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Blockhead7360

PlayerRevival - Blockhead7360's Plugin Shop

Jul 19th, 2016
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  1. # PlayerRevival by Blockhead7360 (http://blockhead7360.com)
  2. # Configuration guide: <NOT_POSTED_YET>
  3.  
  4.  
  5. # IF ANY PART OF THE PLUGIN IS NOT WORKING OR NEEDS AN UPDATE, CONTACT ME FOR HELP
  6. # Email (recommended): plugins@blockhead7360.com
  7. # Spigot Forums: Send a PM to ComputerDust
  8. # Bukkit Forums: Send a PM to Blockhead7360
  9. # YouTube: http://j.mp/bh7360yt
  10.  
  11. # If the plugin is not working, this plugin has full error coverage for 1 month. Once this time runs out, you will need to pay $20 USD to purchase another 2 weeks of error coverage.
  12. # If the plugin needs an update, pricing depends on the size of the update. Small updates are FREE!
  13. # For a ton of information on all of this, visit: https://www.spigotmc.org/threads/blockhead7360s-plugin-shop-high-quality-plugins-open.103453/
  14. # Alternative: http://blockhead7360.com/plugin-dev
  15. # On that page, all this information, plus a section for update pricing, is listed!
  16.  
  17. # THIS PLUGIN FALLS INTO THE "NORMAL" SIZE CATEGORY (on the spigot page above).
  18.  
  19.  
  20. # Hello! This is a guide for the configuration file (config.yml) of PlayerRevival by Blockhead7360 (made for Dragon_12dk)
  21. # This plugin will not be sold to anyone other than Dragon_12dk (technically, except me) unless Dragon_12dk provides permission to do so.
  22.  
  23.  
  24.  
  25. pass-out-begin-half-hearts: 2
  26. # Once you PASS this amount of half hearts, you pass out (and thus the revival sequence begins...)
  27. # Remember, as it's set to 2 here, that means that once you get below 2 half hearts (once you get to half a heart), you pass out.
  28. # If you wanted to set this to 1 heart, change this to 3.
  29.  
  30.  
  31. time-after-zero-until-death: 1
  32. #(seconds)
  33. # If a player is not revived in time, does not find a surgeon in time, or was in a failed surgery, they will die after this amount of seconds.
  34. # The reason this exists is that so we can have a title in the middle of the screen saying how they died. If you want them to die immediately, set this to 0.
  35.  
  36. #--------------------
  37.  
  38. allow-player-damage-while-passed-out: false
  39. # Setting this to true allows a player to be damaged while passed out.
  40.  
  41.  
  42. time-until-death: 60
  43. #(seconds)
  44. # Once a player passes out, this countdown begins in the form of a title on the screen (customizable in messages.properties)
  45. # Once this time runs out, a title is displayed saying why they died (customizable) and then they are killed after "time-after-zero-until-death" (above).
  46.  
  47.  
  48. play-ding-sound-interval: 5
  49. #(seconds)
  50. # During the countdown, click sounds happen every second. A ding sound (ORB_PICKUP) can also be played at the interval of what is set above. When the ding sound is played, the click sound is not.
  51. # Set this to -1 to only have click sounds.
  52.  
  53. #--------------------
  54.  
  55. time-for-medic-to-revive: 5
  56. #(seconds)
  57. # This is how many seconds it takes for a medic to revive a player.
  58.  
  59. allow-medic-to-move-while-reviving: false
  60. # If set to false, if the medic moves while reviving the player (as soon as they leave the block they are standing on), a title will be shown (customizable) and the player resumes to being "passed out".
  61. # If true, the medic is able to move while reviving the player, which makes the game much easier.
  62.  
  63.  
  64. failed-revival-time-until-death-multiplied-by-time-elapsed: 12
  65. # If the medic fails to revive the player (ex. moves), then the time elapsed on the revival procedure (out of the "time-for-medic-to-revive" (above)) is multiplied by this number, which is how long the player has until he/she dies again (unless of course there is another medic who comes to revive him/her). This makes sense because if the medic revives the player for more time but fails (by moving), then the player is able to have more time to be revived by someone else (because he/she was partly revived).
  66. # The reason this is 12 is because by default, the "time-until-death" is 60, and the "time-for-medic-to-revive" is 5. 60/5 is 12, so that means the time the player has to be revived after the fail cannot go above 60.
  67.  
  68.  
  69. allow-sprinting-after-revived: false
  70. # Can the revived player sprint after being revived? If set to false, the hunger bar will drop to around 2 hunger points (1 hunger meat thingy).
  71. # Don't worry, the previous hunger point amount is saved, so if the player is completely revived by the surgeon, the hunger points are restored to what the player previously had.
  72. # This is not an immediate effect. If set to false, the player does have some sprinting time before "getting tired quickly because he/she is sick."
  73.  
  74.  
  75. regen-successful-medics: true
  76. # If the revival medic is successful, should his/her health be regenerated to full (20 HP)?
  77. # Set to true to regenerate, set to false to not.
  78.  
  79. #--------------------
  80.  
  81. time-to-find-surgeon: 120
  82. #(seconds)
  83. # After being revived by a revival medic, the player has this amount of seconds to find a surgeon (that wants to perform surgery upon him/her), before he/she dies.
  84.  
  85.  
  86. not-go-above-this-health-while-moving-half-hearts: 10
  87. # After being revived by a revival medic and while searching for a surgeon, what should the player's health be set to in half hearts?
  88. # A player's health cannot go above this amount of health while the player is moving.
  89.  
  90.  
  91. red-particles-while-injured: true
  92. # After a player is revived, he/she is still injured and has to search for a surgeon.
  93. # During this search, should the player have red particles (redstone block breaking particles) running at a specific tick interval (below) on him/her?
  94. # True is yes, false is no.
  95.  
  96.  
  97. red-particles-tick-interval: 20
  98. #(ticks) - (ticks are seconds multiplied by 20. This allows for more specific timing)
  99. # This is how often the red particle effect (supposedly blood) is performed on the player, to not cause much lag.
  100. # This does not apply if the "red-particles-while-injured" setting (above) is set to false.
  101.  
  102.  
  103. regen-successful-surgeons: true
  104. # If a surgeon is successful in healing the player, should his/her health be regenerated to full health?
  105. # True for yes, false for no.
  106.  
  107.  
  108. sethealth-failed-surgeons-half-hearts: 4
  109. # If a surgeon fails to complete a surgery (such as closing out of the surgeon GUI), the patient dies.
  110. # The surgeon "feels bad" and part of his heart breaks inside of him/her for letting a patient die like that.
  111. # Usually this is a metaphorical statement, but here it's literal.
  112. # This is the amount of half hearts that a surgeon's health will drop to when a surgery done by him/her is failed.
  113. # His/her health will not go above this amount of half hearts while moving for the amount of seconds in the setting "time-failed-surgeons-stay-at-health" (below).
  114.  
  115.  
  116. time-failed-surgeons-stay-at-health: 45
  117. #(seconds)
  118. # This is the amount of time in seconds that the surgeon will stay at the health above in the setting "sethealth-failed-surgeons-half-hearts." Once this amount of time runs out, the surgeon can regenerate.
  119.  
  120.  
  121. play-green-firework-if-surgery-success: true
  122. # This is half a bug and may not perform.
  123. # What this is supposed to do is play a green firework (large ball firework with red fade color) on the surgeon if the surgery was successful.
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