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Nov 10th, 2016
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  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 # it's extremely out of date and requires massive changes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.  
  38. # Amount of digits after dor in doubles/floats
  39. # E.g. if it's set to 2, then variable 3.4857835834564 will be simplified with 3.48,
  40. # if it's set to 5, it will be simplified with 3.48578. Maximal amount is 15
  41. # Decreasing this will make consistency checks stricter and calculations faster
  42. strict_mode: 2
  43. console_verbose: true
  44. # Required amount of moves that player should hit to be checked by some math checks
  45. required_moves: 45
  46.  
  47. # Should Reflex kick everyone from server when using /reflexreload
  48. # This may help avoid issues related to multiple Forcefield
  49. # checking entities per player
  50. kick_on_reload: true
  51.  
  52. # If set to true, Reflex will throw some TNTs out of hacker's
  53. # ass when he gets kicked using /reflexkick %player% epic <...>
  54. use_tnt: false
  55.  
  56. # The CommandSender instance Reflex should use while acting commands
  57. # from violation maps in checks. 0 = default Bukkit sender, 1 = custom Reflex sender
  58. # Enable this if you are having problems/errors with executing commands
  59. commandsender: 1
  60.  
  61. # What should Reflex do if player uses/tab-completes
  62. # a Reflex command without valid permissions for it?
  63. hide_policy:
  64.  
  65. # 0 = default command response, 1 = no response, 2 = default "Unknown command" message
  66. command: 2
  67.  
  68. # 0 = working tab-complete, 1 = no response when command is included, 2 = filter commands
  69. tab: 1
  70.  
  71. # Set this to 'true' if you want to hide /reflex command from players
  72. require_permission: false
  73.  
  74. # Auto-Updater settings
  75. updater:
  76.  
  77. # Should Reflex check for updates every 15 minutes automatically
  78. # If set to false, Reflex will check for updates only on enable
  79. # WARNING: this can LAG your server if it has a slow Internet connection or a lot of players online
  80. enabled: false
  81.  
  82. # Should Reflex disable itself if updater found a new version
  83. # WARNING: not recommended if your server has a big / average online
  84. # because you may be not online when plugin will be ready to update,
  85. # but your server will miss anticheat protection. Use on your own risk
  86. force_disable: false
  87.  
  88. # Ban waves settings
  89. ban_waves:
  90.  
  91. # Enable or disable ban waves
  92. # Ban waves is a system which bans all players who were kicked for hacking too many times before
  93. # every *delay* minutes (for example, 30) and notifies all other players about amount of banned hackers
  94. # Set this to false if you don't want Reflex to ban someone for hackinig
  95. enabled: false
  96.  
  97. # Delay between banwaves (in minutes)
  98. delay: 30
  99.  
  100. # Ban waves bans only players, who's GVL (global violation level) hit this value
  101. # GVL adds using command /reflexaddgvl (player_name) (amount)
  102. threshold: 5
  103.  
  104. # Should Reflex affect offline players (control their's GVL, ban them in ban waves, etc)
  105. # WARNING: requires an SSD and an overpowered server (with a lot of free memory)
  106. # because it will go through all the server files every minute and do some weird calculations
  107. process_offline_players: false
  108.  
  109. # Message which will sent to all players when a ban wave was happened
  110. # %BannedPlayers% means amount of players who were banned in this wave
  111. # Reflex won't show this message if there are no players banned
  112. 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'
  113.  
  114. # Command which will be dispatched as a ban command
  115. command: 'ban %Player% &c&lReflex&r&c » Combat hacking is not allowed'
  116.  
  117. # Should Reflex reset GVL of everyone who wasn't banned in ban wave after it happened
  118. reset_gvl: false
  119.  
  120. # -------------------------------------------------------------------- #
  121. # CHECKS CONFIGURATION
  122. # Here you can set up which commands are
  123. # going to be dispatched when player fails
  124. # certain check multiple times, customize
  125. # how the checks will act, etc.
  126. # -------------------------------------------------------------------- #
  127.  
  128. # FrontEntity check spawns an invisible entity in fron of
  129. # the player. Normally he should hit it, but if he is using
  130. # KillAura, he will hit through this entity and VL will be added
  131. frontentity:
  132.  
  133. # Enable this check?
  134. enabled: true
  135.  
  136. # Player won't be kicked if his ping is higher than this value (milliseconds)
  137. lag_ping: 235
  138.  
  139. # If set to true, then all the front entities will have
  140. # random names and UUIDs. This will prevent most of nametag
  141. # plugins from creating a nametag over invisible entity
  142. # to make it ghost for players, don't use if you have no
  143. # compatibility issues with nametag plugins
  144. nametags_compatibility: true
  145.  
  146. # If players are too close to each other, the check will be cancelled
  147. min_cancel_distance: 1.21
  148.  
  149. # If players are too far away from each other, the check will be cancelled
  150. max_cancel_distance: 8.06
  151.  
  152. # Prevent FrontEntities from moving/teleporting and make them
  153. # re-spawn if they are no longer in the line of sight
  154. # Not recommended
  155. no_movements: false
  156.  
  157. # The check will be cancelled if there are too
  158. # many entities around the player
  159. entities_to_cancel:
  160.  
  161. # In normal mode (with enabled movements)
  162. normal: 4
  163.  
  164. # In no_movements mode ('no_movements: true' over here)
  165. no_movements: 3
  166.  
  167. # Minimal difference between attacker and his target
  168. # to begin check. If the distance is less than this value,
  169. # the check will be cancelled
  170. min_diff: '2.1387D'
  171.  
  172. # Distance between player and front entity
  173. distance: '1.5143F'
  174.  
  175. # When player will do more than this amount of hits (attacks), the FrontEntity check will begin
  176. hits_to_check: 5
  177.  
  178. # Should Reflex cancel hits which cannot happen normally
  179. cancel_suspicious_combat: true
  180.  
  181. # Should Reflex damage player's main target if he will hit FrontEntity
  182. # This will help keep Reflex ghost in combat as no legit hits will be cancelled
  183. simulate_damage: true
  184.  
  185. # Commands
  186. actions:
  187. 99999999:
  188. - ?
  189.  
  190. # KillauraCombined combines different in-combat heuristic
  191. # checks to detect any malicious PvP behaviour and stop
  192. # players from using any kind of combat hack to get advantage
  193. # ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  194. # THIS CHECK IS EXPERIMENTAL AND ONLY IN DEVELOPMENT STAGE.
  195. # PLEASE INFORM US IF YOU FIND ANY FALSE POSITIVES AS SOON
  196. # AS POSSIBLE WITH AS MUCH INFO AS YOU CAN. USE ON OWN RISK
  197. killauracombined:
  198.  
  199. # Enable this check?
  200. enabled: true
  201.  
  202. # Player won't be kicked if his ping is higher than this value (milliseconds)
  203. lag_ping: 215
  204.  
  205. # Should Reflex cancel hits which cannot happen normally
  206. cancel_suspicious_combat: true
  207.  
  208. # Enabling this will make heuristic checks stricter.
  209. # It will significantly speed them up, but could
  210. # make Reflex sometimes kick legit players too
  211. strict_mode: false
  212.  
  213. # Chance of hacking on the Aimbot check to kick (in %)
  214. # Set the number below to 100 to disable this component
  215. aimbot_chance: 100
  216.  
  217. # Chance of hacking on the Accuracy check to kick (in %)
  218. # Set the number below to 100 to disable this component
  219. accuracy_chance: 100
  220.  
  221. # Chance of hacking on the Angle check to kick (in %)
  222. # Set the number below to 100 to disable this component
  223. angle_chance: 50
  224.  
  225. # Chance of hacking on the Killaura check to kick (in %)
  226. # Set the number below to 100 to disable this component
  227. killaura_chance: 90
  228.  
  229. # Maximal allowed TDelay in attacks
  230. t_delay: 4600
  231.  
  232. # For how long time should player be checked for
  233. # suspicious clicking rate (1 second = 20 ticks)
  234. keep_thread_alive_ticks: 200
  235.  
  236. # For how long should player be checked for an Aimbot (in ticks)
  237. aimbot_time_ticks: 99
  238.  
  239. # For how long should player be checked for an Accuracy (in ticks)
  240. accuracy_time_ticks: 179
  241.  
  242. # Required angle rate to attack
  243. required_rate: 0.42
  244.  
  245. # Maximal angle rate allowed before attacking
  246. suspicious_rate: 0.68
  247.  
  248. # Player's VL will be increased if his
  249. # move angle before attack seems impossible
  250. impossible_angle_increase: 2
  251.  
  252. # Angle check length (check time in rotations/moves)
  253. angle_length: 165
  254.  
  255. # If player's angle ratio goes over this value, he will be kicked
  256. angle_ratio: 96
  257.  
  258. # Aiming check settings
  259. aiming:
  260.  
  261. # This amount of violations will be
  262. # added if player did not pass the check
  263. increase: 4
  264.  
  265. # This amount of violations will be
  266. # removed if player has passed the check
  267. decrease: 2
  268.  
  269. # When player reaches this amount of violations
  270. # on the check, he will be kicked
  271. threshold: 19
  272.  
  273. # Hitting check settings
  274. hitting:
  275.  
  276. # This amount of violations will be
  277. # added if player did not pass the check
  278. increase: 50
  279.  
  280. # This amount of violations will be
  281. # removed if player has passed the check
  282. decrease: 25
  283.  
  284. # When player reaches this amount of violations
  285. # on the check, he will be kicked
  286. threshold: 290
  287.  
  288. # YawRating check settings
  289. yaw_rating:
  290.  
  291. # This amount of violations will be
  292. # added if player did not pass the check
  293. increase: 21
  294.  
  295. # This amount of violations will be
  296. # removed if player has passed the check
  297. decrease: 17
  298.  
  299. # When player reaches this amount of violations
  300. # on the check, he will be kicked
  301. threshold: 86
  302.  
  303. # Fighting check settings
  304. fighting:
  305.  
  306. # This amount of violations will be
  307. # added if player did not pass the check
  308. increase: 5
  309.  
  310. # This amount of violations will be
  311. # removed if player has passed the check
  312. decrease: 2
  313.  
  314. # When player reaches this amount of violations
  315. # on the check, he will be kicked
  316. threshold: 8
  317.  
  318. # HeadMoving check settings
  319. head_moving:
  320.  
  321. # This amount of violations will be
  322. # added if player did not pass the check
  323. increase: 3
  324.  
  325. # This amount of violations will be
  326. # removed if player has passed the check
  327. decrease: 1
  328.  
  329. # When player reaches this amount of violations
  330. # on the check, he will be kicked
  331. threshold: 24
  332.  
  333. # Yaw rate required to check the player
  334. # Important thing to fix false positives when
  335. # not rotating or doing it not quick enough
  336. yaw_rate_to_check: 2.51
  337.  
  338. # If player's yaw rate goes below this value,
  339. # the attack will be flagged as suspicious
  340. min_yaw_rate: 4.38
  341.  
  342. # Maximal allowed head rotation speed (per second)
  343. rotation_speed: '36000.0F'
  344.  
  345. # Should player be checked by all the checks if no one is fighting him?
  346. # Disable this if you have false positives on this
  347. # check when fighting AFK (passive) entities/players
  348. check_outside_combat: true
  349.  
  350. # These checks will not happen if no one is hitting player
  351. # Only effective if 'check_outside_combat' is set to false
  352. # Available checks are: accuracy, aimbot, angle, killaura
  353. outside_combat_exclude: 'accuracy, killaura'
  354.  
  355. # Commands
  356. actions:
  357. 99999999:
  358. - ?
  359.  
  360. # Direction check forces player to look his
  361. # view at the target before attacking it
  362. direction:
  363.  
  364. # Enable this check?
  365. enabled: true
  366.  
  367. # Player won't be kicked if his ping is higher than this value (milliseconds)
  368. lag_ping: 205
  369.  
  370. # Should Reflex cancel hits which cannot happen normally
  371. cancel_suspicious_combat: true
  372.  
  373. # How far away off an entity should player
  374. # be allowed to look to attack/hit it
  375. max_offset: 1.3
  376.  
  377. # Commands
  378. actions:
  379. 99999999:
  380. - ?
  381.  
  382. # Fightspeed makes player wait a certain amount of
  383. # milliseconds before attacking an entity again (prevents InstantKill hacks)
  384. fightspeed:
  385.  
  386. # Enable this check?
  387. enabled: true
  388.  
  389. # Player won't be kicked if his ping is higher than this value (milliseconds)
  390. lag_ping: 215
  391.  
  392. # Minimal delay (ms) before player
  393. # will be allowed to attack again
  394. min_delay: 60
  395.  
  396. # Commands
  397. actions:
  398. 99999999:
  399. - ?
  400.  
  401. # Reach check limits the attack distance
  402. # Prevents players from attacking entities which are too far away
  403. reach:
  404.  
  405. # Enable this check?
  406. enabled: true
  407.  
  408. # Player won't be kicked if his ping is higher than this value (milliseconds)
  409. lag_ping: 230
  410.  
  411. # Should Reflex cancel hits which cannot happen normally
  412. cancel_suspicious_combat: true
  413.  
  414. # How far away should players be allowed to reach
  415. max_reach: 3.8
  416.  
  417. # If player has failed reach only a few times, hit won't be cancelled
  418. # This is the minimal amount of violations required for Reflex to cancel hits
  419. violations_to_cancel: 5
  420.  
  421. # Commands
  422. actions:
  423. 99999999:
  424. - ?
  425.  
  426. # FastSwitch measures the delay between switching targets
  427. # for stopping players from using MultiAura
  428. fastswitch:
  429.  
  430. # Enable this check?
  431. enabled: true
  432.  
  433. # Player won't be kicked if his ping is higher than this value (milliseconds)
  434. lag_ping: 240
  435.  
  436. # Minimal delay (ms) which player have to
  437. # wait before switching his target
  438. min_delay: 20
  439.  
  440. # Commands
  441. actions:
  442. 99999999:
  443. - ?
  444.  
  445. # This check spawns an invisible entities behind the player
  446. # It becomes visible for some seconds in combat. It's impossible
  447. # for legit player to hit those entities too many times, but
  448. # possible to for bad Killauras/Aimbots
  449. npc:
  450.  
  451. # Enable this check?
  452. enabled: true
  453.  
  454. # Player won't be kicked if his ping is higher than this value (milliseconds)
  455. lag_ping: 245
  456.  
  457. # Should NPC move away from player's line of sight if he damaged it
  458. move_on_damage: true
  459.  
  460. # Distance between player and NPC
  461. distance: '4.0F'
  462.  
  463. # Should NPC become for some time if player hits someone
  464. visible: true
  465.  
  466. # For how long time (ms) will NPC stay visible (if it's enabled over here)
  467. # after player hit an entity. 1 second contains 1000 milliseconds
  468. visible_timeout: 2750
  469.  
  470. # Should Reflex make client believe that NPC is not flying
  471. # and moving legitimately. Could prevent some bypasses
  472. fake_on_ground: true
  473.  
  474. # Make NPCs wear realistic player names and UUIDs
  475. # Disable this if you have issues with floating
  476. # nametags (nametag plugins incompatibility fix)
  477. real_player_copies: false
  478.  
  479. # Should NPCs move (fly, walk, fall down, swing arms, rotate head)
  480. movements: true
  481.  
  482. # Commands
  483. actions:
  484. 99999999:
  485. - ?
  486.  
  487. # Velocity forces player to move away from attacker
  488. # when he get knockback (stops player from using AntiKnockback hacks)
  489. velocity:
  490.  
  491. # Enable this check?
  492. enabled: true
  493.  
  494. # Player won't be kicked if his ping is higher than this value (milliseconds)
  495. lag_ping: 210
  496.  
  497. # Player's VL will be multiplied by this value if he will fail VerticalVelocity check
  498. vertical_multiplier: 20
  499.  
  500. # If the difference between player's previous and actual velocities
  501. # is higher or less than this value, player's VL will be increased
  502. expected_diff: 5
  503.  
  504. # Commands
  505. actions:
  506. 99999999:
  507. - ?
  508.  
  509. # Criticals prevents players from doing fake critical hits
  510. # Warning: this check adds violations to KillauraCombined check.
  511. # This means if player is using Criticals, he will be kicked
  512. # by the KillauraCombined check for 'Killaura'
  513. criticals:
  514.  
  515. # Criticals has 2 different checks
  516. enabled:
  517.  
  518. # Enable check for packet Crits?
  519. packets: false
  520.  
  521. # Enable check for mini-jump Crits?
  522. groundspoof: false
  523.  
  524. # Player won't be kicked if his ping is higher than this value (milliseconds)
  525. lag_ping: 235
  526.  
  527. # Should Reflex cancel false critical hits
  528. cancel_suspicious_combat: false
  529.  
  530. # Commands
  531. actions:
  532. 99999999:
  533. - ?
  534.  
  535. # PingSpoof hacks makes server believe that player is
  536. # lagging while he does not. Hackers can exploit this to
  537. # bypass all Reflex checks since they aren't working if
  538. # player's ping is too high. This check will prevent
  539. # cheaters from exploiting this by kicking them
  540. pingspoof:
  541.  
  542. # Enable this check?
  543. enabled: false
  544.  
  545. # If player's NMS ping (ms) is less than this value, then
  546. # he is not lagging/trying to spoof lag, so won't be checked
  547. lag_ping: 210
  548.  
  549. # How often should player be checked for ping spoofing hacks (in seconds)?
  550. check_delay: 15
  551.  
  552. # Commands
  553. actions:
  554. 99999999:
  555. - ?
  556.  
  557. # -------------------------------------------------------------------- #
  558. # MESSAGES
  559. # In this one, you can change the look
  560. # of Reflex completely, aka change it's prefix,
  561. # message sent by the plugin in different
  562. # cases, and more
  563. # -------------------------------------------------------------------- #
  564. lang:
  565.  
  566. # If player tries to perform a Reflex command, but he has no the correct permission
  567. # for it, he will receive this message
  568. no_permission: '&c&lReflex&r&c » Insufficient permissions'
  569.  
  570. # This message is sent when Reflex is looking for updates
  571. searching_update: '&c&lReflex&r&c » Looking for updates...'
  572.  
  573. # This message is sent when Reflex found a new version
  574. update_avialable: '&c&lReflex&r&c » &f%NewVersion%&r&c is out (running &f%InstalledVersion%&r&c). Please update as soon as possible'
  575.  
  576. # This message is sent when Reflex didn't find any updates
  577. no_updates_found: '&c&lReflex&r&c » Reflex is up to date'
  578.  
  579. # This message is sent when player tried to perform a command which is console only
  580. console_only: '&c&lReflex&r&c » That command cannot be executed by players'
  581.  
  582. # /reflexnotify notificatins format. %Message% is a message, %Sender% is a nickname of
  583. # player who sent command. If command was dispatched as console, %Sender%
  584. # will be replaced with CONSOLE
  585. notification_format: '&2Reflex » &7%Sender%&f %Message%'
  586.  
  587. # Format of Invalid syntax message (%s is the command syntax itself)
  588. syntax_format: "§cInvalid syntax! Use » %s"
  589.  
  590. # Player will receive this message if he will dispatch /reflexrunbanwave command
  591. running_ban_wave: '&c&lReflex&r&c » Forcefully running a bun wave! Expect some lagg..'
  592.  
  593. # This message is sent to all online players when someone gets kicked via /reflexkick
  594. kick_broadcast: '%Player% was kicked for hacking'
  595.  
  596. # Prefix which will be displayed when player gets kicked via /reflexkick
  597. prefix: '&c&lReflex&r&c » '
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