Advertisement
NORTBE

Untitled

Nov 14th, 2016
124
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 20.02 KB | None | 0 0
  1. # -------------------------------------------------------------------- #
  2. #
  3. # Reflex: Advanced Cheat Prevention (~DarksideCode & sinnlosername)
  4. # The configuration file (config.yml)
  5. #
  6. # -------------------------------------------------------------------- #
  7. #
  8. # If you are getting false positives, please make sure
  9. # that the players who getting them aren't really hackers.
  10. #
  11. # If you are 100% sure that some checks have false positives,
  12. # please contact MeGysssTaa on SpigotMC (PM) with the video
  13. # proof of false positive and the proof that the player who
  14. # getting it is completely legit.
  15. #
  16. # If you have any questions related to this configuration,
  17. # please ask those on SpigotMC (PM). Thanks for downloading
  18. #
  19. # -------------------------------------------------------------------- #
  20.  
  21. # -------------------------------------------------------------------- #
  22. # MAIN SETTINGS
  23. # In this section, you can customize
  24. # main Reflex parts, such as ban waves,
  25. # updater, and global settings
  26. # -------------------------------------------------------------------- #
  27. global:
  28.  
  29. # You won't be able to run Reflex unless you accept it's EULA
  30. # (End User License Agreement) located at the end of the plugin overview page on SpigotMC
  31. # Replace false with true and restart server if you agree with the license
  32. accept_eula: true
  33.  
  34. # Don't touch this. This is used to auto-reset config if
  35. # it's extremely out of date and requires massive changes
  36. config_version: 1
  37. verbose: true
  38. console_verbose: true
  39.  
  40. # Amount of digits after dor in doubles/floats
  41. # E.g. if it's set to 2, then variable 3.4857835834564 will be simplified with 3.48,
  42. # if it's set to 5, it will be simplified with 3.48578. Maximal amount is 15
  43. # Decreasing this will make consistency checks stricter and calculations faster
  44. strict_mode: 2
  45.  
  46. # Required amount of moves that player should hit to be checked by some math checks
  47. required_moves: 45
  48.  
  49. # Should Reflex kick everyone from server when using /reflexreload
  50. # This may help avoid issues related to multiple Forcefield
  51. # checking entities per player
  52. kick_on_reload: true
  53.  
  54. # If set to true, Reflex will throw some TNTs out of hacker's
  55. # ass when he gets kicked using /reflexkick %player% epic <...>
  56. use_tnt: false
  57.  
  58. # The CommandSender instance Reflex should use while acting commands
  59. # from violation maps in checks. 0 = default Bukkit sender, 1 = custom Reflex sender
  60. # Enable this if you are having problems/errors with executing commands
  61. commandsender: 1
  62.  
  63. # What should Reflex do if player uses/tab-completes
  64. # a Reflex command without valid permissions for it?
  65. hide_policy:
  66.  
  67. # 0 = default command response, 1 = no response, 2 = default "Unknown command" message
  68. command: 2
  69.  
  70. # 0 = working tab-complete, 1 = no response when command is included, 2 = filter commands
  71. tab: 1
  72.  
  73. # Set this to 'true' if you want to hide /reflex command from players
  74. require_permission: true
  75.  
  76. # Auto-Updater settings
  77. updater:
  78.  
  79. # Should Reflex check for updates every 15 minutes automatically
  80. # If set to false, Reflex will check for updates only on enable
  81. # WARNING: this can LAG your server if it has a slow Internet connection or a lot of players online
  82. enabled: false
  83.  
  84. # Should Reflex disable itself if updater found a new version
  85. # WARNING: not recommended if your server has a big / average online
  86. # because you may be not online when plugin will be ready to update,
  87. # but your server will miss anticheat protection. Use on your own risk
  88. force_disable: false
  89.  
  90. # Ban waves settings
  91. ban_waves:
  92.  
  93. # Enable or disable ban waves
  94. # Ban waves is a system which bans all players who were kicked for hacking too many times before
  95. # every *delay* minutes (for example, 30) and notifies all other players about amount of banned hackers
  96. # Set this to false if you don't want Reflex to ban someone for hackinig
  97. enabled: false
  98.  
  99. # Delay between banwaves (in minutes)
  100. delay: 30
  101.  
  102. # Ban waves bans only players, who's GVL (global violation level) hit this value
  103. # GVL adds using command /reflexaddgvl (player_name) (amount)
  104. threshold: 5
  105.  
  106. # Should Reflex affect offline players (control their's GVL, ban them in ban waves, etc)
  107. # WARNING: requires an SSD and an overpowered server (with a lot of free memory)
  108. # because it will go through all the server files every minute and do some weird calculations
  109. process_offline_players: false
  110.  
  111. # Message which will sent to all players when a ban wave was happened
  112. # %BannedPlayers% means amount of players who were banned in this wave
  113. # Reflex won't show this message if there are no players banned
  114. message: '&c&lReflex&r&c » &f%BannedPlayers%&c players have been banned for &fhacking&r&c just now. Please delete all your illegal modifications to avoid ban'
  115.  
  116. # Command which will be dispatched as a ban command
  117. command: 'ban %Player% &c&lReflex&r&c » Combat hacking is not allowed'
  118.  
  119. # Should Reflex reset GVL of everyone who wasn't banned in ban wave after it happened
  120. reset_gvl: false
  121.  
  122. # -------------------------------------------------------------------- #
  123. # CHECKS CONFIGURATION
  124. # Here you can set up which commands are
  125. # going to be dispatched when player fails
  126. # certain check multiple times, customize
  127. # how the checks will act, etc.
  128. # -------------------------------------------------------------------- #
  129.  
  130. # FrontEntity check spawns an invisible entity in fron of
  131. # the player. Normally he should hit it, but if he is using
  132. # KillAura, he will hit through this entity and VL will be added
  133. frontentity:
  134.  
  135. # Enable this check?
  136. enabled: true
  137.  
  138. # Player won't be kicked if his ping is higher than this value (milliseconds)
  139. lag_ping: 235
  140.  
  141. # If set to true, then all the front entities will have
  142. # random names and UUIDs. This will prevent most of nametag
  143. # plugins from creating a nametag over invisible entity
  144. # to make it ghost for players, don't use if you have no
  145. # compatibility issues with nametag plugins
  146. nametags_compatibility: true
  147.  
  148. # If players are too close to each other, the check will be cancelled
  149. min_cancel_distance: 1.21
  150.  
  151. # If players are too far away from each other, the check will be cancelled
  152. max_cancel_distance: 8.06
  153.  
  154. # Prevent FrontEntities from moving/teleporting and make them
  155. # re-spawn if they are no longer in the line of sight
  156. # Not recommended
  157. no_movements: false
  158.  
  159. # The check will be cancelled if there are too
  160. # many entities around the player
  161. entities_to_cancel:
  162.  
  163. # In normal mode (with enabled movements)
  164. normal: 4
  165.  
  166. # In no_movements mode ('no_movements: true' over here)
  167. no_movements: 3
  168.  
  169. # Minimal difference between attacker and his target
  170. # to begin check. If the distance is less than this value,
  171. # the check will be cancelled
  172. min_diff: '2.1387D'
  173.  
  174. # Distance between player and front entity
  175. distance: '1.5143F'
  176.  
  177. # When player will do more than this amount of hits (attacks), the FrontEntity check will begin
  178. hits_to_check: 5
  179.  
  180. # Should Reflex cancel hits which cannot happen normally
  181. cancel_suspicious_combat: true
  182.  
  183. # Should Reflex damage player's main target if he will hit FrontEntity
  184. # This will help keep Reflex ghost in combat as no legit hits will be cancelled
  185. simulate_damage: true
  186.  
  187. # Commands
  188. actions:
  189. 99999999:
  190. - ?
  191.  
  192. # KillauraCombined combines different in-combat heuristic
  193. # checks to detect any malicious PvP behaviour and stop
  194. # players from using any kind of combat hack to get advantage
  195. # ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  196. # THIS CHECK IS EXPERIMENTAL AND ONLY IN DEVELOPMENT STAGE.
  197. # PLEASE INFORM US IF YOU FIND ANY FALSE POSITIVES AS SOON
  198. # AS POSSIBLE WITH AS MUCH INFO AS YOU CAN. USE ON OWN RISK
  199. killauracombined:
  200.  
  201. # Enable this check?
  202. enabled: true
  203.  
  204. # Player won't be kicked if his ping is higher than this value (milliseconds)
  205. lag_ping: 215
  206.  
  207. # Should Reflex cancel hits which cannot happen normally
  208. cancel_suspicious_combat: true
  209.  
  210. # Chance of hacking on the Aimbot check to kick (in %)
  211. # Set the number below to 100 to disable this component
  212. aimbot_chance: 111
  213.  
  214. # Chance of hacking on the Accuracy check to kick (in %)
  215. # Set the number below to 100 to disable this component
  216. accuracy_chance: 103
  217.  
  218. # Chance of hacking on the Angle check to kick (in %)
  219. # Set the number below to 100 to disable this component
  220. angle_chance: 50
  221.  
  222. # Chance of hacking on the Killaura check to kick (in %)
  223. # Set the number below to 100 to disable this component
  224. killaura_chance: 90
  225.  
  226. # Chance of hacking on the Prediction check to kick (in %)
  227. # Set the number below to 100 to disable this component
  228. prediction_chance: 95
  229.  
  230. # Enabling this will make heuristic checks stricter.
  231. # It will significantly speed them up, but could
  232. # make Reflex sometimes kick legit players too
  233. strict_mode: false
  234.  
  235. # What's the maximum amount of clicks players are allowed
  236. # to do per second? If they do more, they will be kicked
  237. max_cps: 13
  238.  
  239. # If player is clicking at the same speed for
  240. # this amount of seconds, he will be kicked
  241. constant_rate_factor: 9
  242.  
  243. # Minimal delay that player should wait (in ms) before clicking again
  244. min_click_delay: 0
  245.  
  246. # If player is clicking with low delays for a long period
  247. # of time (this amount of times in a row), he will be kicked
  248. low_delay_clicks_to_kick: 99999999
  249.  
  250. # Maximal allowed TDelay in attacks
  251. t_delay: 4600
  252.  
  253. # For how long time should player be checked for
  254. # suspicious clicking rate (1 second = 20 ticks)
  255. keep_thread_alive_ticks: 200
  256.  
  257. # For how long should player be checked for an Aimbot (in ticks)
  258. aimbot_time_ticks: 0
  259.  
  260. # For how long should player be checked for an Accuracy (in ticks)
  261. accuracy_time_ticks: 0
  262.  
  263. # Maximal yaw rate player is allowed to have before attacking
  264. max_yaw_rate: 32.0
  265.  
  266. # Required angle rate to attack
  267. required_rate: 0.42
  268.  
  269. # Maximal angle rate allowed before attacking
  270. suspicious_rate: 0.68
  271.  
  272. # Player's VL will be increased if his
  273. # move angle before attack seems impossible
  274. impossible_angle_increase: 2
  275.  
  276. # Angle check length (check time in rotations/moves)
  277. angle_length: 165
  278.  
  279. # If player's angle ratio goes over this value, he will be kicked
  280. angle_ratio: 96
  281.  
  282. # Turn check settings
  283. turn_borders:
  284.  
  285. # What's the minimum prediction accuracy
  286. # should player have to get checked?
  287. min: 8.99
  288.  
  289. # What's the maximum prediction accuracy
  290. # can player have to get checked?
  291. max: 10.8
  292.  
  293. # Aiming check settings
  294. aiming:
  295.  
  296. # This amount of violations will be
  297. # added if player did not pass the check
  298. increase: 4
  299.  
  300. # This amount of violations will be
  301. # removed if player has passed the check
  302. decrease: 2
  303.  
  304. # When player reaches this amount of violations
  305. # on the check, he will be kicked
  306. threshold: 19
  307.  
  308. # Hitting check settings
  309. hitting:
  310.  
  311. # This amount of violations will be
  312. # added if player did not pass the check
  313. increase: 50
  314.  
  315. # This amount of violations will be
  316. # removed if player has passed the check
  317. decrease: 25
  318.  
  319. # When player reaches this amount of violations
  320. # on the check, he will be kicked
  321. threshold: 290
  322.  
  323. # YawRating check settings
  324. yaw_rating:
  325.  
  326. # This amount of violations will be
  327. # added if player did not pass the check
  328. increase: 21
  329.  
  330. # This amount of violations will be
  331. # removed if player has passed the check
  332. decrease: 17
  333.  
  334. # When player reaches this amount of violations
  335. # on the check, he will be kicked
  336. threshold: 86
  337.  
  338. # Fighting check settings
  339. fighting:
  340.  
  341. # This amount of violations will be
  342. # added if player did not pass the check
  343. increase: 5
  344.  
  345. # This amount of violations will be
  346. # removed if player has passed the check
  347. decrease: 2
  348.  
  349. # When player reaches this amount of violations
  350. # on the check, he will be kicked
  351. threshold: 8
  352.  
  353. # HeadMoving check settings
  354. head_moving:
  355.  
  356. # This amount of violations will be
  357. # added if player did not pass the check
  358. increase: 3
  359.  
  360. # This amount of violations will be
  361. # removed if player has passed the check
  362. decrease: 1
  363.  
  364. # When player reaches this amount of violations
  365. # on the check, he will be kicked
  366. threshold: 24
  367.  
  368. # Yaw rate required to check the player
  369. # Important thing to fix false positives when
  370. # not rotating or doing it not quick enough
  371. yaw_rate_to_check: 2.51
  372.  
  373. # If player's yaw rate goes below this value,
  374. # the attack will be flagged as suspicious
  375. min_yaw_rate: 4.38
  376.  
  377. # Maximal allowed head rotation speed
  378. rotation_speed: '36000.0F'
  379.  
  380. # Should player be checked by all the checks if no one is fighting him?
  381. # Disable this if you have false positives on this
  382. # check when fighting AFK (passive) entities/players
  383. check_outside_combat: true
  384.  
  385. # These checks will not happen if no one is hitting player
  386. # Only effective if 'check_outside_combat' is set to false
  387. # Available checks are: accuracy, aimbot, angle, killaura
  388. outside_combat_exclude: 'accuracy, killaura'
  389.  
  390. # Commands
  391. actions:
  392. 99999999:
  393. - ?
  394.  
  395. # Direction check forces player to look his
  396. # view at the target before attacking it
  397. direction:
  398.  
  399. # Enable this check?
  400. enabled: true
  401.  
  402. # Player won't be kicked if his ping is higher than this value (milliseconds)
  403. lag_ping: 205
  404.  
  405. # Should Reflex cancel hits which cannot happen normally
  406. cancel_suspicious_combat: true
  407.  
  408. # How far away off an entity should player
  409. # be allowed to look to attack/hit it
  410. max_offset: 1.3
  411.  
  412. # Commands
  413. actions:
  414. 99999999:
  415. - ?
  416.  
  417. # Fightspeed makes player wait a certain amount of
  418. # milliseconds before attacking an entity again (prevents InstantKill hacks)
  419. fightspeed:
  420.  
  421. # Enable this check?
  422. enabled: true
  423.  
  424. # Player won't be kicked if his ping is higher than this value (milliseconds)
  425. lag_ping: 215
  426.  
  427. # Minimal delay (ms) before player
  428. # will be allowed to attack again
  429. min_delay: 60
  430.  
  431. # Commands
  432. actions:
  433. 99999999:
  434. - ?
  435.  
  436. # Reach check limits the attack distance
  437. # Prevents players from attacking entities which are too far away
  438. reach:
  439.  
  440. # Enable this check?
  441. enabled: true
  442.  
  443. # Player won't be kicked if his ping is higher than this value (milliseconds)
  444. lag_ping: 230
  445.  
  446. # Should Reflex cancel hits which cannot happen normally
  447. cancel_suspicious_combat: true
  448.  
  449. # How far away should players be allowed to reach
  450. max_reach: 3.6
  451.  
  452. # If player has failed reach only a few times, hit won't be cancelled
  453. # This is the minimal amount of violations required for Reflex to cancel hits
  454. violations_to_cancel: 5
  455.  
  456. # Commands
  457. actions:
  458. 99999999:
  459. - ?
  460.  
  461. # FastSwitch measures the delay between switching targets
  462. # for stopping players from using MultiAura
  463. fastswitch:
  464.  
  465. # Enable this check?
  466. enabled: true
  467.  
  468. # Player won't be kicked if his ping is higher than this value (milliseconds)
  469. lag_ping: 240
  470.  
  471. # Minimal delay (ms) which player have to
  472. # wait before switching his target
  473. min_delay: 20
  474.  
  475. # Commands
  476. actions:
  477. 99999999:
  478. - ?
  479.  
  480. # This check spawns an invisible entities behind the player
  481. # It becomes visible for some seconds in combat. It's impossible
  482. # for legit player to hit those entities too many times, but
  483. # possible to for bad Killauras/Aimbots
  484. npc:
  485.  
  486. # Enable this check?
  487. enabled: true
  488.  
  489. # Player won't be kicked if his ping is higher than this value (milliseconds)
  490. lag_ping: 245
  491.  
  492. # Should NPC move away from player's line of sight if he damaged it
  493. move_on_damage: true
  494.  
  495. # Distance between player and NPC
  496. distance: '4.0F'
  497.  
  498. # Should NPC become for some time if player hits someone
  499. visible: true
  500.  
  501. # For how long time (ms) will NPC stay visible (if it's enabled over here)
  502. # after player hit an entity. 1 second contains 1000 milliseconds
  503. visible_timeout: 2750
  504.  
  505. # Should Reflex make client believe that NPC is not flying
  506. # and moving legitimately. Could prevent some bypasses
  507. fake_on_ground: true
  508.  
  509. # Make NPCs wear realistic player names and UUIDs
  510. # Disable this if you have issues with floating
  511. # nametags (nametag plugins incompatibility fix)
  512. real_player_copies: false
  513.  
  514. # Should NPCs move (fly, walk, fall down, swing arms, rotate head)
  515. movements: true
  516.  
  517. # Commands
  518. actions:
  519. 99999999:
  520. - ?
  521.  
  522. # Velocity forces player to move away from attacker
  523. # when he get knockback (stops player from using AntiKnockback hacks)
  524. velocity:
  525.  
  526. # Enable this check?
  527. enabled: true
  528.  
  529. # Player won't be kicked if his ping is higher than this value (milliseconds)
  530. lag_ping: 210
  531.  
  532. # Player's VL will be multiplied by this value if he will fail VerticalVelocity check
  533. vertical_multiplier: 20
  534.  
  535. # If the difference between player's previous and actual velocities
  536. # is higher or less than this value, player's VL will be increased
  537. expected_diff: 5
  538.  
  539. # Commands
  540. actions:
  541. 99999999:
  542. - ?
  543.  
  544. # Criticals prevents players from doing fake critical hits by quickly
  545. # mini-hopping or sending special packets while they are actually on ground
  546. criticals:
  547.  
  548. # Enable this check?
  549. enabled: true
  550.  
  551. # Player won't be kicked if his ping is higher than this value (milliseconds)
  552. lag_ping: 235
  553.  
  554. # Should Reflex cancel false critical hits
  555. cancel_suspicious_combat: true
  556.  
  557. # Commands
  558. actions:
  559. 99999999:
  560. - ?
  561.  
  562. # PingSpoof hacks makes server believe that player is
  563. # lagging while he does not. Hackers can exploit this to
  564. # bypass all Reflex checks since they aren't working if
  565. # player's ping is too high. This check will prevent
  566. # cheaters from exploiting this by kicking them
  567. pingspoof:
  568.  
  569. # Enable this check?
  570. enabled: true
  571.  
  572. # If player's NMS ping (ms) is less than this value, then
  573. # he is not lagging/trying to spoof lag, so won't be checked
  574. lag_ping: 210
  575.  
  576. # How often should player be checked for ping spoofing hacks (in seconds)?
  577. check_delay: 15
  578.  
  579. # Commands
  580. actions:
  581. 99999999:
  582. - ?
  583.  
  584. # -------------------------------------------------------------------- #
  585. # MESSAGES
  586. # In this one, you can change the look
  587. # of Reflex completely, aka change it's prefix,
  588. # message sent by the plugin in different
  589. # cases, and more
  590. # -------------------------------------------------------------------- #
  591. lang:
  592.  
  593. # If player tries to perform a Reflex command, but he has no the correct permission
  594. # for it, he will receive this message
  595. no_permission: '&c&lReflex&r&c » Insufficient permissions'
  596.  
  597. # This message is sent when Reflex is looking for updates
  598. searching_update: '&c&lReflex&r&c » Looking for updates...'
  599.  
  600. # This message is sent when Reflex found a new version
  601. update_avialable: '&c&lReflex&r&c » &f%NewVersion%&r&c is out (running &f%InstalledVersion%&r&c). Please update as soon as possible'
  602.  
  603. # This message is sent when Reflex didn't find any updates
  604. no_updates_found: '&c&lReflex&r&c » Reflex is up to date'
  605.  
  606. # This message is sent when player tried to perform a command which is console only
  607. console_only: '&c&lReflex&r&c » That command cannot be executed by players'
  608.  
  609. # /reflexnotify notificatins format. %Message% is a message, %Sender% is a nickname of
  610. # player who sent command. If command was dispatched as console, %Sender%
  611. # will be replaced with CONSOLE
  612. notification_format: '&4Reflex » &7%Sender%&f %Message%'
  613.  
  614. # Format of Invalid syntax message (%s is the command syntax itself)
  615. syntax_format: "§cInvalid syntax! Use » %s"
  616.  
  617. # Player will receive this message if he will dispatch /reflexrunbanwave command
  618. running_ban_wave: '&c&lReflex&r&c » Forcefully running a bun wave! Expect some lagg..'
  619.  
  620. # This message is sent to all online players when someone gets kicked via /reflexkick
  621. kick_broadcast: '%Player% was kicked for hacking'
  622.  
  623. # Prefix which will be displayed when player gets kicked via /reflexkick
  624. prefix: '&c&lReflex&r&c » '
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement