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- # Fruitful v0.7 default 'config.yml'
- ###########
- # Options #
- ###########
- options:
- Permissions: false # Whether or not to use Permissions 3.x (or
- # compatible) instead of Bukkit SuperPerms.
- # defaults to use SuperPerms (i.e. false).
- ###########
- # Default #
- ###########
- # default:
- # blocktype:
- # keywords: [blockkeyword1, blockkeyword2]
- # drop1:
- # range: [number] or [min, max]
- # chance: <Percentage>, <Ratio>, or <Double>
- # keywords: [drop1keyword1, drop1keyword2]
- # drop2:
- # ...
- # Chance can be a percentage "2.5%", a ratio "1:40", or a double precision
- # number "0.025". The chance is processed as a string, so if you're having
- # strange issues, put the chance in single quotes (apostrophes). This
- # happens mostly with ratios. (For a good example, remove the single quotes
- # from apples under oak.)
- #
- # If the keywords are left out, no keywords are assumed. Two keywords:
- # SHEARABLE and BURNABLE need to be present on both the blocktype AND drop
- # if you want the item to drop for that event. See "treetrunk" for an example.
- #
- # Keywords on the block get processed before they do on the drops. So any of
- # the event overrides will prevent all drops from happenting for that event
- # on the block. (i.e. a no_boom on the blocktype means that explosions will
- # never drop anything from it.)
- #
- # Valid Block- and Drop-based keywords:
- # NO_BREAK: Deny this when a player breaks a block
- # NO_BOOM: Deny this when an explosion breaks the block
- # NO_DECAY: Deny this due to leaf decay
- # NO_WATER: Deny this due to water flowing and breaking the block
- # SECURE: Deny this when NOT broken by a player
- # NO_OVERRIDE: Do not override existing drops by cancelling the event
- # Use this if you want to make sure events get logged in your
- # block logger, if you have some other tracking plugins, or
- # If you're lazy and don't want to add back in stuff. :)
- # DISABLED: Don't do this. (Useful for overriding settings in worlds)
- # If you want natural drops to happen, you must also include
- # NO_OVERRIDE. Works on drops too, but isn't necessary.
- # (You can just leave them out)
- # BURNABLE: Allow fire burning this block to drop this item
- # This and SHEARABLE must be on both the block and the drop
- # for them to work properly.
- # SHEARABLE: Alow shears breaking this block to drop this item. Only
- # applies to leaf blocks, so you don't need to add shearable
- # to everything. Specifying this will override shears
- # dropping leaves unless used with NO_OVERRIDE.
- #
- # Since "pine" doesn't have the no_override keyword, nothing will drop from
- # it, not even saplings. In this case, it's better to not define "pine"
- # here at all, if you want it to behave like normal.
- defaults:
- # pine:
- # spider:
- # range: [1]
- # chance: 0.05%
- # keywords: [disabled]
- birch:
- keywords: [NO_OVERRIDE]
- cocoabeans:
- range: [1, 3]
- chance: 5%
- crop:
- cocoabeans:
- range: [1, 2]
- chance: 0.05
- zombie:
- range: [1]
- chance: '1:500'
- keywords: [no_override]
- treetrunk:
- charcoal:
- range: [1]
- chance: 25%
- keywords: [burnable, no_break]
- keywords: [burnable, no_override]
- ##########
- # Worlds #
- ##########
- # Works similar to the above configuration, except use:
- #
- # worlds:
- # WorldName:
- #
- # Any setting here will override the defaults, any blocktype missing, will
- # use the default settings for that blocktype, so add:
- #
- # worlds:
- # WorldName:
- # blocktype:
- # keywords: [disabled, no_override]
- #
- # This will prevent processing that block for drops.
- worlds:
- hardcore:
- gravel:
- sulphur:
- range: [1]
- chance: '1:1'
- keywords: [secure]
- ################
- # Valid values #
- ################
- # For organizational reasons.
- valid:
- ###############
- # Block Types #
- ###############
- # blocktypes:
- # name:
- # type: <Material> OR <ID>
- # data: [ value1, value2, value3 ]
- # biomes: [ Biome1, Biome2, Biome3 ]
- #
- # Data values are numbers, the entire parameter must be in a bracket. Leaving
- # this out will assume "All values" (0-15).
- # Biomes are the Bukkit Biomes, case insensitive, but must contain the proper
- # name, e.g. Ice_desert is valid, however ICEDESERT is not. Leaving this
- # assumes all 13 biomes.
- #
- # Having multiple blocks with the same material, data, and biomes is okay,
- # however the more 'specific' the match the higher the preference.
- #
- # List of valid Biomes - Check http://www.minecraftwiki.net/wiki/Biomes for
- # descriptions
- # RAINFOREST
- # SWAMPLAND
- # SEASONAL_FOREST
- # FOREST
- # SAVANNA
- # SHRUBLAND
- # TAIGA
- # DESERT
- # PLAINS
- # TUNDRA
- # ICE_DESERT: Doesn't occur naturally
- # HELL: Nether specific
- # SKY: Skylands specific
- #
- # Check out http://www.minecraftwiki.net/wiki/Data_values for a list of
- # block/item IDs
- blocktypes:
- oak:
- type: leaves # Bukkit material name, case insensitive
- data: [0]
- pine:
- type: 18 # Minecraft block ID, decimal value is also okay
- data: [1]
- birch:
- type: 0x12 # Minecraft block ID, hexadecimal works too
- data: [2]
- hellishoak:
- type: Leaves
- data: [0]
- biomes: [ Hell ]
- wool: # With no data, this applies to all wool colors
- type: wool
- grass:
- type: Long_Grass
- data: [1, 2]
- crop:
- type: CROPS
- data: [7] # Only ripe crops!
- treetrunk:
- type: log
- #########
- # Items #
- #########
- # items:
- # name:
- # type: <Material> OR <ID>
- # data: [value1, value2, value3]
- # keywords: [keyword1, keyword2]
- #
- # The name must be unique to all item, creature and group drops.
- # As above, the Bukkit Material or Block/Item ID works.
- #
- # The data values are what it *can* be. A simple random choice will be made
- # from the list of values given. A single value must still be enclosed in
- # brackets. Omitting the value assumes "[0]".
- #
- # The keywords can be any valid drop based keyword.
- #
- items:
- apple:
- type: apple
- gunpowder:
- type: gunpowder
- apple2:
- type: 260
- apple3:
- type: 0x104
- goldenapple:
- type: 322
- cocoabeans:
- type: 0x15f
- data: [3]
- randomDye:
- type: Ink_Sack
- data: [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15]
- charcoal:
- type: coal
- data: [1]
- #############
- # Creatures #
- #############
- # creatures:
- # name:
- # creature: <CreatureType>
- # keywords: [keyword]
- #
- # The name must be unique to all item, creature and group drops.
- # The CreatureType is the bukkit CreatureType.
- #
- # Keywords can be drop-based or creature-based.
- # Creature based keywords:
- # BURNING: Set this creature on fire when it spawns. Why? Cause. :)
- # ELECTRIC: Make this creeper Super-charged when it spawns. For
- # masochists/mean server ops only. :)
- # RAINBOW: Sheep will naturally spawn with the same chance of color
- # that they do normally. This keyword makes the sheep that
- # spawns a random non-natural color. (Well, pink sheep are
- # included)
- # SHEARED: Spawn a sheep pre-sheared for... whatever reason.
- # SADDLED: Put a saddle on that there pig.
- # ANGRY: Will find the nearest player, and attack. For Spiders,
- # Wolves, and Zombie Pigmen.
- creatures:
- sheep:
- creature: SHEEP
- shearedsheep:
- creature: sheep
- keywords: [sheared]
- rainbowsheep:
- creature: sHeEp
- keywords: [rainbow]
- electrifiedcreeper:
- creature: Creeper
- keywords: [electric]
- zombie:
- creature: Zombie
- spider:
- creature: Spider
- keywords: [Angry]
- flamingballodeath:
- creature: Slime
- keywords: [Burning]
- mightysteed:
- creature: pig
- keywords: [saddled]
- ##########
- # Groups #
- ##########
- # groups:
- # name:
- # keywords: [groupKeyword1, groupKeyword2]
- # drop1:
- # range: [number] OR [min, max]
- # chance: <Percentage>, <Ratio>, <Double>
- # keywords: [drop1Keyword1, drop1Keyword2]
- # drop2:
- # ...
- #
- # The name must be unique to all item, creature and group drops.
- # Each drop must be already defined in the "items" or "creatures" section.
- # Also, due to limitations in the Bukkit yml implementation, you cannot use
- # duplicate drop names. If you want a group to have a chance of one apple,
- # two apples, or three apples, you need three separate "apple" drops. See
- # "fruitful" for an example.
- # Range is a single number in brackets [1] or two numbers [1, 3] for min, max.
- #
- # Chance can be a percentage "2.5%", a ratio "1:40", or a double precision
- # number "0.025". For the group, it's just a weight, i.e. all the possible
- # values are added up, then the weight is divided by it to come up with the
- # chance a particular item will drop. See "sheepparty" for an example. In
- # this case, since the 'total' percentage is 433%, sheep have a ~69% chance,
- # rainbowsheep have a ~23% chance, and shearedsheep have an ~8% chance.
- #
- # The keywords can be any valid drop based keyword. Any keywords in the drops
- # will affect the 'chance' that items can drop. Drops that cannot drop will
- # be 'skipped' when checking for the total weight. For example,
- # in "sheepparty" if it's triggered by a leaf decay event, there is a 100%
- # chance a sheared sheep will drop because of the NO_DECAY and SECURE
- # keywords on the other two possibilities.
- groups:
- apples:
- apple:
- range: [1]
- chance: 99%
- goldenapple:
- range: [1]
- chance: 1%
- keywords: [no_boom]
- sheepparty:
- sheep:
- range: [1, 2]
- chance: 300%
- keywords: [no_decay]
- rainbowsheep:
- range: [1, 2]
- chance: 100%
- keywords: [secure]
- shearedsheep:
- range: [1, 2]
- chance: 33%
- fruitful:
- apple:
- range: [1]
- chance: 70%
- apple2:
- range: [2]
- chance: .125
- apple3:
- range: [3]
- chance: '1:20'
- cocoabeans:
- range: [1, 3]
- chance: 12.5%
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