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  1. # Fruitful v0.7 default 'config.yml'
  2.  
  3. ###########
  4. # Options #
  5. ###########
  6.  
  7. options:
  8. Permissions: false # Whether or not to use Permissions 3.x (or
  9. # compatible) instead of Bukkit SuperPerms.
  10. # defaults to use SuperPerms (i.e. false).
  11. ###########
  12. # Default #
  13. ###########
  14.  
  15. # default:
  16. # blocktype:
  17. # keywords: [blockkeyword1, blockkeyword2]
  18. # drop1:
  19. # range: [number] or [min, max]
  20. # chance: <Percentage>, <Ratio>, or <Double>
  21. # keywords: [drop1keyword1, drop1keyword2]
  22. # drop2:
  23. # ...
  24. # Chance can be a percentage "2.5%", a ratio "1:40", or a double precision
  25. # number "0.025". The chance is processed as a string, so if you're having
  26. # strange issues, put the chance in single quotes (apostrophes). This
  27. # happens mostly with ratios. (For a good example, remove the single quotes
  28. # from apples under oak.)
  29. #
  30. # If the keywords are left out, no keywords are assumed. Two keywords:
  31. # SHEARABLE and BURNABLE need to be present on both the blocktype AND drop
  32. # if you want the item to drop for that event. See "treetrunk" for an example.
  33. #
  34. # Keywords on the block get processed before they do on the drops. So any of
  35. # the event overrides will prevent all drops from happenting for that event
  36. # on the block. (i.e. a no_boom on the blocktype means that explosions will
  37. # never drop anything from it.)
  38. #
  39. # Valid Block- and Drop-based keywords:
  40. # NO_BREAK: Deny this when a player breaks a block
  41. # NO_BOOM: Deny this when an explosion breaks the block
  42. # NO_DECAY: Deny this due to leaf decay
  43. # NO_WATER: Deny this due to water flowing and breaking the block
  44. # SECURE: Deny this when NOT broken by a player
  45. # NO_OVERRIDE: Do not override existing drops by cancelling the event
  46. # Use this if you want to make sure events get logged in your
  47. # block logger, if you have some other tracking plugins, or
  48. # If you're lazy and don't want to add back in stuff. :)
  49. # DISABLED: Don't do this. (Useful for overriding settings in worlds)
  50. # If you want natural drops to happen, you must also include
  51. # NO_OVERRIDE. Works on drops too, but isn't necessary.
  52. # (You can just leave them out)
  53. # BURNABLE: Allow fire burning this block to drop this item
  54. # This and SHEARABLE must be on both the block and the drop
  55. # for them to work properly.
  56. # SHEARABLE: Alow shears breaking this block to drop this item. Only
  57. # applies to leaf blocks, so you don't need to add shearable
  58. # to everything. Specifying this will override shears
  59. # dropping leaves unless used with NO_OVERRIDE.
  60. #
  61. # Since "pine" doesn't have the no_override keyword, nothing will drop from
  62. # it, not even saplings. In this case, it's better to not define "pine"
  63. # here at all, if you want it to behave like normal.
  64. defaults:
  65. # pine:
  66. # spider:
  67. # range: [1]
  68. # chance: 0.05%
  69. # keywords: [disabled]
  70. birch:
  71. keywords: [NO_OVERRIDE]
  72. cocoabeans:
  73. range: [1, 3]
  74. chance: 5%
  75. crop:
  76. cocoabeans:
  77. range: [1, 2]
  78. chance: 0.05
  79. zombie:
  80. range: [1]
  81. chance: '1:500'
  82. keywords: [no_override]
  83. treetrunk:
  84. charcoal:
  85. range: [1]
  86. chance: 25%
  87. keywords: [burnable, no_break]
  88. keywords: [burnable, no_override]
  89.  
  90. ##########
  91. # Worlds #
  92. ##########
  93.  
  94. # Works similar to the above configuration, except use:
  95. #
  96. # worlds:
  97. # WorldName:
  98. #
  99. # Any setting here will override the defaults, any blocktype missing, will
  100. # use the default settings for that blocktype, so add:
  101. #
  102. # worlds:
  103. # WorldName:
  104. # blocktype:
  105. # keywords: [disabled, no_override]
  106. #
  107. # This will prevent processing that block for drops.
  108. worlds:
  109. hardcore:
  110. gravel:
  111. sulphur:
  112. range: [1]
  113. chance: '1:1'
  114. keywords: [secure]
  115.  
  116.  
  117. ################
  118. # Valid values #
  119. ################
  120.  
  121. # For organizational reasons.
  122. valid:
  123.  
  124. ###############
  125. # Block Types #
  126. ###############
  127.  
  128. # blocktypes:
  129. # name:
  130. # type: <Material> OR <ID>
  131. # data: [ value1, value2, value3 ]
  132. # biomes: [ Biome1, Biome2, Biome3 ]
  133. #
  134. # Data values are numbers, the entire parameter must be in a bracket. Leaving
  135. # this out will assume "All values" (0-15).
  136. # Biomes are the Bukkit Biomes, case insensitive, but must contain the proper
  137. # name, e.g. Ice_desert is valid, however ICEDESERT is not. Leaving this
  138. # assumes all 13 biomes.
  139. #
  140. # Having multiple blocks with the same material, data, and biomes is okay,
  141. # however the more 'specific' the match the higher the preference.
  142. #
  143. # List of valid Biomes - Check http://www.minecraftwiki.net/wiki/Biomes for
  144. # descriptions
  145. # RAINFOREST
  146. # SWAMPLAND
  147. # SEASONAL_FOREST
  148. # FOREST
  149. # SAVANNA
  150. # SHRUBLAND
  151. # TAIGA
  152. # DESERT
  153. # PLAINS
  154. # TUNDRA
  155. # ICE_DESERT: Doesn't occur naturally
  156. # HELL: Nether specific
  157. # SKY: Skylands specific
  158. #
  159. # Check out http://www.minecraftwiki.net/wiki/Data_values for a list of
  160. # block/item IDs
  161. blocktypes:
  162. oak:
  163. type: leaves # Bukkit material name, case insensitive
  164. data: [0]
  165. pine:
  166. type: 18 # Minecraft block ID, decimal value is also okay
  167. data: [1]
  168. birch:
  169. type: 0x12 # Minecraft block ID, hexadecimal works too
  170. data: [2]
  171. hellishoak:
  172. type: Leaves
  173. data: [0]
  174. biomes: [ Hell ]
  175. wool: # With no data, this applies to all wool colors
  176. type: wool
  177. grass:
  178. type: Long_Grass
  179. data: [1, 2]
  180. crop:
  181. type: CROPS
  182. data: [7] # Only ripe crops!
  183. treetrunk:
  184. type: log
  185.  
  186. #########
  187. # Items #
  188. #########
  189.  
  190. # items:
  191. # name:
  192. # type: <Material> OR <ID>
  193. # data: [value1, value2, value3]
  194. # keywords: [keyword1, keyword2]
  195. #
  196. # The name must be unique to all item, creature and group drops.
  197. # As above, the Bukkit Material or Block/Item ID works.
  198. #
  199. # The data values are what it *can* be. A simple random choice will be made
  200. # from the list of values given. A single value must still be enclosed in
  201. # brackets. Omitting the value assumes "[0]".
  202. #
  203. # The keywords can be any valid drop based keyword.
  204. #
  205. items:
  206. apple:
  207. type: apple
  208. gunpowder:
  209. type: gunpowder
  210. apple2:
  211. type: 260
  212. apple3:
  213. type: 0x104
  214. goldenapple:
  215. type: 322
  216. cocoabeans:
  217. type: 0x15f
  218. data: [3]
  219. randomDye:
  220. type: Ink_Sack
  221. data: [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15]
  222. charcoal:
  223. type: coal
  224. data: [1]
  225.  
  226. #############
  227. # Creatures #
  228. #############
  229.  
  230. # creatures:
  231. # name:
  232. # creature: <CreatureType>
  233. # keywords: [keyword]
  234. #
  235. # The name must be unique to all item, creature and group drops.
  236. # The CreatureType is the bukkit CreatureType.
  237. #
  238. # Keywords can be drop-based or creature-based.
  239. # Creature based keywords:
  240. # BURNING: Set this creature on fire when it spawns. Why? Cause. :)
  241. # ELECTRIC: Make this creeper Super-charged when it spawns. For
  242. # masochists/mean server ops only. :)
  243. # RAINBOW: Sheep will naturally spawn with the same chance of color
  244. # that they do normally. This keyword makes the sheep that
  245. # spawns a random non-natural color. (Well, pink sheep are
  246. # included)
  247. # SHEARED: Spawn a sheep pre-sheared for... whatever reason.
  248. # SADDLED: Put a saddle on that there pig.
  249. # ANGRY: Will find the nearest player, and attack. For Spiders,
  250. # Wolves, and Zombie Pigmen.
  251. creatures:
  252. sheep:
  253. creature: SHEEP
  254. shearedsheep:
  255. creature: sheep
  256. keywords: [sheared]
  257. rainbowsheep:
  258. creature: sHeEp
  259. keywords: [rainbow]
  260. electrifiedcreeper:
  261. creature: Creeper
  262. keywords: [electric]
  263. zombie:
  264. creature: Zombie
  265. spider:
  266. creature: Spider
  267. keywords: [Angry]
  268. flamingballodeath:
  269. creature: Slime
  270. keywords: [Burning]
  271. mightysteed:
  272. creature: pig
  273. keywords: [saddled]
  274.  
  275. ##########
  276. # Groups #
  277. ##########
  278.  
  279. # groups:
  280. # name:
  281. # keywords: [groupKeyword1, groupKeyword2]
  282. # drop1:
  283. # range: [number] OR [min, max]
  284. # chance: <Percentage>, <Ratio>, <Double>
  285. # keywords: [drop1Keyword1, drop1Keyword2]
  286. # drop2:
  287. # ...
  288. #
  289. # The name must be unique to all item, creature and group drops.
  290. # Each drop must be already defined in the "items" or "creatures" section.
  291. # Also, due to limitations in the Bukkit yml implementation, you cannot use
  292. # duplicate drop names. If you want a group to have a chance of one apple,
  293. # two apples, or three apples, you need three separate "apple" drops. See
  294. # "fruitful" for an example.
  295. # Range is a single number in brackets [1] or two numbers [1, 3] for min, max.
  296. #
  297. # Chance can be a percentage "2.5%", a ratio "1:40", or a double precision
  298. # number "0.025". For the group, it's just a weight, i.e. all the possible
  299. # values are added up, then the weight is divided by it to come up with the
  300. # chance a particular item will drop. See "sheepparty" for an example. In
  301. # this case, since the 'total' percentage is 433%, sheep have a ~69% chance,
  302. # rainbowsheep have a ~23% chance, and shearedsheep have an ~8% chance.
  303. #
  304. # The keywords can be any valid drop based keyword. Any keywords in the drops
  305. # will affect the 'chance' that items can drop. Drops that cannot drop will
  306. # be 'skipped' when checking for the total weight. For example,
  307. # in "sheepparty" if it's triggered by a leaf decay event, there is a 100%
  308. # chance a sheared sheep will drop because of the NO_DECAY and SECURE
  309. # keywords on the other two possibilities.
  310. groups:
  311. apples:
  312. apple:
  313. range: [1]
  314. chance: 99%
  315. goldenapple:
  316. range: [1]
  317. chance: 1%
  318. keywords: [no_boom]
  319. sheepparty:
  320. sheep:
  321. range: [1, 2]
  322. chance: 300%
  323. keywords: [no_decay]
  324. rainbowsheep:
  325. range: [1, 2]
  326. chance: 100%
  327. keywords: [secure]
  328. shearedsheep:
  329. range: [1, 2]
  330. chance: 33%
  331. fruitful:
  332. apple:
  333. range: [1]
  334. chance: 70%
  335. apple2:
  336. range: [2]
  337. chance: .125
  338. apple3:
  339. range: [3]
  340. chance: '1:20'
  341. cocoabeans:
  342. range: [1, 3]
  343. chance: 12.5%
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