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NoCheat Config File

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Jan 30th, 2012
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  1. # Want to know what these options do? Read at the end of this file.
  2.  
  3. logging.active = true
  4. logging.prefix = "&4NC&f: "
  5. logging.filename = "nocheat.log"
  6. logging.filelevel = low
  7. logging.consolelevel = high
  8. logging.chatlevel = med
  9.  
  10. debug.showactivechecks = false
  11. debug.compatibility = true
  12.  
  13. inventory.closebeforeteleports = true
  14.  
  15. moving.check = true
  16. moving.identifycreativemode = true
  17. moving.runfly.check = true
  18. moving.runfly.walkingspeedlimit = 22
  19. moving.runfly.sprintingspeedlimit = 40
  20. moving.runfly.allowhungrysprinting = false
  21. moving.runfly.jumpheight = 135
  22. moving.runfly.checksneaking = true
  23. moving.runfly.sneakingspeedlimit = 14
  24. moving.runfly.checkswimming = true
  25. moving.runfly.swimmingspeedlimit = 18
  26. moving.runfly.actions.0 = moveLogLowShort moveCancel
  27. moving.runfly.actions.100 = moveLogMedShort moveCancel
  28. moving.runfly.actions.400 = moveLogHighShort moveCancel
  29. moving.runfly.checknofall = true
  30. moving.runfly.nofallmultiplier = 200
  31. moving.runfly.nofallactions.0 = nofallLog nofallDamage
  32. moving.runfly.allowlimitedflying = false
  33. moving.runfly.flyingspeedlimitvertical = 100
  34. moving.runfly.flyingspeedlimithorizontal = 60
  35. moving.runfly.flyingactions.0 = moveLogLowShort moveCancel
  36. moving.runfly.flyingactions.100 = moveLogMedShort moveCancel
  37. moving.runfly.flyingactions.400 = moveLogHighShort moveCancel
  38. moving.morepackets.check = true
  39. moving.morepackets.actions.0 = morepacketsLow moveCancel
  40. moving.morepackets.actions.30 = morepacketsMed moveCancel
  41. moving.morepackets.actions.60 = morepacketsHigh moveCancel
  42.  
  43. blockbreak.check = true
  44. blockbreak.reach.check = true
  45. blockbreak.reach.actions.0 = blockbreakCancel
  46. blockbreak.reach.actions.5 = reachLog blockbreakCancel
  47. blockbreak.direction.check = true
  48. blockbreak.direction.checkinstabreakblocks = true
  49. blockbreak.direction.precision = 50
  50. blockbreak.direction.penaltytime = 300
  51. blockbreak.direction.actions.0 = blockbreakCancel
  52. blockbreak.direction.actions.10 = directionLog blockbreakCancel
  53. blockbreak.noswing.check = true
  54. blockbreak.noswing.actions.0 = noswingLog blockbreakCancel
  55.  
  56. blockplace.check = true
  57. blockplace.reach.check = true
  58. blockplace.reach.actions.0 = blockplaceCancel
  59. blockplace.reach.actions.5 = reachLog blockplaceCancel
  60. blockplace.direction.check = true
  61. blockplace.direction.penaltytime = 100
  62. blockplace.direction.precision = 75
  63. blockplace.direction.actions.0 = blockplaceCancel
  64. blockplace.direction.actions.10 = directionLog blockplaceCancel
  65.  
  66. chat.check = true
  67. chat.spam.check = true
  68. chat.spam.whitelist = ""
  69. chat.spam.timeframe = 5
  70. chat.spam.limit = 5
  71. chat.spam.actions.0 = spamLog chatCancel
  72. chat.spam.actions.50 = spamLog chatCancel spamkick
  73. chat.empty.check = true
  74. chat.empty.actions.0 = emptyChatLog chatCancel emptyChatKick
  75.  
  76. fight.check = true
  77. fight.direction.check = true
  78. fight.direction.precision = 75
  79. fight.direction.penaltytime = 500
  80. fight.direction.actions.0 = fightCancel
  81. fight.direction.actions.5 = fightDirectionLogLow fightCancel
  82. fight.direction.actions.20 = fightDirectionLog fightCancel
  83. fight.direction.actions.50 = fightDirectionLogHigh fightCancel
  84. fight.selfhit.check = true
  85. fight.selfhit.actions.0 = fightSelfhitlog fightCancel
  86. fight.noswing.check = true
  87. fight.noswing.actions.0 = noswingLog fightCancel
  88.  
  89.  
  90.  
  91.  
  92. # logging.active:
  93. #
  94. # Should NoCheat related messages get logged at all. Some messages may still appear, e.g. error
  95. # messages, even if this option is deactivated
  96.  
  97.  
  98. # logging.prefix:
  99. #
  100. # The short text that appears in front of messages by NoCheat. Color codes are &0-&9 and &A-&F
  101.  
  102.  
  103. # logging.filename:
  104. #
  105. # Where logs that go to the logfile are stored. You can have different files for different worlds.
  106.  
  107.  
  108. # logging.filelevel:
  109. #
  110. # What log-level need messages to have to get stored in the logfile. Values are:
  111. # low: all messages
  112. # med: med and high messages only
  113. # high: high messages only
  114. # off: no messages at all.
  115.  
  116.  
  117. # logging.consolelevel:
  118. #
  119. # What log-level need messages to have to get displayed in your server console. Values are:
  120. # low: all messages
  121. # med: med and high messages only
  122. # high: high messages only
  123. # off: no messages at all.
  124.  
  125.  
  126. # logging.chatlevel:
  127. #
  128. # What log-level need messages to have to get displayed in the ingame chat. Values are:
  129. # low: all messages
  130. # med: med and high messages only
  131. # high: high messages only
  132. # off: no messages at all.
  133.  
  134.  
  135. # debug.showactivechecks:
  136. #
  137. # Print to the console an overview of all checks that are enabled when NoCheat gets loaded.
  138.  
  139.  
  140. # debug.compatibility:
  141. #
  142. # Do some voodoo to fix common mistakes of other plugins which interfere with NoCheat.
  143.  
  144.  
  145. # inventory.closebeforeteleports:
  146. #
  147. # Close inventory screens of players before they get teleported, preventing creation of real or fake duplicates.
  148.  
  149.  
  150. # moving.check:
  151. #
  152. # If true, do various checks on PlayerMove events.
  153.  
  154.  
  155. # moving.identifycreativemode:
  156. #
  157. # If true, NoCheat will automatically identify if players are in creative mode and will allow them to fly, avoid fall damage etc.
  158.  
  159.  
  160. # moving.runfly.check:
  161. #
  162. # If true, check if a player is walking/sprinting/sneaking/swimming too fast/high.
  163.  
  164.  
  165. # moving.runfly.walkingspeedlimit:
  166. #
  167. # Set the speed limit for moving horizontal under 'normal' conditions.
  168. # Unit is 1/100 of a block, default is 22.
  169.  
  170.  
  171. # moving.runfly.sprintingspeedlimit:
  172. #
  173. # Set the speed limit for moving horizontal while sprinting.
  174. # Unit is 1/100 of a block, default is 40.
  175.  
  176.  
  177. # moving.runfly.allowhungrysprinting:
  178. #
  179. # Should players with a food level of less than 6 be allowed to use the builtin sprint-function?
  180.  
  181.  
  182. # moving.runfly.jumpheight:
  183. #
  184. # Set how high a player is allowed to jump.
  185. # Unit is 1/100 of a block, default is 135.
  186.  
  187.  
  188. # moving.runfly.checksneaking:
  189. #
  190. # Use a seperate speed limit for sneaking players.
  191.  
  192.  
  193. # moving.runfly.sneakingspeedlimit:
  194. #
  195. # Set the speed limit for moving horizontal while sneaking.
  196. # Unit is 1/100 of a block, default is 14
  197.  
  198.  
  199. # moving.runfly.checkswimming:
  200. #
  201. # Use a seperate speed limit for swimming players.
  202.  
  203.  
  204. # moving.runfly.swimmingspeedlimit:
  205. #
  206. # Set the speed limit for moving horizontal while in water.
  207. # Unit is 1/100 of a block, default is 18
  208.  
  209.  
  210. # moving.runfly.actions:
  211. #
  212. # What should be done if a player moves faster than the speed limit(s) or jumps higher than allowed.
  213. # Units are in 1/100 of a block above the limit.
  214.  
  215.  
  216. # moving.runfly.checknofall:
  217. #
  218. # If true, check if a player is avoiding fall damage by using a nofall hack. EXPERIMENTAL! Feedback is appreciated.
  219.  
  220.  
  221. # moving.runfly.nofallmultiplier:
  222. #
  223. # How many percent falldamage should be dealt to the player.
  224. # NoCheat will almost always underestimate fall damage, using a value bigger than 100 is advised.
  225. # Unit is percent of the estimated original fall damage, default is 200.
  226.  
  227.  
  228. # moving.runfly.nofallactions:
  229. #
  230. # What should be done if a player is detected as avoiding fall damage.
  231. # Unit is number of blocks the player fell down.
  232.  
  233.  
  234. # moving.runfly.allowlimitedflying:
  235. #
  236. # If true, instead of doing the above checks for walking/sprinting/swimming/sneaking,
  237. # allow flying and only limit the flying speed.
  238.  
  239.  
  240. # moving.runfly.flyingspeedlimitvertical:
  241. #
  242. # Set the speed limit for moving vertical while flying.
  243. # Unit is 1/100 of a block, default is 100.
  244.  
  245.  
  246. # moving.runfly.flyingspeedlimithorizontal:
  247. #
  248. # Set the speed limit for moving horizontal while flying.
  249. # Unit is 1/100 of a block, default is 60.
  250.  
  251.  
  252. # moving.runfly.flyingactions:
  253. #
  254. # What should be done if a player flies faster than the speed limit(s).
  255. # Units are in 1/100 of a block above the speedlimit.
  256.  
  257.  
  258. # moving.morepackets.check:
  259. #
  260. # 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.
  261.  
  262.  
  263. # moving.morepackets.actions:
  264. #
  265. # What should be done if a player sends more 'move-packets' than normal.
  266. # Units are packets per second above the limit.
  267.  
  268.  
  269. # blockbreak.check:
  270. #
  271. # If true, do various checks on BlockBreak events.
  272.  
  273.  
  274. # blockbreak.reach.check:
  275. #
  276. # If true, check if a player is breaking blocks that are too far away.
  277.  
  278.  
  279. # blockbreak.reach.actions:
  280. #
  281. # What should be done if a player is breaking blocks that are too far away.
  282. # Unit is number of break(attempt)s beyond the limit.
  283.  
  284.  
  285. # blockbreak.direction.check:
  286. #
  287. # If true, check if a player is looking at the block that he's breaking.
  288.  
  289.  
  290. # blockbreak.direction.checkinstabreakblocks:
  291. #
  292. # If true, NoCheat will also check for direction for Instant-Breaking blocks.
  293. # THIS WILL CAUSE FALSE POSITIVES, when a player keeps his mouse button pressed and moves the mouse fast over the screen.
  294.  
  295.  
  296. # blockbreak.direction.precision:
  297. #
  298. # Define how precise a player has to hit blocks when mining. Lower values mean more precision, higher values less precision.
  299.  
  300.  
  301. # blockbreak.direction.penaltytime:
  302. #
  303. # Define how long after a failed attempt to dig a player will be disallowed to break another block.
  304. # Unit is milliseconds, default is 300.
  305.  
  306.  
  307. # blockbreak.direction.actions:
  308. #
  309. # What should be done if a player is breaking blocks that are not in his line of sight.
  310. # Unit is the combined distance in blocks between where the player looked vs. where the block was.
  311.  
  312.  
  313. # blockbreak.noswing.check:
  314. #
  315. # If true, check if a player swung his arm before breaking a block, which he should have done.
  316.  
  317.  
  318. # blockbreak.noswing.actions:
  319. #
  320. # What should be done if a player didn't swing his arm.
  321. # Unit is number of blockbreaking without armswinging.
  322.  
  323.  
  324. # blockplace.check:
  325. #
  326. # If true, do various checks on BlockPlace events.
  327.  
  328.  
  329. # blockplace.reach.check:
  330. #
  331. # If true, check if a player is placing blocks at locations too far away.
  332.  
  333.  
  334. # blockplace.reach.actions:
  335. #
  336. # What should be done if a player is placing blocks that are too far away.
  337. # Unit is number of place(attempt)s beyond the limit.
  338.  
  339.  
  340. # blockplace.direction.check:
  341. #
  342. # If true, check if a player is looking at the block that he's placing.
  343.  
  344.  
  345. # blockplace.direction.penaltytime:
  346. #
  347. # Define how long after a failed attempt to place blocks a player will be disallowed to place another block.
  348. # Unit is milliseconds, default is 100.
  349.  
  350.  
  351. # blockplace.direction.precision:
  352. #
  353. # Define how precise a player has to be when placing blocks. Lower values mean more precision, higher values less precision. Default 75.
  354.  
  355.  
  356. # blockplace.direction.actions:
  357. #
  358. # What should be done if a player is placing blocks that are not in his line of sight.
  359. # Unit is the combined distance in blocks between where the player looked vs. where the block was.
  360.  
  361.  
  362. # chat.check:
  363. #
  364. # If true, do various checks on PlayerChat events.
  365.  
  366.  
  367. # chat.spam.check:
  368. #
  369. # If true, check if a player is spamming the chat.
  370.  
  371.  
  372. # chat.spam.whitelist:
  373. #
  374. # 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.
  375.  
  376.  
  377. # chat.spam.timeframe:
  378. #
  379. # Over what timeframe (in seconds) should the messages be counted?
  380. # When the time is over, counting starts at 0 again.
  381.  
  382.  
  383. # chat.spam.limit:
  384. #
  385. # How many messages per timeframe may the player send without it counting as spamming?
  386.  
  387.  
  388. # chat.spam.actions:
  389. #
  390. # What should be done if a player is trying to spam the chat.
  391. # Unit is number of chat messages above the limit you declared above.
  392.  
  393.  
  394. # chat.empty.check:
  395. #
  396. # If true, check if a player is sending an empty message.
  397.  
  398.  
  399. # chat.empty.actions:
  400. #
  401. # What should be done if a player sends an empty message.
  402. # Unit is number of empty chat messages sent by the player.
  403.  
  404.  
  405. # fight.check:
  406. #
  407. # If true, do various checks on Events related to fighting.
  408.  
  409.  
  410. # fight.direction.check:
  411. #
  412. # If true, check if a player is really looking at enemies that he attacks.
  413.  
  414.  
  415. # fight.direction.precision:
  416. #
  417. # Set how precise the check should be. If you experience the check to be too zealous, increase this value.
  418. # If you want to make it tighter, reduce this value. Default is 100.
  419.  
  420.  
  421. # fight.direction.penaltytime:
  422. #
  423. # If a player fails the check, he will be unable to attack for this amount of time (in milliseconds), default is 500.
  424.  
  425.  
  426. # fight.direction.actions:
  427. #
  428. # What should be done if a player attacks entities that are not in his field of view.
  429. # Unit is sqare root of the distance in blocks between where the enemy was and where the player looked.
  430.  
  431.  
  432. # fight.selfhit.check:
  433. #
  434. # If true, check if a player is attacking itself, which should normally be impossible.
  435.  
  436.  
  437. # fight.selfhit.actions:
  438. #
  439. # What should be done if a player attacks himself.
  440. # Unit is number of attacks on himself.
  441.  
  442.  
  443. # fight.noswing.check:
  444. #
  445. # If true, check if a player swung his arm before attacking, which he should have done.
  446.  
  447.  
  448. # fight.noswing.actions:
  449. #
  450. # What should be done if a player didn't swing his arm.
  451. # Unit is number of attacks without armswinging.
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