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PIrateCraft

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Apr 10th, 2015
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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: "QAR Carronade"
  4. #This will be used for messages and will replace CANNON in all messages. (e.g. You created a classic cannon)
  5. messageName: "QAR Carronade Cannon"
  6. #a short description of the cannon
  7. description: "Queen Anne's Revenge Carronade, Ghostly powers give these infinate ammunition & cannonballs."
  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: false
  24. #gunpowder will be removed from inventories. If false you have to click the cannon until it is reloaded
  25. gunpowderConsumption: false
  26. #if false the cannons will not remove the projectile form the inventory but you still need a projectile
  27. projectileConsumption: false
  28. #if true, no item is removed from the players inventory
  29. ammoInfiniteForPlayer: true
  30. #if true, the cannons does not consume ammunition for autoreloading with redstone
  31. ammoInfiniteForRedstone: true
  32. #whether the cannon can reload from a chest
  33. autoreloadRedstone: true
  34. #after firing the projectile are usually gone, but you can set this to false to keep the cannon loaded. Just load the cannon once and it stays loaded until you break it.
  35. removeChargeAfterFiring: false
  36.  
  37. barrelProperties:
  38. #maximum gunpowder that can be loaded in the cannon
  39. maxLoadableGunpowder: 3
  40. #how much faster the loaded projectile will fired for each gunpowder loaded
  41. multiplierVelocity: 1.0
  42. #the angle of which a fired projectile spreads when fired. Basically the lower this is, the more accurate the cannon is
  43. spreadOfCannon: 1.0
  44.  
  45.  
  46. timings:
  47. #how long anyone near the cannon without a helmet will be confused when the cannon is fired
  48. blastConfusion: 5
  49. #the delay in seconds between when someone fires a cannon and when the actual projectiles fired from the cannon
  50. fuseBurnTime: 1
  51. #the time in seconds before the cannon can be fired again. Outdated due to heat management
  52. barrelCooldownTime: 3
  53.  
  54.  
  55. angles:
  56. #used to adjust in what direction a projectile is fired from a cannon. adjust this if your cannon is firing sideways or at itself
  57. defaultHorizontalFacing: west
  58. #the default angle vertical angle which the cannon aims at when built. this is good for mortars and similar upwards firing weapons
  59. defaultVerticalAngle: 0.0
  60. #min and max horizontal angles determine how far to the left and right the cannon can be aim
  61. maxHorizontalAngle: 45.0
  62. minHorizontalAngle: -45.0
  63. #min and max vertical angles determine how far upwards or downwards the cannon can be aimed
  64. maxVerticalAngle: 45.0
  65. minVerticalAngle: -45.0
  66. #if the cannon is on a ship the angles might be smaller
  67. maxHorizontalAngleOnShip: 10.0
  68. minHorizontalAngleOnShip: -10.0
  69. maxVerticalAngleOnShip: 45.0
  70. minVerticalAngleOnShip: -45.0
  71. #each change of the angles will change angle by this amount
  72. angleStepSize: 1.0
  73. #how fast the cannons can be turned in seconds (fastest is 0.05s)
  74. angleUpdateSpeed: 0.1
  75.  
  76.  
  77. #the impact predictor will show the impact location of a loaded cannon
  78. impactPredictor:
  79. #enable the impact predictor
  80. enabled: true
  81. #the impact location will be shown after the last angle change of the cannon [s]
  82. delay: 0.5
  83. #update rate. How often the impact predictor will be calculated per second
  84. update: 0.2
  85.  
  86.  
  87. heatManagement:
  88. #if heat management is used or not
  89. enabled: true
  90. #if true the cannon will refuse to fire if the cannon temperature after firing would be higher than critical
  91. automaticTemperatureControl: true
  92. #touching a hot cannon will hurt (in full hearts)
  93. burnDamage: 0.1
  94. #touching a hot cannon will slow you (in seconds)
  95. burnSlowing: 10
  96. #how much firing one gunpowder will increase the temperature of the barrel
  97. heatIncreasePerGunpowder: 10.0
  98. #heat dissipation time coefficient. Smaller time coefficient means it cools down faster
  99. coolingTimeCoefficient: 10.0
  100. #how much cooling with the cooling item (config.yml e.g. water bucket) will cool the cannon
  101. coolingAmount: 50.0
  102. #searchs for cooling items in chests and cools the cannon if the cannon temperature above the warning temperature
  103. automaticCooling: true
  104. #the barrel is hot and you will notice this effect
  105. warningTemperature: 60.0
  106. #the barrel damage is critical and the cannon can explode
  107. criticalTemperature: 150.0
  108. #if the cannon exceeds this temperature it will explode
  109. maximumTemperature: 1000.0
  110. #items to cool down a cannon
  111. coolingItems:
  112. - '326:0'
  113. - '79:0'
  114. - '80:0'
  115. #items which are returned after cooling the cannon. The order is the same like above.
  116. #setting a item to AIR (0:0) means it will only remove one item instead of replacing the item
  117. coolingItemsUsed:
  118. - '325:0'
  119. - '0:0'
  120. - '0:0'
  121.  
  122.  
  123. #cannon can be loaded with more gunpowder, but might explode after firing
  124. overloading:
  125. #cannon can explode if overloaded with gunpowder
  126. #chance = chanceInc * ((all loaded gunpowder - maximum loadable gunpowder without overloading) * ChanceOfExplosionPerGunpowder)^Exponent
  127. enabled: false
  128. #in real mode cannon can also explode when not overloaded
  129. #chance = chanceInc * (all loaded gunpowder * ChanceOfExplosionPerGunpowder)^Exponent
  130. realMode: false
  131. exponent: 2
  132. chanceInc: 1
  133. maxOverloadableGunpowder: 1
  134. chanceOfExplosionPerGunpowder: 0.1
  135. #the explosion chance will be multiplied by cannon's temperature / maximumTemperature
  136. dependsOfTemperature: false
  137. #loaded gunpowder = 3 normal + 1 overloaded
  138. #exploding change = 1 * ((3+1)*0.1)^2 = 16%
  139.  
  140. #For example, if cannon have:
  141. #Mode = 1
  142. #Exponent = 2
  143. #ChanceInc = 1
  144. #MaxLoadableGunpowder = 3
  145. #MaxOverloadableGunpowder = 3
  146. #ChanceOfExplosionPerGunpowder = 0.1
  147. #Loaded gunpowder = 5 (3 normal + 2 overloaded)
  148. #Chance of explosion = 1*((5-3)*0.1)^2 = 0.04 = 4%
  149. #=================================
  150. #Another example:
  151. #Mode = 1
  152. #Exponent = 2
  153. #ChanceInc = 1
  154. #MaxLoadableGunpowder = 3
  155. #MaxOverloadableGunpowder = 3
  156. #ChanceOfExplosionPerGunpowder = 0.1
  157. #Loaded gunpowder = 6 (3 normal + 3 overloaded)
  158. #Chance of explosion = 1*((6-3)*0.1)^2 = 0.1 = 10%
  159. #=================================
  160. #Another example:
  161. #Mode = 1
  162. #Exponent = 1
  163. #ChanceInc = 0.1
  164. #MaxLoadableGunpowder = 3
  165. #MaxOverloadableGunpowder = 3
  166. #ChanceOfExplosionPerGunpowder = 0.1
  167. #Loaded gunpowder = 6 (3 normal + 3 overloaded)
  168. #Chance of explosion = 0.1*((6-3)*0.1)^1 = 0.03 = 3%
  169. #=================================
  170. #Another example:
  171. #Mode = 1
  172. #Exponent = 3
  173. #ChanceInc = 4
  174. #MaxLoadableGunpowder = 3
  175. #MaxOverloadableGunpowder = 3
  176. #ChanceOfExplosionPerGunpowder = 0.1
  177. #Loaded gunpowder = 6 (3 normal + 3 overloaded)
  178. #Chance of explosion = 0.4*((6-3)*0.1)^3 = 0.108 = 10.8%
  179. #=================================
  180. #Another example:
  181. #Mode = 2
  182. #Exponent = 3
  183. #ChanceInc = 1
  184. #MaxLoadableGunpowder = 3
  185. #MaxOverloadableGunpowder = 3
  186. #ChanceOfExplosionPerGunpowder = 0.1
  187. #Loaded gunpowder = 6 (3 normal + 3 overloaded)
  188. #Chance of explosion = 1*(6*0.1)^3 = 0.216 = 21.6%
  189.  
  190.  
  191.  
  192. realisticBehaviour:
  193. #whether a player has to right click while holding the firing item (e.g flint and steel) for the cannon to be fired
  194. isFiringItemRequired: false
  195. #firing a cannon produced soot (dirt) which needs to be cleaned. Cleaning is necessary if soot>=1
  196. sootPerGunpowder: 0
  197. #created cannon will have this amount of soot (0 to disable this feature)
  198. startingSoot: 0
  199. #after loading a projectile it is necessary to push the projectile against the gunpowder
  200. projectilePushing: 0
  201. #the cannon move one block back after firing (not implemented yet)
  202. hasRecoil: false
  203. #whether you have to load the cannon from the same place the projectile is fired (aka muzzle loading) (not implemented yet)
  204. isFrontloader: false
  205. #whether the whole cannon can be rotated 90 degrees (not implemented yet)
  206. isRotatable: false
  207. #whether the cannon can be used with fire missions to bombarded a certain location (not implemented yet)
  208. supportsFireMission: false
  209. #the mass in kilogram of a cannon is important for moving objects e.g. ships
  210. massOfCannon: 100
  211. #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.
  212. explodingLoadedCannon: 2.0
  213. #fire after loading projectile with the time delay given by the fuse time. Sneaking will stop immediate firing.
  214. fireAfterLoading: false
  215.  
  216.  
  217. permissions:
  218. #all the permissions required for a player to use certain parts of the cannon
  219. #more information can be found here: http://dev.bukkit.org/bukkit-plugins/cannons/pages/installation-and-configuration/cannons-2-0-and-up/permissions/
  220. build: cannons.player.buildinfinatecannon
  221. #give the cannon a new name
  222. rename: cannons.player.renameinfinate
  223. #permission for loading gunpowder and projectiles
  224. load: cannons.player.infinateload
  225. #permission for firing a cannon
  226. fire: cannons.player.infinatefire
  227. #permission for aiming with a cannon
  228. adjust: cannons.player.infinateadjust
  229. #permission to used the ramrod (stick) to clean and push the projectile
  230. ramrod: cannons.player.ramrod
  231. #the cannon will follow the looking direction of the player if the aiming item is used (default: clock)
  232. autoaim: cannons.player.infinateautoaim
  233. #player can add himself as an observer of a cannon with the cmd: '/cannons observer'
  234. observer: cannons.player.observer
  235. #not implemented yet
  236. targetTracking: cannons.player.tracking
  237. #if a player has no permission for redstone, it is not possible to wire a cannon with redstone or uses torches.
  238. #firing a prewired cannon however is possible.
  239. redstone: cannons.player.infinateredstone
  240. #this player can use a thermometer to measure the temperature of a cannon (default item for thermometer is a gold nugget)
  241. thermometer: cannons.player.thermometer
  242. #used to clean a cannon after firing and pushing a projectile into the barrel
  243. ramrod: cannons.player.ramrod
  244. #cannon will autoreload if the player is sneaking and fires the cannon.
  245. #The ammunition comes from the chest next to the cannon
  246. autoreload: cannons.player.infinatereload
  247. #how much better the player can handle the cannon.
  248. #possible values are cannons.player.spreadmultiplier.1 - cannons.player.spreadmultiplier.10 for a multiplier of 0.1 - 1.0
  249. spreadMultiplier: cannons.player.spreadmultiplier
  250.  
  251.  
  252. accessRestriction:
  253. #whether only the owner of the cannon can use it or not (not implemented yet)
  254. ownerOnly: false
  255.  
  256.  
  257. allowedProjectiles:
  258. #these are the list of projectiles a cannon can fire. The projectiles are taken from the config files in the projectiles folder.
  259. #they do not have to be named after an in-game item and can be named anything.
  260. #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
  261. - infinatecobblestone
  262.  
  263.  
  264. sounds:
  265. #sound effects for this cannon.
  266. #You can enter new sounds in the following way 'NAME:VOLUME:PITCH'. Like 'IRONGOLEM_WALK:1:0.5'
  267. #NAME: You can find valid names here: http://jd.bukkit.org/rb/apidocs/org/bukkit/Sound.html
  268. #VOLUME: How far you will hear this sound
  269. #PITCH: How fast it is played. (0.5-2)
  270. #USE: 'none:1:1' to disable this sound
  271.  
  272. #creating a new cannon
  273. create: 'ANVIL_LAND:1:0.5'
  274. #destroying a cannon
  275. destroy: 'ZOMBIE_METAL:1:0.5'
  276. #changing the angle of a cannon
  277. adjust: 'IRONGOLEM_WALK:1:0.5'
  278. #fuse igniting sound when firing
  279. ignite: 'FUSE:5:1'
  280. #firing sound
  281. firing: 'EXPLODE:20:1.5'
  282. #loading gunpowder
  283. gunpowderLoading: 'DIG_SAND:1:1.5'
  284. #loading gunpowder
  285. gunpowderOverloading: 'DIG_GRASS:1:1.5'
  286. #cooling a cannon
  287. cool: 'FIZZ:1:1'
  288. #smoke effects for touching a hot barrel
  289. hot: 'FIZZ:1:1'
  290. #cleaning with the ramrod
  291. ramrodCleaning: 'DIG_SNOW:0.5:0'
  292. #cleaning with ramrod done
  293. ramrodCleaningDone: 'DIG_SNOW:0.5:1'
  294. #pushing projectile into the barrel
  295. ramrodPushing: 'DIG_STONE:0.5:0'
  296. #pushing projectile done
  297. ramrodPushingDone: 'ANVIL_LAND:0.5:0'
  298. #measuring the cannon temperature with a thermometer
  299. thermometer: 'ANVIL_LAND:1:1'
  300. #enabling the aiming mode with a clock
  301. enableAimingMode: 'NONE:1:1'
  302. #disabling aiming mode
  303. disableAimingMode: 'NONE:1:1'
  304.  
  305.  
  306. constructionBlocks:
  307. #blocks of the cannon schematic which are ignored and not required to build the cannon. Default is sand
  308. ignore: '12:0'
  309. #the block which the projectile is fired from the cannon, direction can be adjusted using the defaultHorizontalFacing property. Default is block of snow
  310. muzzle: '80:0'
  311. #the block used to indicate when a cannon has been fired. default is torch. Makes fancy smoke on this location
  312. firingIndicator: '50:5'
  313. #the block used to indicate where the player can place chests or signs on the cannon. Default is a blank wall sign
  314. chestAndSign: '68:-1'
  315. #indicates where redstone torches can be placed for redstone autoload and firing to work. Default is redstone torch
  316. redstoneTorch: '76:5'
  317. #the block used to indicate where redstone wiring needs to be placed for redstone autoloading and firing to work. Default is redstone repeater
  318. restoneWireAndRepeater: '93:-1'
  319. #options for where a redstone signal needs to lead to in order to activate redstone autoloading and firing
  320. redstoneTrigger:
  321. #the block used by the schematic to indicate where the redstone signal needs to lead to. Default is a lever
  322. schematic: '69:1'
  323. #the block used in game where the redstone signal needs to lead to. Default is stone button
  324. ingame: '77:1'
  325. #the blocks which a player right clicks in order to fire a cannon
  326. rightClickTrigger:
  327. #the block used in the cannons schematic which is used to fire the cannon when right clicked by a player. Default is torch
  328. schematic: '50:5'
  329. #the block used in game to fire the cannon when right clicked by a player. Default is torch
  330. ingame: '50:5'
  331. #list of blocks in the schematic that will be protected from explosions (e.g. buttons, because they break easily)
  332. protectedBlocks:
  333. - '50:5'
  334. - '69:-1'
  335. - '77:-1'
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