as it's no longer useful.
2023-10-02 23:05:39 +02:00

80 lines
3.3 KiB
YAML

# Configuration values for mini-games
# The chosen language for Launchpad. You can use "en" or any custom language specified in strings.yml
language: en
parkour:
# Whether to enforce the order in which a player must reach checkpoints. Enabling this ensures that a player cannot
# trigger a previous checkpoint by accident. It also ensures players cannot skip a checkpoint, even if the arena
# layout makes it possible.
enforceCheckpointOrder: false
# Whether grouped dropper arenas must be played in the correct sequence
mustDoGroupedInSequence: true
# Whether records won't be registered unless the player has already beaten all arenas in a group. That means players
# are required to do a second play-through to register a record for a grouped arena.
ignoreRecordsUntilGroupBeatenOnce: false
# The blocks compromising parkour arenas' kill planes. Add any materials you want to use for the "bottom" of your
# parkour arenas.
killPlaneBlocks:
- LAVA
- MAGMA_BLOCK
# The blocks treated as obstacles in a parkour arena, which will trigger a loss in any direction
obstacleBlocks:
- END_ROD
- LIGHTNING_ROD
- CHAIN
dropper:
# Whether to block using the shift key to drop faster than the intended drop speed
blockSneaking: true
# Whether to block using the sprint key for slightly improved air speed
blockSprinting: true
# The vertical velocity used as default for all arenas. Must be greater than 0. 3.92 is the max speed of a falling
# player.
verticalVelocity: 1.0
# The horizontal velocity used as default for all arenas (technically fly-speed). Must be between 0 (exclusive) and 1
# (inclusive).
horizontalVelocity: 1.0
# The number of seconds before the randomly inverted game-mode switches between normal and inverted movement (0, 3600]
randomlyInvertedTimer: 7
# Whether grouped dropper arenas must be played in the correct sequence
mustDoGroupedInSequence: true
# Whether records won't be registered unless the player has already beaten all arenas in a group. That means players
# are required to do a second play-through to register a record for a grouped arena.
ignoreRecordsUntilGroupBeatenOnce: false
# Whether a player must do the normal/default game-mode before playing any other game-modes
mustDoNormalModeFirst: true
# A whitelist for which blocks won't trigger a loss when hit/passed through. The win block check happens before the
# loss check, so even blocks on the whitelist can be used as the win-block. "+" denotes a material tag.
blockWhitelist:
- WATER
- LAVA
- +WALL_SIGNS
- +STANDING_SIGNS
- STRUCTURE_VOID
- WALL_TORCH
- SOUL_WALL_TORCH
- REDSTONE_WALL_TORCH
- +BANNERS
- +BUTTONS
- +CORALS
- +WALL_CORALS
- LIGHT
shared:
# This decides how far inside a non-solid block the player must go before detection triggers (-1, 0). The closer to -1
# it is, the more accurate it will seem to the player, but the likelihood of not detecting the hit increases.
liquidHitBoxDepth: -0.8
# This decides the distance the player must be from a block below them before a hit triggers (0, 1). If too low, the
# likelihood of detecting the hit decreases, but it won't look like the player hit the block without being near.
solidHitBoxDistance: 0.2