Configuration
-
Heroes Configuration
Wiki Navigation:This is the default configuration for the plugin. Descriptions of each section follow below.
- Overview - Configuration - Commands - Experience - Skills - Classes - Parties -
Code (Text):
# Use these sections to configure the plugin.
leveling:
#Changing this to true will use an exponential exp curve for games similar to D3 or Path of Exile.
exp-calc-alt: false
#set this to adjust the EXP curve (higher numbers equal longer ending levels)
exp-curve: 1.0
#be cautious on changing this after it has been set)
max-exp: 100000
#max level to master/change from PARENT to Child)
max-level: 50
#Setting this to true will allow players to gain exp up until they are 1% away from being above max-level
pad-max-level: true
#exp loss on death, is taken from current LEVEL not ALL exp.
exp-loss: 0.10
#exp loss multiplier used during pvp
pvp-exp-loss: 1.0
#maximum party size
max-party-size: 6
#multiplier of how much bonus xp should be awarded overall to parties
party-exp-bonus: 1.0
#allow level loss when players lose xp
level-loss: false
#allow mastery loss when players lose xp
mastery-loss: false
#allow xp adjustments when a mob was detected as spawning from a mob-spawner
spawner-checks: false
#if spawner-checks is true, all xp gained from killing is multiplied by this number. setting to 0 gives no xp.
spawner-exp-mult: .5
#Hardcore mode to reset all levels/exp on death
reset-on-death: false
#Level that players must be within to PvP with each other
pvp-range: 50
#Level that a player must attain before they are allowed to PvP or be PvPed with
min-pvp-level: 1
#How close in level players need to be to get full exp
pvp-exp-range: 10
#When players will recieve no exp for killing a player
pvp-max-exp-range: 40
#Dumps a levels.txt file with the exp/level pairings
dump-exp-file: false
#If mob's health should be scaled based on distasnce from spawn
mob-health-distance-modified: true
mob-health-modifier: 3
#If mob's exp should be scaled based on distasnce from spawn
mob-experience-distance-modified: true
mob-exp-modifier: 3
#If mob's damage should be scaled based on distance from spawn
mob-damage-distance-modified: true
mob-damage-modifier: 3
classes:
#cost to swap
swap-cost: 0
#cost to swap back to a class you already have xp in (base + level*per-level)
old-swap-cost: 0
old-swap-cost-per-level: 0
#cost to swap to a new profession
prof-swap-cost: 0
#cost to swap back to an old profession (base + level*per-level)
old-prof-swap-cost: 0
old-prof-swap-cost-per-level: 0
#cost to swap to a new race
race-swap-cost: 0
#cost to swap back to an old race (base + level*per-level)
old-race-swap-cost: 0
old-race-swap-cost-per-level: 0
#will allow for users to change back to their mastered class freely
master-swap-free: true
#toggles charging for the first class switch
first-swap-free: true
#toggles charging for the first race switch
first-swap-free-race: true
#if enabled, will force players who have mastered X classes to pay full cost for changing to any class/prof/race
swap-with-masteries-has-full-cost: false
number-of-masteries-for-full-cost: 1
#basic name prefixing of heroclass, may not work correctly
use-prefix: false
#will reset the exp if the player switches without mastering
reset-exp-on-change: true
#will reset all xp including masteries if the player switches classes
reset-master-on-change: false
#will reset all xp including masteries if the player switches professions
reset-prof-master-on-change: false
#will reset the players profession whenever they change primary classes
reset-prof-on-pri-change: false
#Will make it so players can not switch classes until they have mastered their current class
lock-till-master: false
#Will not allow a player who is the highest tier to swap classes
lock-at-max-level: false
#multiplier for self-healing skills
self-heal: 0.5
#how many milliseconds a hero must wait between changing classes
class-change-cooldown: 600000
attributes:
# The amount of attribute allocation points granted per level of the Hero.
allocation-points-per-level: 3
# The amount of attack damage with weapons given per every point of Strength the hero has.
attack-damage-per-strength: 1.0
# The amount of maximum HP given per every point of Constitution the hero has.
health-per-constitution: 20.0
# The amount of magic resists given per every point of Constitution the hero has.
magic-resist-per-constitution: 0.003
# The amount of stamina regenerated every tick (per per every point of Endurance the hero has).
stamina-regeneration-per-endurance: 1
# Enable carry weigth endurance calculation
enable-carry-weight-per-endurance: true
# The amount of carry weight capacity given per every point of Endurance the hero has.
carry-weight-per-endurance: 0.0
# The amount of maximum Stamina given per every point of Endurance
stamina-per-endurance: 1
# The amount of attack damage with projectiles given per every point of Dexterity the hero has.
projectile-damage-per-dexterity: 2.0
# The percentage modifier of speed increase per every point of Dexterity the hero has. 0.002f = 1% movement speed increase.
speed-increase-per-dexterity: 0.001
# The amount of maximum Mana given per every point of Intellect the hero has.
mana-per-intellect: 5
# The amount of mana regenerated every tick (per every point of Wisdom the hero has).
mana-regeneration-per-wisdom: 1
magic-resists-per-constitution: 0.03
attribute-allocation-cost-per-level: 0.4
attribute-reset-cost: 1
healthbar:
#Whether or not to scale health down to one bar (10 hearts)
limit-one-bar: true
#(Approximate due to GUI limitations) Amount of health represented by one hp bar (10 hearts)
health-per-bar: 20
# Whether or not to display entity health through custom name
display-entity-health: false
properties:
#Supported Database types are yml and sql
storage-type: yml
#use of the cost system
economy: true
#use this at your own risk
debug: false
#XP cost multiplier for enchants - set to 0 to disable
enchant-exp-mult: 3
#milli-Seconds a hero must wait before using a second skill
global-cooldown: 500
#duration to track for no-exp
block-tracking-duration: 900000
#max blocks to track for no-exp
max-tracked-blocks: 2000
#slows the skill caster while they are using a skill with a warmup
slow-while-casting: true
#How many milliseconds a player stays in combat for
combat-time: 10000
#Silences the "You have gained/lost x Skill" message that broadcasts by default
silence-passive-skill-messages: false
#This will check equipment weight and disallow certain types of armors on classes if their endurance doesnt grant them enough.
check-equipment-weight: false
#Crafting/recipe class restrictions
enable-recipes: true
fix-legacy-health: true
#Messages for entering & exiting combat use "" as a value to hide message. (i.e. 2 double quotes)
combat-enter-message: You have entered combat!
combat-exit-message: You have left combat!
verbose:
# Sets default verbose options for new players
exp: true
mana: true
stamina: false
skills: true
database: #storage-type in props must be set to sql for these to take effect.
type: mysql
db: test
poolsize: 10
url: localhost
port: '3306'
username: test
password: test
bed:
#Do you want players to heal in beds?
enabled: true
#the seconds it takes to heal the healPercent
interval: 15
#the percent amount of damage to heal.
percent: 5
shield:
#time in seconds between regen ticks
interval: 2
#time in seconds before regen begins again after taking damage
delay: 10
mana:
#time in seconds between regen ticks
interval: 5
#multiplier applied to mana regen while out of combat
regen-multiplier-out-of-combat: 4
stamina:
#time in seconds between regen ticks
interval: 1
#costss to stamina
costs:
swing-weapon: 0
shoot-bow: 0
per-damage-taken: 0
mana-regen-tick: 0
per-mana-point-regen: 0
sprinting: 0
stop-regen:
swing-weapon:
enabled: false
duration: 3000
shoot-bow:
enabled: false
duration: 3000
take-damage:
enabled: false
duration: 3000
sprinting:
enabled: false
duration: 3000
food:
# If true, enables Heroes modifications on food consumption and hunger (so the hunger bar represents stamina).
# Note this does not override/control the "consumable-in-combat" option.
enabled: false
# 5000 = 5 seconds for every something or other regarding healing. Yeah...
time-multiplier: 5000
# .05 = 5% of Total HP regained when a player regains health from being full.
food-heal-percent: .05
# If food is consumable in combat
consumable-in-combat: false
bonus:
#time in milliseconds when the bonus will end
expiration: 0
#xp rate during the bonus period
exp: 1.0
message: Bonus experience time is enabled!
hats:
#Level to use HATS!
level: 1
enabled: false
global-mitigation:
# If enabled allows controlling mitigation of damage per armor point as defined by below values.
enabled: false
# The maximum damage reduction value Heroes will allow for physical attack armor mitigation.
maximum-damage-reduction: 0.80
# Damage reduction per point of armor.
# Default values for oldschool vanilla minecraft is 0.04.
per-armor-damage-reduction-percent: 0.04
# Determines the damage type's armor mitigation can affect
mitigation-damage-causes:
- BLOCK_EXPLOSION
- CONTACT
- ENTITY_ATTACK
- ENTITY_EXPLOSION
- ENTITY_SWEEP_ATTACK
- FALLING_BLOCK
- FIRE
- HOT_FLOOR
- LAVA
- LIGHTNING
- PROJECTILE
durability:
# reduce the damage that armor takes from durability damage events. Default vanilla mechanics is 4.
armor-durability-damage-reduction: 4
armor-is-damaged-by-skills: true
weapons-are-damaged-by-skill-usage: true
custom-system:
# If enabled, Heroes will attempt to override the vanilla durability system in favor of a custom one.
enabled: false
# the default value that all items will have, if no other
default-maximum-durability: 250
# whether or not to show our durability text on the item.
show-custom-durability-text: false
# whether or not to sync our durability with minecraft's default (gives green bar support)
sync-with-minecraft-durability: true
# Override max-durability based on a prioritized custom match pattern.
# The priority is as follows:
# 1) name-match with type-match
# 2) name-match without type-match
# 3) type-match without name-match
# If you have two entries with the same priority that conflict with each other, you _will_ cause issues.
overrides:
- name-match: Legendary
type-match: ''
max-durability: 450
- name-match: Epic
type-match: ''
max-durability: 400
- name-match: Rare
type-match: ''
max-durability: 350
- name-match: ''
type-match: DIAMOND
max-durability: 300
- name-match: ''
type-match: IRON
max-durability: 275
- name-match: ''
type-match: GOLD
max-durability: 250
- name-match: ''
type-match: LEATHER
max-durability: 225
- name-match: ''
type-match: STONE
max-durability: 150
- name-match: ''
type-match: WOOD
max-durability: 100
features:
# Max no damage ticks applied to all living entities
no-damage-ticks: 10
no-combat-materials:
- MILK_BUCKET
- WATER_BUCKET
- LAVA_BUCKET
- FLINT_AND_STEEL
respawn-features-enabled: false
respawn-health-percent: 50
respawn-shield-percent: 50
respawn-mana-percent: 50
respawn-stamina-percent: 50
respawn-health-regen-seconds: 30.0
item-roll:
enabled: true
include-victim-name: false
expire-seconds: 30
radius:
x: 25
y: 25
z: 25
scoreboard:
enabled: true
# The title of the scoreboard
title: '§a§l⚠ Character ⚠'
component:
# The info component displays information about a Hero
info:
enabled: true
title: '§3✪ Hero Info ✪'
class:
enabled: true
show-primary: true
show-secondary: true
show-race: false
format:
# {0} = class name
# {1} = level
# {2} = experience
short: ' §4{0}§d L§f: §a{1}§f - {2}%'
# {0} = class name
# {1} = level
# {2} = experience
long: ' §4{0}§d Lvl§f: §a{1}§f - {2}%'
long-length: 11
health:
enabled: true
# {0} = current health
# {0} = max health
format: '§4 ❤ §c{0}§f / §c{1}'
# If the health and mana lines should be merged when the threshold below is higher than the current health
merge-mana: true
merge-mana-threshold: 100
mana:
enabled: true
# {0} = current mana
# {0} = max mana
format: '§9 ⦿ {0}§f / §9{1}'
stamina:
enabled: true
# {0} = current stamina
# {0} = max stamina
format: '§e ✳ {0}§f / §3{1}'
party:
enabled: true
title: '§6✰ Party ✰'
# {0} = member name
# {1} = member display name
# {2} = health colour
# {3} = health percentage as an integer
member-format: ' {2}{0}§f: {2}{3}%'
equipment-weight:
LEATHER_HELMET: 5
LEATHER_CHESTPLATE: 15
LEATHER_LEGGINGS: 10
LEATHER_BOOTS: 5.0
GOLD_HELMET: 10.0
GOLD_CHESTPLATE: 25
GOLD_LEGGINGS: 15
GOLD_BOOTS: 5.0
CHAINMAIL_HELMET: 10
CHAINMAIL_CHESTPLATE: 25
CHAINMAIL_LEGGINGS: 20
CHAINMAIL_BOOTS: 5
IRON_HELMET: 10
IRON_CHESTPLATE: 30
IRON_LEGGINGS: 25
IRON_BOOTS: 10
DIAMOND_HELMET: 15
DIAMOND_CHESTPLATE: 40
DIAMOND_LEGGINGS: 30
DIAMOND_BOOTS: 15
Explanation
Leveling:
- exp-calc-alt - Uses the alternate method of calculating exp per level (not sure quite how it differs)
- exp-curve - Set this to adjust the EXP curve (higher numbers equal longer ending levels, but shorter beginning levels)
- max-exp - Changes the total needed exp to reach the max level
- max-level - Changes the maximum level, or the level needed to master a class
- pad-max-level - Puts more experience into the maximum level, making it more difficult to achieve
- exp-loss - XP multiplier that a player loses when dying
- pvp-exp-loss - XP multiplier that a player loses when dying to pvp
- max-party-size - Max party size (duh!)
- party-exp-bonus - Presumably the multiplier for gaining exp while in a party level-loss: false
- level-loss - Determines whether losing xp can result in a decrease of level?
- mastery-loss - Determines whether death will cause a loss of mastery of a class?
- spawner-checks - Checks whether mobs come from a spawner or not
- spawner-exp-mult - The exp multiplier of mobs spawned from a spawner
- reset-on-death - Option to reset class upon death
- pvp-range - Maximum level to be able to pvp?
- min-pvp-level - Level needed to pvp (or maybe to get exp from pvp)
- pvp-exp-range -
- pvp-max-exp-range -
- dump-exp-file -
- mob-health-distance-modified -
- mob-health-modifier -
- mob-experience-distance-modified -
- mob-exp-modifier -
- mob-damage-distance-modified -
- mob-damage-modified -
- swap-cost - Cost (in money) to swap classes
- old-swap-cost - Cost (in money) to swap to a previous class
- prof-swap-cost - Cost (in money) to swap professions
- old-prof-swap-cost - Cost (in money) to swap to a previous profession
- race-swap-cost - Cost (in money) to swap races
- old-race-swap-cost - Cost (in money to swap to a previous race)
- master-swap-free - Cost to swap from a mastered class (to a child class, for example)
- first-swap-free - Whether the first class swap is free or not
- first-swap-free-race - Whether the first race swap is free or not
- use-prefix - Uses class as prefix in chat?
- reset-exp-on-change - Whether exp gathered will be reset after swapping classes
- reset-master-on-change - Whether mastered status will be lost after swapping classes
- reset-prof-master-on-change Whether mastered status will be lost after swapping prefessions
- reset-prof-on-pri-change Whether the profession will be reset when the primary class is changed
- lock-till-master - Whether the class is locked until master status is reached
- lock-at-max-level - Whether the class will be locked upon reaching the max level
- self-heal - The multiplier which healing will heal the casting player
- class-change-cooldown - Determines the time until a player can change classes (in seconds)
- allocation-points-per-level - Points to use in attributes menu per level-up
- attack-damage-per-strength - Additional melee attack damage per strength
- health-per-constitution - Additional health per point of constitution
- magic-resist-per-constitution - Magic damage reduction per point of constitution
- stamina-regeneration-per-endurance - Stamina regeneration per point of endurance
- carry-weight-per-endurance - Additional carry weight per point of endurance
- projectile-damage-per-dexterity - Additional damage from bows per point of dexterity
- speed-increase-per-dexterity - Increase in walking speed per point of dexterity (not recommended to change this value without testing the max amount of dexterity points!)
- mana-per-intellect - Maximum mana for each point of intellect
- mana-regeneration-per-wisdom - Mana Regeneration per point of wisdom
- limit-one-bar - Whether visible health is limited to one row of hearts
- health-per-bar - How much health (number of hearts x 2) is represented in a bar
- display-entity-health - Whether you want mobs to display their current health or not
- storage-type - File type that plugin data is stored in
- economy - Whether an economy plugin is installed
- debug - Toggles debug mode
- enchant-exp-mult - Multiplier for enchanting
- global-cooldown - ?
- block-tracking-duration - The time (in seconds?) that blocks are tracked
- max-tracked-blocks - Changes the max number of blocks that can be tracked and stored
- slow-while-casting - Whether players are slowed while casting spells
- combat-time - Time before "in-combat" effect wears off
- reduce-item-damage
- silence-passive-skill-messages - Whether passive skills show notifications
- check-equipment-weight - Whether equipment weight feature is used or not
- combat-enter-message - What is displayed when the player enters combat
- combat-exit-message - What is displayed when the player exits combat
- These settings should be the same as in your other plugins
- enabled - Whether sleeping in a bed heals the player
- Interval - Time between healing
- percent - Percentage of health healed by sleeping
- interval - Time between mana gain
- interval - Time between stamina gain
- enabled - Whether food will regenerate health
- time-multiplier
- heal-percent - Percentage of health that food will heal
- expiration - How long bonus XP lasts
- exp - XP multiplier during bonus XP time
- message - What is displayed in chat when the bonus experience is enabled
- level - Level required to get hats
- enabled - Whether hats are enabled or not
- item-roll - Splits the items dropped by mobs/players between nearby players
- enabled - Whether item rolling is enabled or not
- include-victim-name - Whether the victims name is shown when item
- expire-seconds - How many seconds until the items despawn
- radius
- x - Radius along the x-axis, should be the same as z
- y - Radius vertically
- z - Radius along the z-axis, should be the same as x
- scoreboard - I recommend editing this while in game, changing the files and then reloading the plugin to see the effect
- enabled - Whether the scoreboard is enabled
- title - What is displayed at the top of the scoreboard
- component:
- info:
- enabled: true
- title: §3✶ Hero Info ✶
- class:
- enabled - Whether the class line in the scoreboard is enabled
- format - All formats support unicode characters and color codes (if § is used rather than &) Additionally, the {#} is the placeholder for information relevant to that stat.
- short - The shortened version of the format
- long - The long, un-shortened version of the format
- long-length - Character length of the long title
- health:
- enabled
- format
- merge-mana - Places the mana on the same line as health
- merge-mana-threshold - The maximum amount that health and mana will be displayed on the same line
- mana:
- enabled
- format
- stamina:
- enabled
- format
- party:
- enabled: true
- title - The title of the party section of the scoreboard
- member-format- How party members are listed under the party section
- info:
- These determine the weights of each piece of equipment, if the equipment weight feature is enabled
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