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KnockbackMaster configuration file
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#################################################### | |
# KnockbackMaster by xDefcon <luigi@xdefcon.com> | |
# www.spigotmc.org/resources/knockbackmaster.42721/ | |
# Configuration File | |
#################################################### | |
# Should the plugin notify OPs when a new update is released? (SUGGESTED VALUE IS "true") | |
update-notify: true | |
# Toggle debug mode (leave it as false if not requested by the developer). | |
debug: false | |
#**************************************************# | |
# KNOCKBACK # | |
#**************************************************# | |
# Section related to the Knockback values and multipliers. | |
# Be aware of the difference between a value and a multiplier (more below) | |
# | |
# These default config values emulate the standard knockback | |
# in Minecraft. Proceed by applying small modifications. | |
# | |
# FOR CUSTOM KNOCKBACK (PER WORLD), PLEASE CHECK AT | |
# THE VERY BOTTOM OF THIS CONFIG FILE. | |
#**************************************************# | |
knockback: | |
# Should the knockback module (normal,sprinting,in-air,enchantment) be enabled? | |
# Setting this to "false" will let the Spigot server handle the hits and the related knockback. | |
enabled: true | |
# DEFAULT KNOCKBACK VALUES | |
# THE FOLLOWING APPLIES FOR ALL WORLDS (IF NOT DIFFERENTLY SPECIFIED BELOW) | |
# Example: If you want in worldB a different "normal.vertical" modifier, just create | |
# a "worldB" entry in the section at the end of the config and specify JUST the "normal.vertical" value | |
# All the other values will be taken from the following default ones. | |
# | |
normal: | |
# Horizontal knockback, affects only X and Z coordinate values. | |
horizontal: 0.4 | |
# Vertical knockback, affects only Y coordinate value. | |
vertical: 0.36 | |
# Sprinting knockback values. This multipliers will be used if the damager is sprinting | |
# By default in Minecraft, if the damager player is sprinting, he deals more knockback to the damaged one. | |
# This is the reason of PvP movement-related actions like W-tapping. | |
sprinting: | |
# Select the sprinting module system. Available values: "standard" and "legacy". | |
# "standard" is the new module that will improve the sprinting detection (better detection) | |
# "legacy" is the old method (pre v2.10.0) that you may find better if you started with a version below 2.10.0. | |
# If you set "legacy" as method, you should set the "knockback.air.horizontal" multiplier to 1.0 to achieve the exact same | |
# as version 2.9 and below. | |
mode: "standard" | |
# Horizontal sprint knockback, affects only X and Z coordinate values. | |
horizontal: 0.8 | |
# Vertical sprint knockback, affects only Y coordinate value. | |
vertical: 0.42 | |
# Air knockback multipliers. Section related to the knockback that a player should receive if in air. | |
# Usually, if the damaged player is taking damage while he's in the air, he will receive less knockback | |
# both horizontally and vertically. | |
air: | |
# Air Multipliers, 1.0 means no difference, 0.8 means 20% less knockback while in air. | |
horizontal: 0.6 | |
vertical: 0.8 | |
# Enchantment section. | |
enchantment: | |
# Knockback enchantment multipliers. You can configure a specific multiplier (or value) for each knockback level (Knockback I, II, etc.) | |
# If you have, for instance, KnockbackIV, you can add '4' after '3'. If you set 1.10, this results in a 10% increase. | |
# If you set 2.15, this results in a 115% increase. The default values are similar to the standard Knockback I and II. | |
# | |
# If you do NOT want multipliers but instead you want custom values for a specific knockback enchantment level, | |
# you can add "horizontal" and "vertical" to the specific knockback level like following example. | |
# | |
# You can have all of the following values as multipliers, values or both, like in the example below that works like this: | |
# Knockback I will have a 105% increase in knockback.normal or knockback.sprinting values | |
# Knockback II will have a 190% increase | |
# Knockback III will overwrite knockback.normal values and sets them to 1.1 and 0.45 relatively. | |
# Please note that in the example below, the lines after '3' must have correct spacing or the config file will be invalid. | |
knockback-level: | |
'1': 2.05 | |
'2': 2.9 | |
'3': # Knockback III is not achievable in vanilla minecraft | |
horizontal: 1.1 | |
vertical: 0.45 | |
# If the enchantment level is none of the above, this multiplier will be used. This can only be a multiplier. | |
other: 3.5 | |
# Should the knockback be the same also if the player is sprinting? (set to true for vanilla-like experience). | |
ignore-sprinting: true | |
# Section related to the knockback caused by the thorns enchantment | |
# You can choose to increase or decrease the knockback that players receive when attacking an armor with the thorns | |
# enchantment. | |
# | |
# Please note that everything related to the percentages of receiving an hit by the enchantment are not | |
# modified by the plugin and the vanilla behaviour remains: https://minecraft.gamepedia.com/Thorns | |
thorns: | |
# Should the plugin edit the THORNS knockback? | |
enabled: false | |
# Horizontal value. This is a value that will override the one defined in normal.horizontal or sprinting.horizontal | |
horizontal: 0.4 | |
# Vertical value (same as horizontal, but for the other axis) | |
vertical: 0.38 | |
# Section related to the knockback caused by BOW | |
bow: | |
# Toggle this to false if you want to use the Minecraft's standard method to handle the KB of a bow. | |
enabled: true | |
# Standard bow KB, horizontal and vertical | |
normal: | |
horizontal: 0.75 | |
vertical: 0.35 | |
# Air BOW knockback values. Section related to the knockback that a player should receive if in air. | |
air: | |
# Air Multiplier, 1.0 means no difference, 0.8 means 20% less knockback while in air. | |
in-air-multiplier: 0.8 | |
# Enchantment section. | |
enchantment: | |
# Punch (Arrow Knockback) enchantment multipliers. You can configure a specific multiplier for each knockback level (Punch I, II, etc.) | |
# If you have, for instance, PunchIII, you can add '3' after '2'. If you set 1.10, this results in a 10% increase. | |
# If you set 2.15, this results in a 115% increase. The default values are similar to the standard Punch I and II. | |
punch-level: | |
'1': 2.0 | |
'2': 2.85 | |
# If the enchant level is none of the above, this multiplier will be used. | |
other: 3.0 | |
#**************************************************# | |
# W-TAPPING # | |
#**************************************************# | |
w-tap: | |
# Should the w-tap manager be enabled and check when a player is w-tapping? | |
enabled: true | |
# Set this to true to enable debug mode. Debug mode will send a notification to OPs every tick that notify them | |
# when he is w-tapping or not. This is useful to check the w-tap values to see if the delays works for your pvp style. | |
debug: false | |
# How long (in ticks, 1 tick = 50ms) should the player stand still before detecting him as NOT moving? | |
not-moving-delay: 2 | |
# What is the maximum delay (ms) between pressing W key twice (sprinting/not sprinting) for detecting a player as w-tapping? | |
# Lower value = pressing W faster for valid w-tap. Higher value = more easy to w-tap. | |
# (Please set values near multiples of 50 like: 150, 160, 195, 200, 455 to be more accurate as possible.) | |
sprinting-delay-ms: 200 | |
# Section related to W-tap knockback modifiers. The knockback will be multiplied by this value. | |
# 1.05 means 5% MORE knockback while 0.98 means 2% LESS knockback (suggestion: keep this values between -10% and +10%) | |
knockback-modifier: | |
# kb modifiers for attacker player, this is the knockback (modifier) you DEAL if w-tapping: | |
as-damager: | |
horizontal: 1.05 | |
vertical: 1.03 | |
# kb modifiers for damaged player, this is the knockback (modifier) you RECEIVE if w-tapping: | |
as-damaged: | |
horizontal: 0.95 | |
vertical: 0.97 | |
#**************************************************# | |
# COMBO MODE # | |
#**************************************************# | |
combo-mode: | |
# Should the combo mode be enabled? | |
enabled: false | |
# A list of worlds where the combo mode should be disabled. | |
disabled-worlds: | |
- "exampleDisabledWorld1" | |
- "exampleDisabledWorld2" | |
# Enables the compatibility with minecraft versions above 1.9 (new combat system) and with plugins such as OldCombatMechanics | |
# Set this to true if you are using versions above 1.9 and you are using OldCombatMechanics or similar plugins. | |
# Set this to false if your server version is 1.8 or lower. | |
19-compatibility: false | |
# Select the type of the combo mode. 1 means that the combo mode will be enabled when a player eats an enchanted golden apple. | |
# 2 means a PERMANENT combo mode, from the login, to the logout of a player. | |
type: 1 | |
# Section related for the knockback in combo mode. These values will replace the "knockback.normal" and | |
# "knockback.sprinting" values and will be applied only if the damaged player is in combo mode. | |
# Please consider that the "knockback.air.in-air-multiplier" is still valid here, and you should edit it if you | |
# want the players in combo to go too high when hit (some people like this behavior, some does not). | |
knockback: | |
# Standard knockback combo values. This multipliers will be used if the damaged player is in combo mode. | |
normal: | |
horizontal: 0.42 | |
vertical: 0.32 | |
# Sprinting knockback values. This multipliers will be used if the damager is sprinting and if the damaged player is in combo mode. | |
sprinting: | |
horizontal: 0.85 | |
vertical: 0.37 | |
# Combo mode air knockback values. Section related to the knockback that a player should receive if in air | |
# and he is in combo mode. | |
air: | |
# Air Multiplier, 1.0 means no difference, 0.6 means 40% less knockback while in air. | |
horizontal: 0.6 | |
vertical: 0.6 | |
# When enabled, height-control module will allow you to set a new vertical multiplier when the player is too high | |
# from the ground (configurable as height-blocks). This is useful to avoid getting players too high when in combo mode. | |
# | |
# NOTE: this module adds little computational effort to calculate the height of a player during combat, it won't hurt performance | |
# and it is here because you requested it. I recommend to find good combo-mode knockback values and no-damage-ticks so this | |
# module won't be needed as the players will naturally fall down and not exceed a certain height. | |
height-control: | |
enabled: false | |
# From what distance from the ground should we apply the new-vertical multiplier? | |
# 5.2 means that if the player is above 5.2 blocks from the ground then the new-vertical multiplier will be used. | |
height-blocks: 5.2 | |
# The new vertical multiplier that has to be used ONLY when the player is above "height-blocks" from the ground, | |
# this will overwrite the combo-mode.knockback.air.vertical multiplier. | |
# 0.1 means 90% less vertical knockback, 0 means no vertical knockback. | |
new-vertical: 0.1 | |
# Set this to true if you want to notify players when combo mode is enabled (after eating gapple) | |
# and disabled (when the time is expired). You can edit the messages in the messages.yml config file. | |
notify-player: true | |
# How long should the combo effect be active? Set this value in seconds. | |
gapple-duration: 30 | |
# No damage ticks. This value represent the number of ticks (1 tick = 50ms) that should occur between 2 hits. | |
# The standard minecraft value of this parameter is 20 | |
# The logic behind how this value is processed in minecraft is not as "logical" as you may think but basically | |
# the following is true: LOWER no-damage-ticks values means HIGHER max hits per second. | |
# EXAMPLE: If you set the following value to 5, the players will receive not more than 1 hit every 5 ticks (250ms); | |
# EXAMPLE 2: If you set the following value to 3, the players will receive not more than 1 hit every 3 ticks (150ms). | |
no-damage-ticks: 3 | |
#**************************************************# | |
# RANDOMIZER # | |
#**************************************************# | |
randomizer: | |
# Set this to false if you want to DISABLE the randomize feature. | |
enabled: true | |
# Section related to random knockback modifiers. Values are in percentage. | |
modifier: | |
# Horizontal maximum percentage factor. (5 means that a maximum of 5% will be randomly added for each hit) | |
horizontal: 4 | |
# Vertical maximum percentage factor. | |
vertical: 2 | |
#**************************************************# | |
# PER-WORLD KNOCKBACK # | |
#**************************************************# | |
# Custom knockback for specific worlds. Please specify world names lower-case! | |
# How does it work? | |
# 1) KnockbackMaster will read the values above in "knockback" section and consider them as DEFAULT. | |
# 2) If a custom world name is specified here, the related values will overwrite the DEFAULT ones. | |
# 3) You have to specify ONLY the values you want to be different from the DEFAULT ones | |
# | |
# EXAMPLE: | |
# If you want to modify just the knockback.normal.horizontal and vertical values for world "MyCustomKbWorld1" | |
# you have to write just 2 values under "mycustomworld1" section (note that world names must be lower-case) | |
# you can follow the default example below: | |
custom-worlds: | |
# Set to TRUE to enable custom KB by specifying worlds below. | |
enabled: false | |
worlds: | |
# Example world 1 (you can remove or edit this) | |
mycustomkbworld1: | |
knockback: | |
normal: | |
horizontal: 0.2 | |
vertical: 0.23 | |
sprinting: | |
mode: "legacy" | |
bow: | |
air: | |
in-air-multiplier: 0.8 | |
# You can add/remove as many worlds as you want | |
mycustomkbworld2: | |
knockback: | |
normal: | |
horizontal: 1.1 |
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