Config.yml

From Lasers-Enigma Documentation
Jump to: navigation, search

The file /plugins/LasersEnigma/config.yml contains all the plugin configuration:

 # language : en and fr translations are available but you can also create your own.
 language: en
 
 # only_needed_colors:
 #   false: on every components that test the color(s) of received laser(s) (laser receivers and melting clay),
 #          the test will be successful if AT LEAST the needed colors are received.
 #          => a green laser receiver will be activated if it receives a white laser.
 #   true: the test will be successful if EXACTLY the needed colors are received AND ONLY THOSE needed colors.
 #          => a green laser receiver will not be activated if it receives a white laser.only be activated with: 
 #             a green laser receiver will only be activated if it receives a green laser or blue laser + yellow laser
 only_needed_colors: true
 
 # check_for_new_versions: Notify administrator in console and ingame whenever a new version of the plugin is available.
 check_for_new_versions: true
 
 #check_for_new_beta_versions: Notify administrator in console and ingame whenever a new beta version of the plugin is available.
 check_for_new_beta_versions: false
 
 # music_blocks: activates or deactivate music blocks
 music_blocks: true
 
 # music_blocks_scoreboards: activates or deactivate the scoreboard used to scroll the sound list
 music_blocks_scoreboards: true
 
 # show_stats_on_player_leaved_area: activates or deactivate the scores display when a player leaves an area
 show_stats_on_player_leaved_area: true
 
 # laser_affect_mobs: activates or deactivate the fact touching a laser will affect mobs (monsters and animals)
 laser_affect_mobs: true
 
 # laser_affect_players: activates or deactivate the fact touching a laser will affect players
 laser_affect_players: true
 
 # entities_stops_lasers: when an entity is touched by a laser, will the laser pass through
 entities_stops_lasers: true
 
 # laser_burns_tick_duration: changes the burning duration (in ticks) of entities touching a laser. Set to 0 to deactivate.
 laser_burns_tick_duration: 40
 
 # laser_additional_damage: 
 laser_additional_damage: 1
 
 # laser_knockback_multiplier: adds additional damages that will be taken by an entity touching a laser (in addition to the damage done by the burning). Set to 0 to deactivate.
 laser_knockback_multiplier: 0.8
 
 # backend: will the plugin use a sqlite (saved in a file. Needs no configuration) or mysql database.
 backend: sqlite
 
 # backends: Defines specific backend configuration.
 backends:
   mysql:
     host: localhost
     database: databasename
     user: myUsername
     password: myComplicatedPassword
   sqlite:
     file: database.sqlite
 
 # debug_level:
 #   Defines how much informations will be wrote on the console.
 #   Possible values: OFF|SEVERE|WARNING|INFO|FINE|FINER|FINEST|ALL
 debug_level: INFO
 
 # opening_locks_consumes_keys:
 #   When on false, players will keep their keys even if they open a lock using them.
 #   So they will be able to open the lock again if they enter in the same area again later.
 opening_locks_consumes_keys: true
 
 # clear_keys_on_exit_world:  When activated, players will loose their keys whenever they exit the world.
 clear_keys_on_change_world: false
 
 # clear_keys_on_death: When activated, players will loose their keys whenever they die.
 clear_keys_on_death: false
 
 # clear_keys_on_quit: When activated, players will loose their keys whenever they quit the server.
 clear_keys_on_quit: false
 
 # use_checkpoint_system: Deactivates all the checkpoint system.
 use_checkpoint_system: true
 
 # checkpoint_in_victory_area: Puts a new checkpoint in the victory area for every players entering it.
 checkpoint_in_victory_area: true
 
 # player_respawn_event_priority, player_changed_world_event_priority and player_join_event_priority:
 #   Defines if the plugin will overide other plugin teleportations/respawn systems.
 #   Put highest if you want to be sure this plugin will get the priority.
 #   Possible values: LOWEST|LOW|NORMAL|HIGH|HIGHEST
 player_respawn_event_priority: HIGH
 player_changed_world_event_priority: HIGH
 player_join_event_priority: HIGH
 
 # get_back_to_checkpoint_on_join:
 #   Defines if, when joining the server, you will get back on the last checkpoint you reached.
 #   Possible values: true|only_to_normal_checkpoints|only_to_victory_checkpoints|false|per_world_true|per_world_only_to_normal_checkpoints|per_world_only_to_victory_checkpoints
 get_back_to_checkpoint_on_join: per_world_true
 
 # get_back_to_checkpoint_on_death:
 #   When Dying you will get back on the last checkpoint you reached.
 #   Possible values: true|only_to_normal_checkpoints|only_to_victory_checkpoints|false
 get_back_to_checkpoint_on_death: true
 
 # get_back_to_checkpoint_on_change_world:
 #   When changing world you will get back on the last checkpoint you reached in this world.
 #   Possible values: true|only_to_normal_checkpoints|only_to_victory_checkpoints|false
 get_back_to_checkpoint_on_change_world: true
 
 # clear_checkpoints_on_quit: Removes all the players checkpoints when they leaves the server.
 clear_checkpoints_on_quit: false
 
 # clear_world_checkpoints_on_exit_world: Removes the players checkpoints of the current world when a player leaves it.
 clear_world_checkpoints_on_exit_world: false
 
 # armor_no_knockback_tag: Lasers knockback will be ignored if you carry a chestplate with this text in the lore/tag.
 armor_no_knockback_tag: le_no_knockback
 
 # armor_no_burn_tag:
 #   Lasers burning will be ignored if you carry a chestplate with this text in the lore.
 armor_no_burn_tag: le_no_burn
 
 # armor_no_damage_tag:
 #   Lasers damages will be ignored if you carry a chestplate with this text in the lore (except burning damages).
 armor_no_damage_tag: le_no_damage
 
 # armor_reflect_tag:
 #   Lasers will be reflected on you if you carry a chestplate with this text in the lore.
 armor_reflect_tag: le_reflect
 
 # armor_prism_tag:
 #   Lasers will be divided into many colors if you carry a chestplate with this text in the lore.
 armor_prism_tag: le_prism
 
 # armor_focus_tag:
 #   Lasers will be redirected if you carry a chestplate with this text in the lore/tag.
 armor_focus_tag: le_focus
 
 # armor_lasers_reduces_durability_tag:
 #   By defining adding this text inside a chestplate's lore, you will be able to modify the consequences a laser hit will have on the chestplate's durability.
 #   In order for the lasers to have no impact on the chestplate's durability (= infinite durability) replace X by 0.
 #   In order for the lasers to have a very hight impact on the chestplate's durability (= low durability) replace X by 1.
 #   In order for the lasers to have a very low impact on the chestplate's durability (= big durability) replace X by 9.
 #   By default every armors (with no specific lore/tag) durability get impacted by the lasers hit. Their resistance level is the same as if you would have put X = 3.
 armor_lasers_reduces_durability_tag: le_durabilityX