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Jul 4th, 2014
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  1. general:
  2. #name of the cannon. This will show of on the cannon sign - therefore keep it short
  3. designName: "ironCannon"
  4. #This will be used for messages and will replace CANNON in all messages. (e.g. You created a classic cannon)
  5. messageName: "iron cannon"
  6. #a short description of the cannon
  7. description: "Compact iron cannon. Sturdier than the wool design."
  8. #last user of cannon becomes to it's owner (cannon is public)
  9. lastUserBecomesOwner: false
  10.  
  11.  
  12. signs:
  13. #this cannon needs a sign to operate. Important for moving cannons.
  14. isSignRequired: false
  15.  
  16.  
  17. ammunition:
  18. #what the gunpowder is called
  19. gunpowderName: gunpowder
  20. #what item is used as gunpowder
  21. gunpowderType: '289:0'
  22. #does this cannon need gunpowder. If false you can directly load the projectile
  23. needsGunpowder: true
  24. #gunpowder will be removed from inventories. If false you have to click the cannon until it is reloaded
  25. gunpowderConsumption: true
  26. #if false the cannons will not remove the projectile form the inventory but you still need a projectile
  27. projectileConsumption: true
  28. #if true, no item is removed from the players inventory
  29. ammoInfiniteForPlayer: false
  30. #if true, the cannons does not consume ammunition for autoreloading with redstone
  31. ammoInfiniteForRedstone: false
  32. #whether the cannon can reload from a chest
  33. autoreloadRedstone: false
  34.  
  35.  
  36. barrelProperties:
  37. #maximum gunpowder that can be loaded in the cannon
  38. maxLoadableGunpowder: 1
  39. #how much faster the loaded projectile will fired for each gunpowder loaded
  40. multiplierVelocity: 1.0
  41. #the angle of which a fired projectile spreads when fired. Basically the lower this is, the more accurate the cannon is
  42. spreadOfCannon: 1.0
  43.  
  44.  
  45. timings:
  46. #how long anyone near the cannon without a helmet will be confused when the cannon is fired
  47. blastConfusion: 5
  48. #the delay in seconds between when someone fires a cannon and when the actual projectiles fired from the cannon
  49. fuseBurnTime: 1
  50. #the time in seconds before the cannon can be fired again. Outdated due to heat management
  51. barrelCooldownTime: 0
  52.  
  53.  
  54. angles:
  55. #used to adjust in what direction a projectile is fired from a cannon. adjust this if your cannon is firing sideways or at itself
  56. defaultHorizontalFacing: north
  57. #the default angle vertical angle which the cannon aims at when built. this is good for mortars and similar upwards firing weapons
  58. defaultVerticalAngle: 15.0
  59. #min and max horizontal angles determine how far to the left and right the cannon can be aim
  60. maxHorizontalAngle: 45.0
  61. minHorizontalAngle: -45.0
  62. #min and max vertical angles determine how far upwards or downwards the cannon can be aimed
  63. maxVerticalAngle: 45.0
  64. minVerticalAngle: -45.0
  65. #if the cannon is on a ship the angles might be smaller
  66. maxHorizontalAngleOnShip: 10.0
  67. minHorizontalAngleOnShip: -10.0
  68. maxVerticalAngleOnShip: 45.0
  69. minVerticalAngleOnShip: -45.0
  70. #each change of the angles will change angle by this amount
  71. angleStepSize: 1.0
  72. #how fast the cannons can be turned in seconds (fastest is 0.05s)
  73. angleUpdateSpeed: 10.1
  74.  
  75.  
  76. #the impact predictor will show the impact location of a loaded cannon
  77. impactPredictor:
  78. #enable the impact predictor
  79. enabled: true
  80. #the impact location will be shown after the last angle change of the cannon [s]
  81. delay: 0.5
  82. #update rate. How often the impact predictor will be calculated per second
  83. update: 0.2
  84.  
  85.  
  86. heatManagement:
  87. #if heat management is used or not
  88. enabled: true
  89. #if true the cannon will refuse to fire if the cannon temperature after firing would be higher than critical
  90. automaticTemperatureControl: false
  91. #touching a hot cannon will hurt (in full hearts)
  92. burnDamage: 0.2
  93. #touching a hot cannon will slow you (in seconds)
  94. burnSlowing: 2
  95. #how much firing one gunpowder will increase the temperature of the barrel
  96. heatIncreasePerGunpowder: 8.0
  97. #heat dissipation time coefficient. Smaller time coefficient means it cools down faster
  98. coolingTimeCoefficient: 10.0
  99. #how much cooling with the cooling item (config.yml e.g. water bucket) will cool the cannon
  100. coolingAmount: 50.0
  101. #searchs for cooling items in chests and cools the cannon if the cannon temperature above the warning temperature
  102. automaticCooling: true
  103. #the barrel is hot and you will notice this effect
  104. warningTemperature: 20.0
  105. #the barrel damage is critical and the cannon can explode
  106. criticalTemperature: 50.0
  107. #if the cannon exceeds this temperature it will explode
  108. maximumTemperature: 100.0
  109. #items to cool down a cannon
  110. coolingItems:
  111. # - '326:0'
  112. # - '79:0'
  113. # - '80:0'
  114. #items which are returned after cooling the cannon. The order is the same like above.
  115. #setting a item to AIR (0:0) means it will only remove one item instead of replacing the item
  116. coolingItemsUsed:
  117. # - '325:0'
  118. # - '0:0'
  119. # - '0:0'
  120.  
  121.  
  122. #cannon can be loaded with more gunpowder, but might explode after firing
  123. overloading:
  124. #cannon can explode if overloaded with gunpowder
  125. #chance = chanceInc * ((all loaded gunpowder - maximum loadable gunpowder without overloading) * ChanceOfExplosionPerGunpowder)^Exponent
  126. enabled: true
  127. #in real mode cannon can also explode when not overloaded
  128. #chance = chanceInc * (all loaded gunpowder * ChanceOfExplosionPerGunpowder)^Exponent
  129. realMode: false
  130. exponent: 2
  131. chanceInc: 1
  132. maxOverloadableGunpowder: 3
  133. chanceOfExplosionPerGunpowder: 0.05
  134. #the explosion chance will be multiplied by cannon's temperature / maximumTemperature
  135. dependsOfTemperature: true
  136. #loaded gunpowder = 3 normal + 1 overloaded
  137. #exploding change = 1 * ((3+1)*0.05)^2 = 4%
  138.  
  139.  
  140. realisticBehaviour:
  141. #whether a player has to right click while holding the firing item (e.g flint and steel) for the cannon to be fired
  142. isFiringItemRequired: true
  143. #firing a cannon produced soot (dirt) which needs to be cleaned. Cleaning is necessary if soot>=1
  144. sootPerGunpowder: 0.0
  145. #created cannon will have this amount of soot (0 to disable this feature)
  146. startingSoot: 0
  147. #after loading a projectile it is necessary to push the projectile against the gunpowder
  148. projectilePushing: 0
  149. #the cannon move one block back after firing (not implemented yet)
  150. hasRecoil: false
  151. #whether you have to load the cannon from the same place the projectile is fired (aka muzzle loading) (not implemented yet)
  152. isFrontloader: false
  153. #whether the whole cannon can be rotated 90 degrees (not implemented yet)
  154. isRotatable: false
  155. #whether the cannon can be used with fire missions to bombarded a certain location (not implemented yet)
  156. supportsFireMission: false
  157. #the mass in kilogram of a cannon is important for moving objects e.g. ships
  158. massOfCannon: 500
  159. #cannon explodes if a loaded cannon is destroyed. Explosion power 4 (like tnt) and 0 to disable it. Will be scaled with the loaded gunpowder.
  160. explodingLoadedCannon: 1.0
  161. #fire after loading projectile with the time delay given by the fuse time. Sneaking will stop immediate firing.
  162. fireAfterLoading: false
  163.  
  164.  
  165. permissions:
  166. #all the permissions required for a player to use certain parts of the cannon
  167. #more information can be found here: http://dev.bukkit.org/bukkit-plugins/cannons/pages/installation-and-configuration/cannons-2-0-and-up/permissions/
  168. build: cannons.player.build
  169. #give the cannon a new name
  170. rename: cannons.player.rename
  171. #permission for loading gunpowder and projectiles
  172. load: cannons.player.load
  173. #permission for firing a cannon
  174. fire: cannons.player.fire
  175. #permission for aiming with a cannon
  176. adjust: cannons.player.adjust
  177. #permission to used the ramrod (stick) to clean and push the projectile
  178. ramrod: cannons.player.ramrod
  179. #the cannon will follow the looking direction of the player if the aiming item is used (default: clock)
  180. autoaim: cannons.player.autoaim
  181. #player can add himself as an observer of a cannon with the cmd: '/cannons observer'
  182. observer: cannons.player.observer
  183. #not implemented yet
  184. targetTracking: cannons.player.tracking
  185. #if a player has no permission for redstone, it is not possible to wire a cannon with redstone or uses torches.
  186. #firing a prewired cannon however is possible.
  187. redstone: cannons.player.redstone
  188. #this player can use a thermometer to measure the temperature of a cannon (default item for thermometer is a gold nugget)
  189. redstone: cannons.player.thermometer
  190. #cannon will autoreload if the player is sneaking and fires the cannon.
  191. #The ammunition comes from the chest next to the cannon
  192. autoreload: cannons.player.autoreload
  193. #how much better the player can handle the cannon.
  194. #possible values are cannons.player.spreadmultiplier.1 - cannons.player.spreadmultiplier.10 for a multiplier of 0.1 - 1.0
  195. spreadMultiplier: cannons.player.spreadmultiplier
  196.  
  197.  
  198. accessRestriction:
  199. #whether only the owner of the cannon can use it or not (not implemented yet)
  200. ownerOnly: false
  201. allowedProjectiles:
  202. #these are the list of projectiles a cannon can fire. The projectiles are taken from the config files in the projectiles folder.
  203. #they do not have to be named after an in-game item and can be named anything.
  204. #make sure the name matches the name of the config file of the projectile you want this cannon to be able to fire. the .yml part does not need to be included
  205. - cobblestone
  206. - diamond
  207. - canistershot
  208. - enderpearl
  209. - tnt
  210. - firework1
  211. - iron
  212.  
  213.  
  214. sounds:
  215. #sound effects for this cannon.
  216. #You can enter new sounds in the following way 'NAME:VOLUME:PITCH'. Like 'IRONGOLEM_WALK:1:0.5'
  217. #NAME: You can find valid names here: http://jd.bukkit.org/rb/apidocs/org/bukkit/Sound.html
  218. #VOLUME: How far you will hear this sound
  219. #PITCH: How fast it is played. (0.5-2)
  220. #USE: 'none:1:1' to disable this sound
  221.  
  222. #creating a new cannon
  223. create: 'ANVIL_LAND:1:0.5'
  224. #destroying a cannon
  225. destroy: 'ZOMBIE_METAL:1:0.5'
  226. #changing the angle of a cannon
  227. adjust: 'IRONGOLEM_WALK:1:0.5'
  228. #fuse igniting sound when firing
  229. ignite: 'FUSE:5:1'
  230. #firing sound
  231. firing: 'EXPLODE:20:1.5'
  232. #loading gunpowder
  233. gunpowderLoading: 'DIG_SAND:1:1.5'
  234. #loading gunpowder
  235. gunpowderOverloading: 'DIG_GRASS:1:1.5'
  236. #cooling a cannon
  237. cool: 'FIZZ:1:1'
  238. #smoke effects for touching a hot barrel
  239. hot: 'FIZZ:1:1'
  240. #cleaning with the ramrod
  241. ramrodCleaning: 'DIG_SNOW:0.5:0'
  242. #cleaning with ramrod done
  243. ramrodCleaningDone: 'DIG_SNOW:0.5:1'
  244. #pushing projectile into the barrel
  245. ramrodPushing: 'DIG_STONE:0.5:0'
  246. #pushing projectile done
  247. ramrodPushingDone: 'ANVIL_LAND:0.5:0'
  248. #measuring the cannon temperature with a thermometer
  249. thermometer: 'ANVIL_LAND:1:1'
  250. #enabling the aiming mode with a clock
  251. enableAimingMode: 'NONE:1:1'
  252. #disabling aiming mode
  253. disableAimingMode: 'NONE:1:1'
  254.  
  255.  
  256. constructionBlocks:
  257. #blocks of the cannon schematic which are ignored and not required to build the cannon. Default is sand
  258. ignore: '12:0'
  259. #the block which the projectile is fired from the cannon, direction can be adjusted using the defaultHorizontalFacing property. Default is block of snow
  260. muzzle: '80:0'
  261. #the block used to indicate when a cannon has been fired. default is torch. Makes fancy smoke on this location
  262. firingIndicator: '50:5'
  263. #the block used to indicate where the player can place chests or signs on the cannon. Default is a blank wall sign
  264. chestAndSign: '68:-1'
  265. #indicates where redstone torches can be placed for redstone autoload and firing to work. Default is redstone torch
  266. redstoneTorch: '76:5'
  267. #the block used to indicate where redstone wiring needs to be placed for redstone autoloading and firing to work. Default is redstone repeater
  268. restoneWireAndRepeater: '93:-1'
  269. #options for where a redstone signal needs to lead to in order to activate redstone autoloading and firing
  270. redstoneTrigger:
  271. #the block used by the schematic to indicate where the redstone signal needs to lead to. Default is a lever
  272. schematic: '69:3'
  273. #the block used in game where the redstone signal needs to lead to. Default is stone button
  274. ingame: '77:3'
  275. #the blocks which a player right clicks in order to fire a cannon
  276. rightClickTrigger:
  277. #the block used in the cannons schematic which is used to fire the cannon when right clicked by a player. Default is torch
  278. schematic: '50:5'
  279. #the block used in game to fire the cannon when right clicked by a player. Default is torch
  280. ingame: '50:5'
  281. #list of blocks in the schematic that will be protected from explosions (e.g. buttons, because they break easily)
  282. protectedBlocks:
  283. # - '50:5'
  284. # - '69:-1'
  285. # - '77:-1'
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