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- # Want to know what these options do? Read at the end of this file.
- logging.active = true
- logging.prefix = "&4NC&f: "
- logging.filename = "nocheat.log"
- logging.filelevel = low
- logging.consolelevel = high
- logging.chatlevel = med
- debug.showactivechecks = false
- debug.compatibility = true
- inventory.closebeforeteleports = true
- moving.check = true
- moving.identifycreativemode = true
- moving.runfly.check = true
- moving.runfly.walkingspeedlimit = 22
- moving.runfly.sprintingspeedlimit = 40
- moving.runfly.allowhungrysprinting = false
- moving.runfly.jumpheight = 135
- moving.runfly.checksneaking = true
- moving.runfly.sneakingspeedlimit = 14
- moving.runfly.checkswimming = true
- moving.runfly.swimmingspeedlimit = 18
- moving.runfly.actions.0 = moveLogLowShort moveCancel
- moving.runfly.actions.100 = moveLogMedShort moveCancel
- moving.runfly.actions.400 = moveLogHighShort moveCancel
- moving.runfly.checknofall = true
- moving.runfly.nofallmultiplier = 200
- moving.runfly.nofallactions.0 = nofallLog nofallDamage
- moving.runfly.allowlimitedflying = false
- moving.runfly.flyingspeedlimitvertical = 100
- moving.runfly.flyingspeedlimithorizontal = 60
- moving.runfly.flyingactions.0 = moveLogLowShort moveCancel
- moving.runfly.flyingactions.100 = moveLogMedShort moveCancel
- moving.runfly.flyingactions.400 = moveLogHighShort moveCancel
- moving.morepackets.check = true
- moving.morepackets.actions.0 = morepacketsLow moveCancel
- moving.morepackets.actions.30 = morepacketsMed moveCancel
- moving.morepackets.actions.60 = morepacketsHigh moveCancel
- blockbreak.check = true
- blockbreak.reach.check = true
- blockbreak.reach.actions.0 = blockbreakCancel
- blockbreak.reach.actions.5 = reachLog blockbreakCancel
- blockbreak.direction.check = true
- blockbreak.direction.checkinstabreakblocks = true
- blockbreak.direction.precision = 50
- blockbreak.direction.penaltytime = 300
- blockbreak.direction.actions.0 = blockbreakCancel
- blockbreak.direction.actions.10 = directionLog blockbreakCancel
- blockbreak.noswing.check = true
- blockbreak.noswing.actions.0 = noswingLog blockbreakCancel
- blockplace.check = true
- blockplace.reach.check = true
- blockplace.reach.actions.0 = blockplaceCancel
- blockplace.reach.actions.5 = reachLog blockplaceCancel
- blockplace.direction.check = true
- blockplace.direction.penaltytime = 100
- blockplace.direction.precision = 75
- blockplace.direction.actions.0 = blockplaceCancel
- blockplace.direction.actions.10 = directionLog blockplaceCancel
- chat.check = true
- chat.spam.check = true
- chat.spam.whitelist = ""
- chat.spam.timeframe = 5
- chat.spam.limit = 5
- chat.spam.actions.0 = spamLog chatCancel
- chat.spam.actions.50 = spamLog chatCancel spamkick
- chat.empty.check = true
- chat.empty.actions.0 = emptyChatLog chatCancel emptyChatKick
- fight.check = true
- fight.direction.check = true
- fight.direction.precision = 75
- fight.direction.penaltytime = 500
- fight.direction.actions.0 = fightCancel
- fight.direction.actions.5 = fightDirectionLogLow fightCancel
- fight.direction.actions.20 = fightDirectionLog fightCancel
- fight.direction.actions.50 = fightDirectionLogHigh fightCancel
- fight.selfhit.check = true
- fight.selfhit.actions.0 = fightSelfhitlog fightCancel
- fight.noswing.check = true
- fight.noswing.actions.0 = noswingLog fightCancel
- # logging.active:
- #
- # Should NoCheat related messages get logged at all. Some messages may still appear, e.g. error
- # messages, even if this option is deactivated
- # logging.prefix:
- #
- # The short text that appears in front of messages by NoCheat. Color codes are &0-&9 and &A-&F
- # logging.filename:
- #
- # Where logs that go to the logfile are stored. You can have different files for different worlds.
- # logging.filelevel:
- #
- # What log-level need messages to have to get stored in the logfile. Values are:
- # low: all messages
- # med: med and high messages only
- # high: high messages only
- # off: no messages at all.
- # logging.consolelevel:
- #
- # What log-level need messages to have to get displayed in your server console. Values are:
- # low: all messages
- # med: med and high messages only
- # high: high messages only
- # off: no messages at all.
- # logging.chatlevel:
- #
- # What log-level need messages to have to get displayed in the ingame chat. Values are:
- # low: all messages
- # med: med and high messages only
- # high: high messages only
- # off: no messages at all.
- # debug.showactivechecks:
- #
- # Print to the console an overview of all checks that are enabled when NoCheat gets loaded.
- # debug.compatibility:
- #
- # Do some voodoo to fix common mistakes of other plugins which interfere with NoCheat.
- # inventory.closebeforeteleports:
- #
- # Close inventory screens of players before they get teleported, preventing creation of real or fake duplicates.
- # moving.check:
- #
- # If true, do various checks on PlayerMove events.
- # moving.identifycreativemode:
- #
- # If true, NoCheat will automatically identify if players are in creative mode and will allow them to fly, avoid fall damage etc.
- # moving.runfly.check:
- #
- # If true, check if a player is walking/sprinting/sneaking/swimming too fast/high.
- # moving.runfly.walkingspeedlimit:
- #
- # Set the speed limit for moving horizontal under 'normal' conditions.
- # Unit is 1/100 of a block, default is 22.
- # moving.runfly.sprintingspeedlimit:
- #
- # Set the speed limit for moving horizontal while sprinting.
- # Unit is 1/100 of a block, default is 40.
- # moving.runfly.allowhungrysprinting:
- #
- # Should players with a food level of less than 6 be allowed to use the builtin sprint-function?
- # moving.runfly.jumpheight:
- #
- # Set how high a player is allowed to jump.
- # Unit is 1/100 of a block, default is 135.
- # moving.runfly.checksneaking:
- #
- # Use a seperate speed limit for sneaking players.
- # moving.runfly.sneakingspeedlimit:
- #
- # Set the speed limit for moving horizontal while sneaking.
- # Unit is 1/100 of a block, default is 14
- # moving.runfly.checkswimming:
- #
- # Use a seperate speed limit for swimming players.
- # moving.runfly.swimmingspeedlimit:
- #
- # Set the speed limit for moving horizontal while in water.
- # Unit is 1/100 of a block, default is 18
- # moving.runfly.actions:
- #
- # What should be done if a player moves faster than the speed limit(s) or jumps higher than allowed.
- # Units are in 1/100 of a block above the limit.
- # moving.runfly.checknofall:
- #
- # If true, check if a player is avoiding fall damage by using a nofall hack. EXPERIMENTAL! Feedback is appreciated.
- # moving.runfly.nofallmultiplier:
- #
- # How many percent falldamage should be dealt to the player.
- # NoCheat will almost always underestimate fall damage, using a value bigger than 100 is advised.
- # Unit is percent of the estimated original fall damage, default is 200.
- # moving.runfly.nofallactions:
- #
- # What should be done if a player is detected as avoiding fall damage.
- # Unit is number of blocks the player fell down.
- # moving.runfly.allowlimitedflying:
- #
- # If true, instead of doing the above checks for walking/sprinting/swimming/sneaking,
- # allow flying and only limit the flying speed.
- # moving.runfly.flyingspeedlimitvertical:
- #
- # Set the speed limit for moving vertical while flying.
- # Unit is 1/100 of a block, default is 100.
- # moving.runfly.flyingspeedlimithorizontal:
- #
- # Set the speed limit for moving horizontal while flying.
- # Unit is 1/100 of a block, default is 60.
- # moving.runfly.flyingactions:
- #
- # What should be done if a player flies faster than the speed limit(s).
- # Units are in 1/100 of a block above the speedlimit.
- # moving.morepackets.check:
- #
- # If true, check if a player is sending too many 'move-packets' per second. In a normal game, the player won't send more than 22 packets per second.
- # moving.morepackets.actions:
- #
- # What should be done if a player sends more 'move-packets' than normal.
- # Units are packets per second above the limit.
- # blockbreak.check:
- #
- # If true, do various checks on BlockBreak events.
- # blockbreak.reach.check:
- #
- # If true, check if a player is breaking blocks that are too far away.
- # blockbreak.reach.actions:
- #
- # What should be done if a player is breaking blocks that are too far away.
- # Unit is number of break(attempt)s beyond the limit.
- # blockbreak.direction.check:
- #
- # If true, check if a player is looking at the block that he's breaking.
- # blockbreak.direction.checkinstabreakblocks:
- #
- # If true, NoCheat will also check for direction for Instant-Breaking blocks.
- # THIS WILL CAUSE FALSE POSITIVES, when a player keeps his mouse button pressed and moves the mouse fast over the screen.
- # blockbreak.direction.precision:
- #
- # Define how precise a player has to hit blocks when mining. Lower values mean more precision, higher values less precision.
- # blockbreak.direction.penaltytime:
- #
- # Define how long after a failed attempt to dig a player will be disallowed to break another block.
- # Unit is milliseconds, default is 300.
- # blockbreak.direction.actions:
- #
- # What should be done if a player is breaking blocks that are not in his line of sight.
- # Unit is the combined distance in blocks between where the player looked vs. where the block was.
- # blockbreak.noswing.check:
- #
- # If true, check if a player swung his arm before breaking a block, which he should have done.
- # blockbreak.noswing.actions:
- #
- # What should be done if a player didn't swing his arm.
- # Unit is number of blockbreaking without armswinging.
- # blockplace.check:
- #
- # If true, do various checks on BlockPlace events.
- # blockplace.reach.check:
- #
- # If true, check if a player is placing blocks at locations too far away.
- # blockplace.reach.actions:
- #
- # What should be done if a player is placing blocks that are too far away.
- # Unit is number of place(attempt)s beyond the limit.
- # blockplace.direction.check:
- #
- # If true, check if a player is looking at the block that he's placing.
- # blockplace.direction.penaltytime:
- #
- # Define how long after a failed attempt to place blocks a player will be disallowed to place another block.
- # Unit is milliseconds, default is 100.
- # blockplace.direction.precision:
- #
- # Define how precise a player has to be when placing blocks. Lower values mean more precision, higher values less precision. Default 75.
- # blockplace.direction.actions:
- #
- # What should be done if a player is placing blocks that are not in his line of sight.
- # Unit is the combined distance in blocks between where the player looked vs. where the block was.
- # chat.check:
- #
- # If true, do various checks on PlayerChat events.
- # chat.spam.check:
- #
- # If true, check if a player is spamming the chat.
- # chat.spam.whitelist:
- #
- # A list of messages that should be ignored by the spam check, seperated by ','. All messages/commands starting with one of these will be let through.
- # chat.spam.timeframe:
- #
- # Over what timeframe (in seconds) should the messages be counted?
- # When the time is over, counting starts at 0 again.
- # chat.spam.limit:
- #
- # How many messages per timeframe may the player send without it counting as spamming?
- # chat.spam.actions:
- #
- # What should be done if a player is trying to spam the chat.
- # Unit is number of chat messages above the limit you declared above.
- # chat.empty.check:
- #
- # If true, check if a player is sending an empty message.
- # chat.empty.actions:
- #
- # What should be done if a player sends an empty message.
- # Unit is number of empty chat messages sent by the player.
- # fight.check:
- #
- # If true, do various checks on Events related to fighting.
- # fight.direction.check:
- #
- # If true, check if a player is really looking at enemies that he attacks.
- # fight.direction.precision:
- #
- # Set how precise the check should be. If you experience the check to be too zealous, increase this value.
- # If you want to make it tighter, reduce this value. Default is 100.
- # fight.direction.penaltytime:
- #
- # If a player fails the check, he will be unable to attack for this amount of time (in milliseconds), default is 500.
- # fight.direction.actions:
- #
- # What should be done if a player attacks entities that are not in his field of view.
- # Unit is sqare root of the distance in blocks between where the enemy was and where the player looked.
- # fight.selfhit.check:
- #
- # If true, check if a player is attacking itself, which should normally be impossible.
- # fight.selfhit.actions:
- #
- # What should be done if a player attacks himself.
- # Unit is number of attacks on himself.
- # fight.noswing.check:
- #
- # If true, check if a player swung his arm before attacking, which he should have done.
- # fight.noswing.actions:
- #
- # What should be done if a player didn't swing his arm.
- # Unit is number of attacks without armswinging.
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